What’s New in Android & XR What’s New in XR & Android GodotCon 2025 recap A few weeks ago during GodotCon Boston 2025, David Snopek, Logan Lang and I gave the latest updates on the state of Android and XR for the Godot engine. Please note that the VOD isn’t available yet. Th… Continue Reading →
Castle Game Engine: Slides and example from Delphi Day 2025 presentation and after-thoughts (Afterwarp, shadow maps, BGFX and deferred rendering) I’m traveling back home after enjoying Delphi Day 2025 in Piacenza. I think I’ve made a nice presentation about the engine features. Slides are available here and one new (simple and fun 🙂 ) example is part of the engine now: examples/physics/physics_throw_chickens. During the talk, I also showed a number of existing projects, including platformer, … Continue reading ➤ Continue Reading →
A new convention to look forward to: GodotFest – Save the Date! We’re excited to announce a new annual, independent convention centered around Godot: GodotFest! What does this mean? It means we’ll now have another annual Godot event to look forward to! GodotCon, will still be organized by the Godot Foundation in 20… Continue Reading →
Libre Arts: Weekly recap — 15 June 2025 Week highlights: new release of Audacity and Kdenlive, new features in GIMP, Inkscape, and Ardour. GIMP Jehan created a tag for GIMP 3.1.2 in the desktop files, so the first unstable release in the 3.1 series is likely coming soon. This wi… Continue Reading →
libGDX Jam June 2025 With our 33rd collaboration, the libGDX Jam continues the time-honoured tradition of making awesome games using the best framework out there. We encourage camaraderie, teamwork, and good sportsmanship with a side of well-intentioned buffoonery. The general jam rules can as always be found here. To participate take a look at the official itch.io page of the jam. The humorous jam trailer can be found on YouTube. Continue Reading →
Castle Game Engine: Shaders! Large new documentation how to use shaders with Castle Game Engine, and new “shader libraries” (for now: to convert worldeye space comfortably), and new SetEffects methods We’ve done a number of improvements to our shaders support, and it starts with one big thing: We have a new documentation how to use shaders with Castle Game Engine. Recommended reading! This documentation shows the most recommended way to use shaders in Castle Game Engine, combining simplicity with power: It starts with up-to-date explanation … Continue reading ➤ Continue Reading →
Linux and Windows ioquake3 Builds Updated Linux and Windows builds for ioquake3 have been updated to new versions on our downloads page and our itch page if you prefer downloading there. We’ll make a new post when our Mac builds are updated. If you run into any issues with these builds, please check out our Player’s Guide and discuss them on […] Continue Reading →
Libre Arts: Weekly recap — 8 June 2025 Week highlights: new release of RawTherapee, new features in GIMP, and new apps for screenshot annotation and film photography. The X11Libre drama It’s hard to avoid this topic. In a nutshell: Enrico Weigelt started contributing to xserve… Continue Reading →
Castle Game Engine: Game controllers (gamepads, joysticks) – new comfortable API, and example of walking and talking using gamepad from Delphi Summit 2025 We’re proud to present a completely new comfortable API to handle game controllers (which includes gamepads, joysticks and similar devices). Everything is documented, with links to examples, in the dedicated manual page about game controllers. Highlights of the new support: You receive information about pressing / releasing gamepad buttons by overriding and methods. Usually you … Continue reading ➤ Continue Reading →
Upcoming (serious) Web performance boost Sometimes, just adding a compiler flag can yield significant performance boosts. And that just happened. For about two years now, all major browsers have supported WASM (WebAssembly) SIMD. SIMD stands for “Single instruction, multiple data” and is a te… Continue Reading →