Release candidate: Godot 3.2.2 RC 1 The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we’ve been taking the time to iterate with four beta snapshots before reaching a state that we’re confident enough to label as release candidate. This new RC 1 build should be quite… Continue Reading →
Godot core budget meeting report #1 The funding situation of Godot has been evolving in the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc., takes considerable time as well as requires the right timing. Because of t… Continue Reading →
Rust GameDev: This Month in Rust GameDev #10 – May 2020 Welcome to the tenth 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 →
Dev snapshot: Godot 3.2.2 beta 4 Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. Notably, Godot 3.2.2 is going to add 5 major features: C# support for the iOS platf… Continue Reading →
A rumble in the deep Let’s just jump right into it! We’ve recently forked off 0.46.0 into its own branch and started our release candidate (RC) process. This will be officially our biggest release yet! If you would like to help us test, feel free to join us on the forums, IRC or Discord. Continue Reading →
GDScript progress report: Writing a new parser As you might be aware right now I’m currently working on revamping the GDScript compiler. After finishing the tokenizer in the last report, I’ve been working on the new parser. The main point to bring in this rewrite is to make a bit more "textboo… Continue Reading →
Godot Editor running in a web browser Hello Godotters! It’s-a me, Fabio! In the last few months, thanks to the great sponsorship of Mozilla I’ve been working on a big surprise for Godot 4.0, namely making the editor available as an HTML5 application. This DOES NOT mean that we will move co… Continue Reading →
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 →