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 →
Dev snapshot: Godot 2.1.5 RC2 Yes, you read correctly: Godot 2.1.5 is still being worked on, four months after the previous release candidate and close to one year after the 2.1.4 stable release! I planned to release it much sooner, but 3.0 and its subsequent maintenance releases h… Continue Reading →
Openage: D0: Openage modding API – Introduction a first draft of the openage mod API Continue Reading →
Godot 3.1 will get many improvements to KinematicBody KinematicBody One of the features that make Godot stand out is how easy it is to use the physics engine for non-physics games. KinematicBody allows controlling a character entity around with a single function (move_and_slide). Simply pass a linear velo… Continue Reading →
Visual Shader Editor is back After some weeks of work, the new visual shader editor is ready for testing! What is a visual shader editor? This editor allows creating shaders using nodes and connections, instead of typing code. It provides a simple and fool-proof way for those not … Continue Reading →
Maintenance release: Godot 3.0.5 Oh hello, I didn’t see you there. Come in and join us at the dinner table with Godot 3.0.5. This is another relatively small release but many people were bitten by the Google Play privacy policy issue. This is why we decided to release sooner rather th… Continue Reading →