Introducing the Godot Proposals repository The past two years, the project kept growing at a steady pace. One of the most important consequences of this growth process is that our GitHub issue tracker has exploded with ideas, proposals and bug reports. Too many proposals While we have a very cl… Continue Reading →
Vulkan progress report #3 Work on porting the rendering engine to Vulkan continues at a steady pace. 3D Rendering Work on 3D rendering has begun. This month was mostly spent on refactoring and modifying the core rendering architecture. One of the main goals for Godot 4.0 is to… Continue Reading →
Rust GameDev: This Month in Rust GameDev #1 – August 2019 Welcome to the inaugural issue of the Rust Game Development Workgroup’s monthly (hopefully!) newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to bu… Continue Reading →
WebSocket updates, UDP multicast In effort to better Godot’s networking, two main changes were worked on in June and are now merged in the current master branch: The third party library used to implement WebSocket in non web export has been changed. PacketPeerUDP multicast support ha… Continue Reading →
GSoC 2019 progress report #2 As announced previously, Godot is participating for the second time in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. The GSoC coding period… Continue Reading →
Rust GameDev: Introducing the Rust Game Development Working Group Rust’s combination of low-level control, excellent performance and modern build tools makes it an exciting choice for game developers. The idea of a working group to support this burgeoning community has been proposed many times over the years, and we’… Continue Reading →
Vulkan progress report #2 Progress with Vulkan In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened. Lighting and shadows 2D Lighting was introduced in Godot 2.0, with support for 2D shadow mapping and basic normalmapping. While i… Continue Reading →
Flare: Now available: Downloads directly from Github Initially, we only offered downloads of Flare binaries through Sourceforge. Later releasing the game on itch.io allowed us to offer an alternative download location. As of today, we’re going to also offer downloads through Github Releases starting with version 1.11. Because Continue Reading →
Flare: Flare 1.11 Flare 1.11 is now available for download. Not much in this release, but players now have access to both private and shared stashes. Permadeath characters will of course only have access to their private stash. Windows Installer (Engine + Game) Continue Reading →
Meet the community at GodotCon Poznań 2019 We organize two Godot community events in the week leading to the Game Industry Conference (GIC) in Poznań, Poland: a new Godot Sprint for engine contributors on October 14 & 15, 2019 and a GodotCon for all users on October 16 & 17, 2019. All G… Continue Reading →