Announcing the monthly Live Q&A! What has been an idea (and something many community members suggested for a long time) is now a reality. We will be hosting a Live Q&A session with Godot core contributors the last week of each month. Live Q&A The idea is to stream a Jitsi a ca… Continue Reading →
Dev snapshot: Godot 3.2.3 beta 1 Godot 3.2.2 was released on June 26 with over 3 months’ worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those n… Continue Reading →
Godot community poll 2020 It’s this time of the year again! Help us better understand who is using Godot, what are your needs and towards where Godot usage is trending by completing the anonymous community poll! This is a short poll that should take a few minutes to complete. T… Continue Reading →
Help us reach the next funding goal to ensure continued C# support During the past year, Ignacio Etcheverry worked on significantly improving C# support and its integration in Godot, adding support for Android, HTML5 and iOS, as well as popular third party IDEs. This was financed thanks to a generous donation from Mic… Continue Reading →
Donation changes Status The project situation changed a lot for the better in the past few months, with a steady growth in the amount of users and contributors, and a nice boost to our funding situation thanks to an Epic MegaGrant which will cover my (Juan) and George’… Continue Reading →
Rust GameDev: This Month in Rust GameDev #11 – June 2020 Welcome to the eleventh 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 ecosyst… Continue Reading →
GDScript progress report: Type checking is back After completing the new tokenizer and parser as mentioned in the previous reports, I started working on the code analyzer, which is responsible for type checking and also for used for other features like warnings and some optimizations. This was done … Continue Reading →
C# progress report: Visual Studio and VSCode In a past progress report I announced a Godot extension for Visual Studio Mac and MonoDevelop. This was the first step towards Godot support in C# IDEs. Today I’m announcing two new extensions for other editors: Visual Studio and Visual Studio Code. In… Continue Reading →
OpenRA: A Few Development Topics (2020 Edition) A lot has happened in the Command and Conquer community recently surrounding the release of the C&C Remastered Collection, and many people have been asking about what this means for the future of OpenRA. In this post I would like to give a few comments on this topic, and show off some updates on OpenRA’s work-in-progress version of Tiberian Sun. Continue Reading →
Godot 4.0 gets SDF based real-time global illumination As work progresses on Godot 4.0 at a steady pace, a new and novel method of creating full-scene global illumination has been added in the master branch. SDFGI SDFGI stands for Signed Distance Field Global Illumination. It means this technique makes hea… Continue Reading →