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<a href=/events/>Events</a></div><script>document.addEventListener("DOMContentLoaded",function(){const e=document.querySelectorAll("[data-dropdown]");e.forEach(e=>{const n=e.getAttribute("data-dropdown"),t=document.getElementById(n);if(t){let n=-1;const i=()=>{if(n===-1)return;clearTimeout(n),n=-1},a=()=>t.style.display==="block",r=()=>{if(a())return;if(window.innerWidth<1200)return;i();const n=e.getBoundingClientRect();t.style.top=n.bottom+"px",t.style.left=n.left+"px",t.style.display="block",e.classList.add("dropdown-open")},s=({instant:s=!1}={})=>{if(!a())return;const o=()=>{i(),t.style.display="none",e.classList.remove("dropdown-open")};if(s){o();return}n=setTimeout(o,100)},l=e=>{if(window.innerWidth<1200)return;e.preventDefault(),a()?s({instant:!0}):r()},c=e=>t=>{t.pointerType==="touch"&&e(t)},o=e=>t=>{t.pointerType!=="touch"&&e(t)};e.addEventListener("pointerup",c(e=>l(e))),document.documentElement.addEventListener("pointerup",c(n=>{!e.contains(n.target)&&!t.contains(n.target)&&s({instant:!0})})),e.addEventListener("pointerenter",o(e=>r())),e.addEventListener("pointerleave",o(e=>s())),t.addEventListener("pointerenter",o(e=>i())),t.addEventListener("pointerleave",o(e=>s()))}})})</script><main><style>body{background-color:var(--background-color)}h1{margin-bottom:8px;margin-top:32px}:not(pre)>code{background:var(--code-background-color);padding:1px 4px;font-size:.95em;border-radius:3px}pre{background:var(--codeblock-background-color);color:var(--codeblock-color)}pre code{display:block;overflow-x:auto;padding:.5em}.date-big{line-height:2;margin-left:32px}article{background-color:var(--base-color);box-shadow:0 3px 2px rgba(0,0,0,.15)}figure{margin:0}figure img{margin:0}article img,article video{max-width:100%;height:auto;display:block;margin:auto;margin-top:16px;margin-bottom:16px}article h1{margin-top:64px}article h2,article h3,article h4{margin-top:42px}.article-info{display:flex;flex-direction:column;gap:8px}.article-metadata{display:flex;gap:24px;align-items:center;font-family:var(--header-font-family);margin-bottom:12px}@media(max-width:900px){.article-metadata{flex-direction:column;align-items:flex-start;gap:16px}}.article-author{color:var(--base-color-text-subtitle-date);font-weight:700;font-size:18px;flex-grow:1;display:flex;gap:12px;align-items:center}.article-author .avatar{border-radius:100%;margin:0;background:0 0}.article-author .by{color:var(--base-color-text-subtitle)}.article-metadata .date{color:var(--base-color-text-subtitle-date)}.article-metadata .date.post-recent-highlight{color:var(--post-recent-highlight-color);opacity:.8}.article-metadata .date.post-recent-highlight::after{font-size:80%;content:"NEW";border:2px solid var(--post-recent-highlight-color);padding:2px 3px;margin-left:8px}.tag.active{filter:saturate(.75)}@media screen and (min-width:900px){article .content{width:70%;margin:auto}}@media(max-width:900px){body{background-color:var(--base-color)}article{background-color:initial;box-shadow:none}article img:first-child,article video:first-child{max-width:100%}}.blog-navigation{display:grid;grid-template-columns:1fr 1fr;padding-top:30px;padding-bottom:60px}.blog-navigation .next{text-align:right}@media(max-width:900px){.blog-navigation{grid-template-columns:1fr;gap:20px;border-top:1px solid var(--code-background-color)}.blog-navigation .next{text-align:left}}.blog-navigation span{opacity:.6;font-weight:700;margin-bottom:5px;display:block}.blog-navigation a{display:inline-block;text-decoration:none;color:inherit;opacity:.6;transition:opacity .2s}.blog-navigation a:hover{opacity:1}</style><link rel=stylesheet href=/assets/css/highlight.obsidian.min.css><div class=container><article class=padded><div class="content article-container"><figure class=article-cover><img src=/storage/blog/covers/godotcon-2024.webp title alt=" " class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>GodotCon 24 - Submit ideas! Get tickets!</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
