Dev snapshot: Godot 3.0.3 RC 2 We’re pleased to announce the second release candidate for what will become Godot 3.0.3. We’ve added quite a few bugfixes compared to rc1 and a port of RandomShaper’s mouse input emulation code. For this release I’ve had to redo our buildsystem (again)… Continue Reading →
GLES2 and GDNative, progress report #5 Introduction The progress of last month was largely defined by stabilizing the 3D renderer with many smaller fixes, but work on the PRB side of things has begun and the GDNative system also saw some quality-of-life changes again, with improvements to t… Continue Reading →
Godot gets 2D skeletal deform Currently, Godot is pretty comfortable for doing 2D cutout animation, with several games in development making use of this feature. A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate se… Continue Reading →
Dev snapshot: Godot 3.0.3 RC 1 Note: Release candidate 2 is out now! This is the first release candiate for what will become Godot 3.0.3. This release has over 100 bugfixes and new features. A full human-readable changelog is still to be created but the git shortlog can be downloade… Continue Reading →
Godot gets CSG support After years of discussion on how to implement CSG, Godot finally gets suport for it. This implementation is simple, but makes use of Godot’s advanced architecture to shine. Wait, what is CSG? CSG stands for "Construtive Solid Geometry", and i… Continue Reading →
Godot in Google Summer of Code 2018 For those who might not be aware, the Google Summer of Code is a yearly program that brings students from all over the world into open source projects. The students have the opportunity to get involved into a real software development process, while th… Continue Reading →
Introducing the new axis handling system For the past months, popular demand has been growing for a way to properly map controller axes in Godot. For a long time Godot was only able to map a single event to an action, making it impossible to deal with analog strengths. Today (after months of … Continue Reading →
Openage: Implementing Python-Style Enums in C++ the fun journey of implementing proper enums in C++ Continue Reading →
Godot’s documentation is now open for translation Ever since Godot was open sourced in 2014, localized documentation has been requested every now and then by new users. Some eager translators even started unofficial localized wikis, but without a proper infrastructure for internationalization, those w… Continue Reading →
GLES2 and GDNative, progress report #4 Introduction This project report falls a little bit shorter, as much of the work was less "fruitful" but nonetheless important and a good learning experience. In this case I’m talking about a rather big refactoring of how materials are handle… Continue Reading →