Godot Arrives in the Epic Games Store We are honored to announce that Epic Games is offering Godot Engine a place on its own digital distribution platform, the Epic Games Store. Continue Reading →
Release candidate: Godot 4.0.1 RC 2 Adding finishing touches to the first patch release of Godot 4, here comes 4.0.1 Release Candidate 2. It brings even more urgent fixes, and documentation improvements. Continue Reading →
libGDX Jam March 2023 With our 24th 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 jam trailer can be found on YouTube. Continue Reading →
Castle Game Engine: Join our 5th Open Meeting (“Spring 2023”) on Discord this Saturday (March 18) You know the drill — our quarterly meeting on Discord, open to everyone, is this weekend! Join us and talk about Castle Game Engine 🙂 The meeting will happen at 15:00 (UTC timezone) this Saturday, March 18th, 2023. Simply join our Discord chat and go to the #open_meeting channel. You can just visit this link … Continue reading ➤ Continue Reading →
Release candidate: Godot 4.0.1 RC 1 Following the biggest Godot release ever we’ve collected several critical fixes and smaller usability improvements to make your experience with 4.0 more pleasant. This is the first release candidate for early adopters to test the changes, with the stab… Continue Reading →
Libre Arts: Weekly recap — 12 March 2023 Week highlights: new features in GIMP and HDRview, new releases of Armory 3D, VCV Rack, and plugdata. GIMP CmykStudent added a checkbox that temporarily disables the floating on-canvas toolbar for the Text tool. The patch is currently sitt… Continue Reading →
Castle Game Engine: Mobile (OpenGLES) rendering upgrades: occlusion query, anisotropic filtering, 3D textures, shadows; plus new occlusion query demo Our OpenGL and OpenGLES code is now more streamlined, which allowed to “unlock” various rendering features on OpenGLES. This means we will use some features from OpenGL ES 3.0, if it is available: Occlusion Query, that is also showcased in a new demo examples/viewport_and_scenes/occlusion_query. 3D textures (example data in demo-models, look in texturing_advanced subdirectory). Using … Continue reading ➤ Continue Reading →
Castle Game Engine: We now use dedicated GPU automatically for all new projects Many laptops come now with 2 GPUs: a slower one that consumes less battery and a “dedicated” GPU consuming more battery but capable of much better speeds, esp. when used with non-trivial 3D data. The CGE editor and your applications automatically use the “dedicated” GPU now. More information about this feature, the documentation how to … Continue reading ➤ Continue Reading →
Maintenance release: Godot 3.5.2 We’ve just released Godot 4.0 after 3+ years of intense development, but we also still support the existing 3.5 stable branch. This maintenance release fixes a handful of issues which have been solved in the past few months, and could be backported to … Continue Reading →
Rust GameDev: This Month in Rust GameDev #43 – February 2023 Welcome to the 43rd issue of the Rust GameDev Workgroup’s monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem … Continue Reading →