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 →
Release candidate: Godot 3.2.1 RC 1 Godot 3.2 was released a few weeks ago as a major update to our free and open source engine, bringing close to one year of development to our users. Since then, work has begun in Godot’s master branch to merge the preliminary Vulkan support and start t… Continue Reading →
Navigation Server for Godot 4.0 Godot 4.0 features start to land in the development branch, and I’m pleased to introduce you the new NavigationServer and NavigationServer2D interfaces. In previous Godot versions, we didn’t have a Navigation server and everything was done through the … Continue Reading →
Rust GameDev: This Month in Rust GameDev #6 – January 2020 Welcome to the sixth 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 →
Headsup: Vulkan merged, master branch unstable In many Git-based development workflows, the default master branch is where most of the development happens. It can be from well-defined feature branches (or in our situation Pull Requests) that are merged into master once ready, or with development wo… Continue Reading →