Onward to the new 3D renderer As already noticed by those of you who follow the development effort closely, we had a change of roadmap since what was announced when Godot 2.1 was released. Indeed, we decided to skip the planned 2.2 release and head on directly towards Godot 3.0, th… Continue Reading →
Godot’s new renderer, progress report #1 Introduction As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments from potential users evaluating Godot is that, for 2D, Godot is awesome but for 3D it’s pretty far from the mainstrea… Continue Reading →
The Asset Library web frontend reaches beta After several months of waiting (obligatory joke) and more importantly of development, the web frontend to Godot’s Asset Library finally reached the beta status! What does it mean? That the Asset Lib frontend is now officially public and that the commu… Continue Reading →
Making shaders more accessible About shaders For most game developers, shaders are this scary monster that presents itself with such a complexity that it seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them. To explai… Continue Reading →
Our point’n’click framework is finally out! A while ago, we had a Kickstarter for The Interactive Adventures of Dog Mendonça & Pizzaboy®, and during the campaign we1 promised to release the framework we had made to develop the game as a standalone package. It took a while to finish the game … Continue Reading →
Join the Hacktoberfest and contribute to Godot! October 1st, Hacktoberfest starts now and will last for the whole month! What’s Hacktoberfest? The purpose of this event (run by DigitalOcean and GitHub) is to encourage people to contribute to open source projects by making pull requests. The incentiv… Continue Reading →
Why does Godot use Servers and RIDs? Servers and RIDs Architecture If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant server class. These really large classes,… Continue Reading →
A change of Image Image Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you don’t really care much about keeping a reference. One of the early built-in types in Godot is Image, whic… Continue Reading →
ET:Legacy 2.75 released! Long overdue, but it is finally here! Nearly one year ago, we released version 2.74, which has since been downloaded more than 50 thousands times. Today, we are pleased to announce the release of ET: Legacy 2.75. As the game has been i… Continue Reading →
Warmup: ET Legacy 2.75 begins in… The countdown to ET:Legacy 2.75 has officially begun. In the meantimes, ensure to read the installation guide and have a look at our FAQ. Feel free to ask us anything in our IRC or Gitter channels. Curious players will be able to find … Continue Reading →