2022: A Retrospective The year 2022 was very special for us. We reached a lot of milestones within Godot and also in the community. This blog post will offer a small retrospective of the year. Godot 4.0 The work of Godot 4.0 begun in 2019 when I forked it after 3.1 was re… Continue Reading →
2022: A Retrospective The year 2022 was very special for us. We reached a lot of milestones within Godot and also in the community. This blog post will offer a small retrospective of the year. Godot 4.0 The work of Godot 4.0 begun in 2019 when I forked it after 3.1 was rele… Continue Reading →
Castle Game Engine: Blending sort for scenes, behaviors docs, controlling sound source playing, tooltip control Enjoy new features and a happy New Year! 🙂 (Note: I will not make predictions for next year this time. Because I am hard at work making new Castle Game Engine release, planned for the Christmas that happened last week! 🙂 ) New stuff: New property , which you will usually use as MyViewport.Items.BlendingSort, allows … Continue reading ➤ Continue Reading →
Castle Game Engine: Summary of the New Physics Capabilities At the beginning of December we merged a big work on physics (and many related features) and later we merged another big work on physics joints (another big merge, 363 commits). It’s time to provide to you some readable summary of all the improvements 🙂 I also wrote a nice documentation about physics. And remember … Continue reading ➤ Continue Reading →
Castle Game Engine: TUIState is now TCastleView, methods to change the view are now part of Container, new slick UI when opening the project We have an important change to one of our most important concepts: states (TUIState descendants) are now called views (and descend from ). It’s a change in terminology, and a change in API. While previously you were changing states using class functions and properties, like TUIState.Current := Xxx, now you should use regular container methods, … Continue reading ➤ Continue Reading →
Flare: AppImage issue with version 1.14 As reported here, the Linux AppImage was broken for version 1.14. The issue has been resolved. So if you weren’t able to run this version, just re-download the AppImage from the Downloads page (the update is also available through the Continue Reading →
Castle Game Engine: “Lynch” gamejam game release on itch.io, nice example code for footsteps and some creepy game logic “Lynch”, my gamejam game done using Blender and CGE, is now on itch.io — https://cat-astrophe-games.itch.io/lynch. Easy download for Windows and Linux. The full source code and data are available on GitHub. I did some cool post-gamejam improvements: Added sounds: new ambience, footsteps, statue sound. The demo code shows my recommended approach to add footsteps sound … Continue reading ➤ Continue Reading →
Castle Game Engine: Summary of 4th open meeting – physics, Pascal LSP, Android on-screen keyboard, near release plans, QuickJS; announcing 5th meeting With so much going on around the engine, I barely have time to write it all down in news 🙂 First of all, we had our open meeting on Discord 2 weeks ago. A short summary: I showed our new physics features. You know, the things merged in that huge merge right before the meeting … Continue reading ➤ Continue Reading →
Dev snapshot: Godot 4.0 beta 10 Happy holidays! After 3 months of frequent beta builds, we’re taking a short break for the end of the year – and we leave you with 4.0 beta 10, with notable improvements to Animation, Navigation, Rendering, GDScript… a well-rounded snapshot for the h… Continue Reading →
Dev snapshot: Godot 4.0 beta 10 Happy holidays! We have been enjoing Godot 4.0 betas for over three months now, and we are glad to see it get more stable and usable every week. Every beta release so far has included a lot of fixes in one or more key areas, and the next major version … Continue Reading →