Hero wanted! (3.1 version) Looking for a good chance to learn about Godot internals and development? Want to become a hero and help with the release of Godot 3.1? This is your chance! Like every time we release an alpha, many issues were tagged as "Hero Wanted" and inc… Continue Reading →
Dev snapshot: Godot 3.1 alpha 1 Long awaited, Godot 3.1 alpha 1 is our first milestone towards the stable release of Godot 3.1, packed with 7 months of development since Godot 3.0 (over 3,500 commits!). Contrarily to our 3.0.x maintenance releases, which include only thoroughly revie… Continue Reading →
Meet the community at GodotCon Poznań 2018 After our GodotCon in Brussels in February 2018, we’re preparing a new Godot Convention (GodotCon), this time in Poznań, Poland on Wed 10 & Thu 11 October 2018. TL;DR: Events page with all details. Registration form for GodotCon Poznań. We need sp… Continue Reading →
Soft Body in Godot 3.1 Soft body support has finally arrived! It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a Soft Ball and a Cloak. At the end you will find a video with a more a… Continue Reading →
Skeleton Inverse Kinematic – Godot 3.1 This blog post is an announcement that 3D IK support was merged to the upcoming 3.1 branch. Thanks to a new node, SkeletonIK, it is possible to procedurally change a skeleton pose! Check this explanatory video where you can learn how to use it: The pr… Continue Reading →
Maintenance release: Godot 3.0.6 Godot has had its first public security issue. This has been an… interesting experience for our team. The issue in question affects people that try to deserialize untrusted native Godot data. For the most part this only affects people running as a ne… Continue Reading →
Maintenance release: Godot 2.1.5 At long last, Godot 2.1.5 is ready and comes packed with new features and bug fixes! It’s the result of 11 months of work (since 2.1.4) from many contributors who care about supporting our previous stable branch (the current one and main focus being Go… Continue Reading →
Why we broke your PR As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137. This post is to explain why. Godot has a copy on write or ‘CoW’ feature for a lot of its data structures. What this means in practice is basically that: … Continue Reading →
GSoC 2018 progress report #1 For the first time this year, Godot participates in the Google Summer of Code (GSoC). We have five students working on some great projects to add new features to the engine, either via C++ modules, GDNative plugins or external plugins. See our previous… Continue Reading →
GLES2 and GDNative, progress report #7 Introduction After all the light types are implemented, the next step is to implement shadow mapping, with all its frustrating implementation details 😉 Roadmap Done June 2018 finish lights implement shadow atlas depth rendering for shadow mapping spo… Continue Reading →