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<span class=by>Nat</span></div><span class=date data-post-date="2024-06-14 18:00:00 +0000">14 June 2024</span></div><div class=tags><a href=/blog/events><div class="tag active">Events</div></a></div></div><div class=article-body><table><tbody><tr><td>📅 Date<td>12th+13th of October<tr><td>📍 Location<td>Berlin, Germany<tr><td>🌐 Website<td>https://conference.godotengine.org/</table><p>After a very successful conference last year in Munich, we onboarded more lovely volunteers and expanded our offerings: this edition will have talks, workshops, a game/project showcase, and downtime activities around the venue.<p>The event grounds we chose offer ample space to simply sit and chat, especially if the weather permits using the outdoor spaces. Scattered across the floors you will also have the option to buy food & drink. We will definitely also use the opportunity to sell limited edition Godot merchandise.<p>To facilitate business meetings, we are currently setting up our own matchmaking software; stay tuned to learn more about it. It will be available for all attendees, no matter the ticket choice.<p>Have you thought about participating in the program yet? Take a look at our call for speakers and exhibitors below - this event is a collaborative effort between us and the community!<p><a href=https://talks.godotengine.org/godotcon-24/cfp><strong>➡️ Call for submissions</strong></a>, Deadline: 31st of July<p>Speaking of collaboration, we are actively looking for sponsors to support GodotCon not just monetarily, but also with content or products. If you or your company would be interested in learning more about the sponsorship ideas we have prepared, simply download this fact-sheet we put together and reach out to <a href=mailto:godotcon@godotengine.org>godotcon@godotengine.org</a>.<p><a href=https://conference.godotengine.org/downloads/godotcon24-factsheet-sponsoring.pdf><strong>⬇️ Sponsor factsheet</strong></a><p>Last but not least, as we collectively gear up to make this event a blast, people already have been gathering on our community Discord to share their excitement and reminisce about the past years together.
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<span class=by>Nat</span></div><span class=date data-post-date="2024-06-14 18:00:00 +0000">14 June 2024</span></div><div class=tags><a href=/blog/events><div class="tag active">Events</div></a></div></div><div class="card card-warning"><p>This article is from <strong>June 2024</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><table><tbody><tr><td>📅 Date<td>12th+13th of October<tr><td>📍 Location<td>Berlin, Germany<tr><td>🌐 Website<td>https://conference.godotengine.org/</table><p>After a very successful conference last year in Munich, we onboarded more lovely volunteers and expanded our offerings: this edition will have talks, workshops, a game/project showcase, and downtime activities around the venue.<p>The event grounds we chose offer ample space to simply sit and chat, especially if the weather permits using the outdoor spaces. Scattered across the floors you will also have the option to buy food & drink. We will definitely also use the opportunity to sell limited edition Godot merchandise.<p>To facilitate business meetings, we are currently setting up our own matchmaking software; stay tuned to learn more about it. It will be available for all attendees, no matter the ticket choice.<p>Have you thought about participating in the program yet? Take a look at our call for speakers and exhibitors below - this event is a collaborative effort between us and the community!<p><a href=https://talks.godotengine.org/godotcon-24/cfp><strong>➡️ Call for submissions</strong></a>, Deadline: 31st of July<p>Speaking of collaboration, we are actively looking for sponsors to support GodotCon not just monetarily, but also with content or products. If you or your company would be interested in learning more about the sponsorship ideas we have prepared, simply download this fact-sheet we put together and reach out to <a href=mailto:godotcon@godotengine.org>godotcon@godotengine.org</a>.<p><a href=https://conference.godotengine.org/downloads/godotcon24-factsheet-sponsoring.pdf><strong>⬇️ Sponsor factsheet</strong></a><p>Last but not least, as we collectively gear up to make this event a blast, people already have been gathering on our community Discord to share their excitement and reminisce about the past years together.
