Dev snapshot: Godot 3.2.2 beta 3 After refining our Godot 3.2 release with bug fixes in 3.2.1, we’re now looking at integrating some new features that didn’t make it into the 3.2 merge window but have been further developed and backported since. We already had two betas, and here’s th… Continue Reading →
Openage: The openage Converter – Part II: Preparations for Conversion We investigate how the Genie structures are organized into API-like objects. Continue Reading →
Godot 4.0 will get a new, modernized lightmapper After 3 hard weeks of work, the new lightmapper for Godot 4.0 is ready to go! Wait, why a lightmapper, didn’t we get real-time GI? Yes, indeed. Godot 4.0 will also have a very cool Voxel based real-time GI: Still, that is a different technique aimed a… Continue Reading →
Dev snapshot: Godot 3.2.2 beta 2 After refining our Godot 3.2 release with bug fixes in 3.2.1, we’re now looking at integrating some new features that didn’t make it into the 3.2 merge window but have been further developed and backported since. We published a first beta a few weeks a… Continue Reading →
Rust GameDev: This Month in Rust GameDev #9 – April 2020 Welcome to the ninth 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 →
GDScript progress report: Writing a tokenizer Some of you may not be aware, but I’m currently rewriting GDScript. It was discussed during the last Godot Sprint in Brussels and the core developers approved the idea. The main rationale to rewrite the GDScript implementation is that it has been chang… Continue Reading →
OpenRA: Release 20200503 We are pleased to finally announce Release 20200503, which brings the public release up to date with development changes from September 2019 through to March 2020. Two months of public playtesting have allowed us to polish these changes into the release today. Continue Reading →
Vulkan progress report #7 It’s been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engin… Continue Reading →
OpenRA: Playtest 20200426 Another weekend, another playtest! To help a small number of players who are experiencing problems with poor GPU drivers, we are today releasing playtest-20200426 which restores the ability to use OpenGL 2.1. OpenRA will continue to prefer … Continue Reading →
Announcing the 2020 showreel! The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, as we had had a record submission amount (over 200) so, this time, several core c… Continue Reading →