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 →
Student applications for GSoC 2020 open today Godot Engine is for the third time participating in the GSoC (Google Summer of Code) program. For the unaware, it is a worldwide internship program realized by Google every year, in which university students spend the summer contributing a project to a… Continue Reading →
Openage: The openage Converter – Part I: Reading Data We present the structure of the new converter and how we read data from .dat files. Continue Reading →
Maintenance release: Godot 3.2.1 Our current stable version, Godot 3.2, was released at the end of January as a major upgrade to all features and the usability of the engine. But as with any software release, there are always things that can still be improved and bugs that can be fixe… Continue Reading →
Release candidate: Godot 3.2.1 RC 2 Time flies and it’s already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. I planned to have 3.2.1-stable already released by now, but I w… Continue Reading →
Rust GameDev: This Month in Rust GameDev #7 – February 2020 Welcome to the seventh 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 ecosyste… Continue Reading →
OpenRA: Playtest 20200303 With the recent hotfix release addressing the worst bugs on the stable branch, we have been able to focus on completing work for the next big release. We have taken a step back from gameplay this time around, focusing instead on core engine logic and improved UI features. Continue Reading →
Core refactoring progress report #1 Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas… Continue Reading →
Call for volunteers for organizing regional communities Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. Each of them usually has their own … Continue Reading →
ENet with DTLS encryption in 4.0 Hello Godotters, as part of my November work (sponsored, as always, by Mozilla) I’ve been working on finalizing DTLS support I wrote about in a previous report, and implementing a custom ENet socket layer that uses it. This allows for optional, transpa… Continue Reading →