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Even if you do not plan to attend this installment, we recommend taking a look for potential business contacts and to be the first to know about any future events.<p><a href=https://discord.gg/nAcE7msd5H><strong>➡️ Join the GodotCon Discord</strong></a><p>See you in autumnal, pumpkin-spice smelling, hopefully not too cold Berlin! 🍂🥧</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=prev href=/article/migrating-animations-from-godot-4-0-to-4-3/>Migrating Animations from Godot 4.0 to 4.3</a></div><div class=next><span>Next</span>
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article/inverse-kinematics-returns-to-godot-4-6/index.html
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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Now Godot has Inverse Kinematics in 3D."><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/"><meta property="og:type" content="website"><meta property="og:description" content="Now Godot has Inverse Kinematics in 3D."><meta property="og:image" content="https://godotengine.org/storage/blog/covers/inverse-kinematics-returns-to-godot-4-6.webp"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/"><meta property="og:title" content="Inverse Kinematics Returns to Godot 4.6 – Godot Engine"><title>Inverse Kinematics Returns to Godot 4.6 – Godot Engine</title>
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<span class=by>Silc Renew</span></div><span class=date data-post-date="2025-12-16 10:00:00 +0000">16 December 2025</span></div><div class=tags><a href=/blog/progress-report><div class="tag active">Progress Report</div></a></div></div><div class=article-body><style>article .content img{background-color:initial}</style><p>In Godot 4.6, IK is back in 3D!<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture01.webp alt="IK on the table"><p>Of course, “IK” means inverse kinematics.<p>If you have experience with Godot 3.x, you might remember that IK was removed during the upgrade to 4.0. I explained in a <a href=/article/design-of-the-skeleton-modifier-3d/>previous blog post</a> that it was removed because the old skeleton API design had issues and needed reworking.<p>Then, you might wonder if it was theoretically possible to implement IK alongside the <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> implementation in 4.4. However, we had to avoid adding immature features and then hastily removing it again. To implement IK, we staged the elements for the entire IK across three versions.<p>This blog post will explain that journey.<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture02.webp alt="Journey is begun"><h1 id=godot-44>Godot 4.4</h1><p>In Godot 4.4, I implemented the base class for <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>, along with two new modifiers, <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> and <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.<h2 id=skeletonmodifier3d--lookatmodifier3d>SkeletonModifier3D / LookAtModifier3D</h2><p><code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> was the minimal implementation to verify that the <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> design was correct. <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> could be considered equivalent to one-bone IK, so it was suitable as a test case.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-look-at-modifier-3d.webm?1 type=video/webm></video><h2 id=retargetmodifier3d>RetargetModifier3D</h2><p>However, when implementing <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code>, I confirmed that users must specify the bone axis based on the bone rest. It was my initial concern that the retarget feature implemented in 4.0 discarded the bone rests of the imported skeleton.<p>As this concern became a certainty, I attempted to preserve bone rests by implementing <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-retarget-modifier-3d.webp alt="Inspector of RetargetModifier3D"><p>It was fortunate for me that the processing order design of <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> matched the requirements for implementing <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.<h1 id=godot-45>Godot 4.5</h1><p>In Godot 4.5, I implemented <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code> and <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> (and its three child classes <code class="language-plaintext highlighter-rouge">AimModifier3D</code>, <code class="language-plaintext highlighter-rouge">ConvertTransformModifier3D</code> and <code class="language-plaintext highlighter-rouge">CopyTransformModifier3D</code>).<p>By the way, I’m involved in a project that utilizes a 3D character model format known as <a href=https://vrm.dev/>VRM</a>. VRM has implementations of <a href=https://vrm.dev/en/vrm1/springbone/>SpringBone</a> and <a href=https://vrm.dev/en/vrm1/constraint/>Constraint</a> as model-specific configurations that can be ported to cross-platform environments, so ensuring compatibility with these was one of the purposes.