Atlas support returns to Godot 3.2 With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it… Continue Reading →
Announcing the Godot 2019 showreel Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions). Submissions The idea of the reel is to include games both published and in development. We… Continue Reading →
The State of Godot | GDC 2019, at GitHub HQ This year, during GDC, GitHub again hosted a Godot Meetup at their offices and the amount of attendants was considerably bigger than last year. Thanks hugely to them for all their support! We took the chance to do our GDC "keynote" presentati… Continue Reading →
Godot Engine awarded $50,000 by Mozilla Open Source Support program We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This is the second time that Godot receives a MOSS award, after a first award of USD 20,00… Continue Reading →
Godot 3.2 adds support for convex decomposition Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes. The convex problem To explain as simple as possible, this f… Continue Reading →
Godot 3.2 will get new audio features I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2. Audio Generators This is a new type of AudioStream that can be put in the regular stream player… Continue Reading →
Godot 3.2 will allow disabling editor features It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and in their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen… Continue Reading →
Godot 3.2 will get pseudo 3D support in 2D engine Pseudo 3D support Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins. Thi… Continue Reading →
Godot Engine to go public in 2019 Edit: This was of course a joke for April Fools’ Day 2019. Godot is not going public (and cannot, as it’s not owned by a company). There is truth behind the "Initial Pullrequest Offering" system outlined below though 🙂 We hear you and we un… Continue Reading →
Update on Godot AR and VR It may have seemed a little quiet on the Godot AR and VR front but a lot has been happening behind the scenes. With Godot 3.1 released and new plugins being uploaded to the asset library, an update on the state of things is long overdue. Godot 3.1 has … Continue Reading →