Dev snapshot: Godot 4.0 alpha 14 We’re working towards finalizing the feature set for 4.0 beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a couple of weeks ago. While this process is ongoing, we’ll keep releasing alpha builds so here’s 4.0… Continue Reading →
Rust GameDev: This Month in Rust GameDev #36 – July 2022 Welcome to the 36th issue of the Rust GameDev Workgroup’s monthly newsletter. Rust is a systems language pursuing the trifecta: safety, concurrency, and speed. These goals are well-aligned with game development. We hope to build an inviting ecosystem… Continue Reading →
GSoC 2022 – Progress report #1 Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. This year we selected 3 projects, and the 3 students and their mentors have now been working on their projects for two months. We asked them… Continue Reading →
Fheroes2: version 0.9.18 Fix many issues related to music MIDI playback on Windows MIDI playback on all devices will sound the same since the engine uses custom sound font (Windows OS only) Rework of Adventure Map rendering to fix many issues with heroes, boats and objects on… Continue Reading →
The [imgur] tag I hope by now you’ve noticed that the forums have changed a little bit. You didn’t? How’d you manage that?Anyway – one of the things that had to be changed in the update was the flexibility of the [imgur] tag. In the older version of the forum softwar… Continue Reading →
Castle Game Engine: Drag and drop in the editor improvements A few improvements to the drag-and-drop experience in our editor: You can drag-and-drop from “Files” to “Hierarchy” panel. This will add a child to the currently selected item in the tree view. You can drag-and-drop images from “Files” to the central design area even when you’re not over a viewport. From such image, we will … Continue reading ➤ Continue Reading →
Castle Game Engine: Bump mapping – updated documentation, example, defaults, everything is simpler now :) We’ve made some small updates to how bump mapping (normal maps) work and wrote a nice simple documentation how to use bump mapping in our engine. Advised reading: bump mapping (normal maps) in Castle Game Engine. The default bump mapping is now bmBasic, this is much more natural than previous bmSteepParallaxShadowing. Using the parallax bump … Continue reading ➤ Continue Reading →
Godot 3.5: Can’t stop won’t stop After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements! While most development focus is on our upcoming Godot 4.0 release, many contributors and users want a robust and mature 3.x branch… Continue Reading →
Castle Game Engine: Using normalmaps with Blender and Castle Game Engine How to assign normalmaps to materials in Blender, how to export them to glTF and then observe normalmaps in Castle Game Engine. Bonus: I also describe how to bake normalmaps in Blender. Another day, another video, I hope you like it 🙂 Continue Reading →
Maintenance release: Godot 3.4.5 It’s been a while since our last stable release! And this is not the long anticipated 3.5, nor 4.0, but simply a Godot 3.4.5 maintenance release to fix a handful of issues in the current 3.4 stable branch. But don’t worry – the feature release 3.5 is j… Continue Reading →