<h2 id=springbonesimulator3d>SpringBoneSimulator3D</h2><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-spring-bone-simulator-3d.webm?1 type=video/webm></video><p>One challenging part of implementing <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code> was creating the bone chain internally. Specifically, by setting the root bone as the ancestor and the end bone as the descendant, we could retrieve the bones between them and automatically construct the joint array.<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-spring-bone-simulator-3d.webp alt="Inspector of SpringBoneSimulator3D"><p>Compared to users manually creating these arrays, this approach reduced user operations and validation on the core side, making it beneficial for both ends.<h2 id=boneconstraint3d-and-3-child-classes>BoneConstraint3D (and 3 child classes)</h2><p><code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> is a feature that allows bones to interact with other bones. The actual behavior and calculations it provides are simple.<p>What was challenging here was the design for a base class containing a virtual struct array as a member and extending that struct in a child class. This topic is a bit more advanced for beginner coders, but when using struct arrays as properties in Godot, you need to implement a slightly tricky approach.<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-bone-constraint-3d.webp alt="Inspector of BoneConstraint3D"><p>I already had the design idea that IK would have a base class similar to <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code>, with child classes extending the structure to implement the actual solver. So, I was confident that merging and establishing that method at this point would be beneficial for IK.<h1 id=godot-46>Godot 4.6</h1><p>Finally, I began implementing IK in Godot 4.6.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-ik-modifier-3d.webm?1 type=video/webm></video><h2 id=ikmodifier3d-and-7-child-classes>IKModifier3D (and 7 child classes)</h2><p>As a first step, I defined <code class="language-plaintext highlighter-rouge">IKModifier3D</code> and <code class="language-plaintext highlighter-rouge">ChainIK3D</code> by reusing <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> and <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code>. After that, I implemented the process for moving joints called the IK solver.<p>Therefore, <code class="language-plaintext highlighter-rouge">IKModifier3D</code> has the following child classes:<ul><li>IKModifier3D<ul><li>TwoBoneIK3D<li>ChainIK3D<ul><li>SplineIK3D<li>IterateIK3D<ul><li>FABRIK3D<li>CCDIK3D<li>JacobianIK3D</ul></ul></ul></ul><p>When implementing those IKs, I made sure to keep them to the minimum functions.<p>Some IK systems outside of Godot might have additional “processing to make the IK results look better”, separate from the core calculation algorithm that rotates the bones. In the rich IK system, the IK class may include them and can enable their processing by their bool property.<p>Then, I believed separating them would help maintain maintainability and extendability. In other words, if only the “processing to make the IK results look better” can be reused, when users want to implement custom IK, they only need to implement a minimal IK solver.<p>The following are the improvements and additions made in Godot 4.6 to make the IK results look better.<h2 id=tweak-boneconstraint3d>Tweak BoneConstraint3D</h2><p>For example, there are cases where Twist is applied before IK calculation, or where the end bone is directed toward the IK target after IK calculation.<p>In Godot 4.5, the <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> could only assign bones as reference objects, but in 4.6, it can now assign [Node3D] objects.<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-new-bone-constraint-3d.webp alt="Inspector of new BoneConstraint3D"><p>This tweaking allows <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> to be used to perform these additional rotations.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-bone-constraint-3d.webm?1 type=video/webm></video><p><a href=/storage/blog/inverse-kinematics-returns-to-godot-4-6/adjusted-ik-3d-demo.zip>adjusted-ik-3d-demo.zip</a><h2 id=bonetwistdisperser3d>BoneTwistDisperser3D</h2><p>In theory, using <code class="language-plaintext highlighter-rouge">ConvertTransform3D</code> allows you to apply the rotation of descendant bones to their ancestors. However, the process for setting this up properly was somewhat complex and could only be handled by advanced users.<p><code class="language-plaintext highlighter-rouge">BoneTwistDisperser3D</code> provides a simple way to achieve that process.