over three years in the making, the list of improvements to the free 2D/3D game engine is intense # | Continue reading
One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did. | Continue reading
We released Godot 4.0 beta 1 two weeks ago! That was a big milestone on our journey to finalize our next major release. But the "1" in beta 1 means that it's only the first step of the journey, so we're going to release new beta snapshots roughly every other week. So here's beta … | Continue reading
After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements! This includes a new Navigation system, 3D physics interpolation, Label3D and TextMesh, an Android editor port, asynchronous shader compilation, and more! | Continue reading
Maintenance release to provide a handful of bug fixes to users of the current 3.4 stable branch. Notable changes: Android target API 31, thirdparty library updates, ignore unexpected S3TC support on Android for GLES3. | Continue reading
We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs. | Continue reading
The topic of running Godot games on consoles pops up very often. In this article you will find information about how console development works, the challenges that Godot faces for supporting those platforms and which alternatives exist to publish your games for them. | Continue reading
On top of the existing fixed-function fog, Godot 4.0 introduces a new type of fog: Volumetric Fog. For the 4.0 release, we decided to take Volumetric Fog one step further with the addition of FogVolumes. These allow users to dynamically place fog and control complex fog effects w … | Continue reading
Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the … | Continue reading
Another fortnight, another alpha snapshot of the development branch, this time with 4.0 alpha 8! It includes notably Text-to-Speech support on all platforms, and a refactoring of the module/extension initialization levels to allow more flexibility for third-party code. | Continue reading
Every other week we'll publish a new alpha build for Godot 4.0! This is the second build, adding a number of new features and a ton of bug fixes that should be beneficial to both existing and new alpha testers! | Continue reading
The long-awaited first post about the multiplayer replication system in development for Godot 4.0 is here!Check out the design goals, concepts, initial prototype, and as always, stay tuned for more! | Continue reading
We are happy to announce that the gaming platform OP Games is donating USD 100,000 to the Godot project. These funds will be used to further the general development of the engine. | Continue reading
Godot 3.4 is finally released with a number of major new features and a focus on backporting UX improvements from the in-development 4.0 release. This new release adds portal occlusion culling, a revamped UI theme editor, glTF scene export, an animation RESET track, large files s … | Continue reading
A quick overview of upcoming changes for the shader language and visual shader systems in Godot 4.0. | Continue reading
Our campaign for the initial Patreon goal (hiring Juan full time) has been a huge success thanks to our community's support. Thanks to this, Juan is able to spend a lot more time working on Godot and helping other contributors. However, many areas remain where more dedicated deve … | Continue reading
Godot is getting a new plugin interface called GDExtension, an evolution of GDNative. | Continue reading
New RPC syntax and features in Godot 4.0. Introducing channels and ordered transfer mode. | Continue reading
Since it's not very usual I post here, let me remind you who I am. I'm Pedro, a.k.a. RandomShaper in the Godot community. I've been contributing to the engine since 2016, when I discovered it –version 2.1 was the newest– and decided to use it to create my game Hellrule. Precisely … | Continue reading
News about running Godot on servers, and hints at upcoming networking changes in Godot 4.0. | Continue reading
For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette! | Continue reading
This week, we are interviewing Louis Durrant about his game The Garden Path. It will be released in Autumn/Winter 2021 for Windows, macOS and Linux. | Continue reading
As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends. | Continue reading
June 2021 update of the recent work done in relation to XR support in Godot. | Continue reading
Hello fellow Godotters!Our next online GodotCon is just around the corner!We can't wait to see you all this Saturday, 3rd of July 2021!We cannot express how grateful we are for all the people that took the time to submit a proposal for this conference. We were once again overjoye … | Continue reading
No need to "eval"! A whole new interface to interact with JavaScript from Godot Scripts in Web exports, and a new API to prompt the user to download a file generated by Godot. | Continue reading
GDScript is now feature-complete for the upcoming Godot 4.0 version. This article goes through the last bits that were added: typed arrays, lambda functions, builtin static methods, plus a few extra changes for optimization and bug-fixing. | Continue reading
Meet Adrian, a game developer from Stockholm, Sweden. He co-organises Go Godot Jam, a one-month long community festival with a game jam included. Adrian answered a few questions.Who are you, Adrian?I am a game developer based in Stockholm, Sweden. While I am passionate about crea … | Continue reading
All Godot contributors are delighted to release our latest milestone today, Godot 3.3, after more than 7 months of development!This release was initially planned as a 3.2.4 update to the 3.2 branch, but it grew to become a feature-packed update well worth of opening a new stable … | Continue reading
After months of internal debate, we have decided to deal once and for all with a hot topic and the source of much criticism. Godot is being rebranded in order to gain wider appeal and acceptance. | Continue reading
We decide to rename the upcoming 3.2.4 release to Godot 3.3 to better advertize that it's a big milestone with tons of new features! It's still fully compatible with previous Godot 3.2.x releases as one would have expected of 3.2.4, so it will be a recommended update for all Godo … | Continue reading
Hello! This is Joan speaking. I'm happy to announce that, starting today, I will be working as a full-time Godot developer, and my main focus will be anything rendering related. | Continue reading
The topic of why Godot does not utilize ECS comes up often, so this article will explain the design decisions behind that, as well as shed some light on how Godot works. | Continue reading
We've invited Cheeseness to talk about his project, Hive Time. | Continue reading
The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box. | Continue reading
As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going.All the work … | Continue reading
While the focus of Godot 4.0 Vulkan rewrite has largely been improvements to the 3D engine, the 2D side will also see several improvements. | Continue reading
My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs. | Continue reading
Report on the complex text layouts support implementation progress, including changes to Godot's Font resources, and UI mirroring and BiDi implementation details. | Continue reading
Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations.After a lot of debugging and research, the importe … | Continue reading
GDScript now has specific instructions for typed code, allowing a faster execution when types are known at compile time. This is the beginning of optimization in GDScript and the article shows a few details on how it was done and why it's faster. | Continue reading