Dev snapshot: Godot 3.2.2 beta 1 After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it’s time to integrate some of the new features that didn’t make it into the 3.2 merge window but have been further developed and backported since. Notably, Godot 3.2.2 is going t… Continue Reading →
OpenRA: Playtest 20200418 Just in time for the upcoming RAGL Season 9, we are today releasing playtest-20200418 with several important fixes and polish changes: Fixed a desync crash caused by Minelayers Fixed several issues related to Service Depots … Continue Reading →
Godot 4.0 gets global and per-instance shader uniforms Work towards the complete 4.0 feature set continues at a vibrant pace (stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at the above … Continue Reading →
GLES2 renderer optimization – 2D batching While Juan (reduz) has been busily working on Vulkan, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch. One of the most eagerly awaited 2D featur… Continue Reading →
Rust GameDev: This Month in Rust GameDev #8 – March 2020 Welcome to the eighth 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 →
C# progress report: iOS and signals as events Initially and for quite some time C# was only supported in Godot on desktop platforms. In the last year we made good progress extending support to Android and WebAssembly, and now it’s time to add iOS to that list as well. In this progress report I’m a… Continue Reading →
raylib 3.0 released! After 10 months of intense development , new raylib version is ready. Despite primary intended as a minor release, the CHANGELIST has grown so big and the library has changed so much internally th… Continue Reading →
OpenRA: Playtest 20200329 Today’s playtest addresses the issues discovered in the previous playtest, and hopefully constitutes our last release candidate for this cycle. The changes in playtest-20200329 include: The return of the ability to use right-cli… Continue Reading →
Core refactoring progress report #2 As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features. Core refactoring Core refactoring is mostly work on the most low … Continue Reading →
Custom sky shaders in Godot 4.0 A common problem facing users in Godot 3.x was the inability to create dynamic skies that update in real time. We aim to change that by introducing sky shaders. If you are interested in the implementation, you can find the code on GitHub. Update 24-03-… Continue Reading →