OpenMW 0.44.0 Released! The OpenMW team is proud to announce the release of version 0.44.0! Grab it from our Downloads Page for all operating systems. This release brings a slew of new features and bug fixes, including a search bar for spells, a tab for advanced settings in the launcher, and multiple quicksaves. Check out the release video […] Continue Reading →
Maintenance release: Godot 3.0.6 Godot has had its first public security issue. This has been an… interesting experience for our team. The issue in question affects people that try to deserialize untrusted native Godot data. For the most part this only affects people running as a ne… Continue Reading →
Maintenance release: Godot 2.1.5 At long last, Godot 2.1.5 is ready and comes packed with new features and bug fixes! It’s the result of 11 months of work (since 2.1.4) from many contributors who care about supporting our previous stable branch (the current one and main focus being Go… Continue Reading →
Why we broke your PR As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137. This post is to explain why. Godot has a copy on write or ‘CoW’ feature for a lot of its data structures. What this means in practice is basically that: … Continue Reading →
Openage: D1: Openage modding API – Units, Buildings & more About the representation of game world objects Continue Reading →
GSoC 2018 progress report #1 For the first time this year, Godot participates in the Google Summer of Code (GSoC). We have five students working on some great projects to add new features to the engine, either via C++ modules, GDNative plugins or external plugins. See our previous… Continue Reading →
GLES2 and GDNative, progress report #7 Introduction After all the light types are implemented, the next step is to implement shadow mapping, with all its frustrating implementation details 😉 Roadmap Done June 2018 finish lights implement shadow atlas depth rendering for shadow mapping spo… Continue Reading →
Optional typing in GDScript While GDScript is made with the ease-of-use in mind, many people wanted to add type information into their scripts. This helps avoiding potential bugs and also allows a better code completion. We’re now introducing an additional syntax to add type hint… Continue Reading →
raylib 2.0 released! Here it is a new version of raylib ! In raylib 2.0 the full API has been carefully reviewed for better consistency, some new functionality has been added and the overall raylib experience has been gr… Continue Reading →