Godot 3.0 progress report #6 Another month of work, another progress report. This month’s work was divided into completing the exporters, GDNative and the new particle system. Web Export Godot has now an experimental exporter to WebAssembly and WebGL2, thanks to eska’s work. You n… Continue Reading →
GDNative is here! Edit: Based on community feedback and to avoid confusion (DLScript is not yet another domain specific language), the module was renamed to GDNative. … at least the first usable version, there’s still work to do, but it’s usable! As some of you might… Continue Reading →
Meet the Nodes – Godot event in Paris Get ready to Meet the Nodes in person: we are organising a Godot event on Saturday 22 April 2017 in Paris, where many Godot developers will be giving talks, lead workshops or just be available to discuss the engine and game development! It’s worth noti… Continue Reading →
Godot 3.0, new progress report and GDC February was spent mostly rewriting the import and export workflow of Godot, so not many pretty visual features were added. At the end of the month, I also went to San Francisco for GDC. Import workflow The import workflow is mostly complete. Beginning… Continue Reading →
No more XP save, let's measure your skill instead! Enemy Territory implements XPs, which measure player scores based on specific actions, such as kills, construction, or revive. They are also used to control the various skill levels, similarly to a RPG. While not part of the original g… Continue Reading →
Only two buttons, but dozens of games! The votes for our Dec 2016 – Jan 2017 Godot Community Game Jam ended last week, we can now congratulate all participants and showcase the best rated ones! 41 games were submitted this time, which is huged compared to our previous two game jams which ha… Continue Reading →
Godot 3.0 new internals, progress report #4 First of all, apologies for not being able to show flashy stuff this month! January was spent mostly updating Godot internals and breaking compatibility, now that we have the chance. Most of the internal code in Godot was written over a decade ago, an… Continue Reading →
Maintenance release: Godot 2.1.2 Five months after the release of Godot 2.1, and two months after 2.1.1, it’s the right time for another maintenance release in the stable branch! While we are all looking with avid eyes at the awesome developments for Godot 3.0 shown on our Devblog or … Continue Reading →
Meet us at FOSDEM 2017 and GodotCon Hear, hear! Dwellers of the Old Continent or the far lands beyond the great seas, heed our call! Lackeys and subjects of the great Godot will be there to meet you in the royal city of Brussels, Belgium from Feb IV to Feb VII, MMXVII AD. In other words,… Continue Reading →
WARNING: HEAD is going unstable! We know Godot has been known for many years to have a relatively stable master/HEAD at Github, so users can try the new features in their projects with very little risk of breaking them. Starting now, and only for the upcoming 3.0 release, HEAD will br… Continue Reading →