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-bone-twist-disperser-3d.webm?1 type=video/webm></video><h2 id=limitangularvelocitymodifier3d>LimitAngularVelocityModifier3D</h2><p><code class="language-plaintext highlighter-rouge">LimitAngularVelocityModifier3D</code> is a modifier that limits angular velocity. The behavior is quite simple, so it doesn’t need much explanation.<p>However, it’s worth learning that there are two types of IK.<h2 id=deterministic-ik>Deterministic IK</h2><p>In computer science, “deterministic” means that the result is always the same for a given input. In particular, for game applications like Godot, the term means that the result does not depend on the state of the previous frame. Incidentally, since <code class="language-plaintext highlighter-rouge">AnimationMixer</code> already has a <a href=/article/migrating-animations-from-godot-4-0-to-4-3/#deterministic-blending>deterministic option</a>, that immediately made me decide to adopt this term.<p><code class="language-plaintext highlighter-rouge">TwoBoneIK3D</code> and <code class="language-plaintext highlighter-rouge">SplineIK3D</code> are always deterministic. However, in <code class="language-plaintext highlighter-rouge">IterateIK3D</code>, whether it is deterministic depends on the options.<p><code class="language-plaintext highlighter-rouge">IterateIK3D</code> repeats the routine provided by the solver to approach the end bone toward its goal. At this point, the number of repetitions per frame depends on the option.<p>When the deterministic option is disabled, it means that the iteration is performed by carrying over the state from the previous frame. In this case, even with a small number of iterations per frame, the end bone can reach the goal eventually as frames progress.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-non-deterministic-ik-3d.webm?1 type=video/webm></video><p>In contrast, when the deterministic option is enabled, the previous frame’s state is not carried over. Therefore, if the number of iterations per frame is small, the end bone may never reach its goal.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-deterministic-ik-3d.webm?1 type=video/webm></video><p>However, if you want to ensure consistent results depending on the relative position between the IK target and the skeleton, the deterministic option is useful. For example, it is ideal for online applications where only the coordinates of the IK target are shared to synchronize the model’s pose.<p>As a point to note, deterministic IK cannot avoid causing rotation with large angular velocities by its design. It goes without saying that <code class="language-plaintext highlighter-rouge">LimitAngularVelocityModifier3D</code> is useful for smoothing this out.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-limit-angular-velocity-modifier-3d.webm?1 type=video/webm></video><h1 id=looking-back-on-the-journey>Looking back on the journey</h1><p>Between versions 4.4 and 4.6, excluding migrations, including base classes, 19 new <code class="language-plaintext highlighter-rouge">SkeletonModifier</code>s have been implemented!<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-skeleton-modifier-3d.webp alt="Inspector of SkeletonModifier3D"><p>There are many possibilities depending on how you combine them. So we have a plan to add detailed explanations and tutorials to the documentation in the future, but since that is expected to be quite large, we will need more time…<p><img src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture03.webp alt="Rest tasks"><p>For now, I’ll show you just one example in advance. This setup emulates the old <code class="language-plaintext highlighter-rouge">SkeletonIK3D</code>’s magnet option.</p><video autoplay loop muted playsinline>
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<source src=/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-magnet-ik-3d.webm?1 type=video/webm></video><p><a href=/storage/blog/inverse-kinematics-returns-to-godot-4-6/magnet-ik-3d-demo.zip>magnet-ik-3d-demo.zip</a><p>As you can see from that example, it was just a 2-path deterministic FABRIK. As explained above, it was also “processing to make the IK results look better”, and I think you can understand that the process could be separated.<p>At last, I wish you all the best in creating fun games using <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>s.<h2 id=support>Support</h2><p>Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part or full-time developers hired thanks to <a href=https://fund.godotengine.org/>generous donations from the Godot community</a>. A big thank you to everyone who has contributed <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md>their time</a> or <a href=https://github.com/godotengine/godot/blob/master/DONORS.md>their financial support</a> to the project!<p>If you’d like to support the project financially and help us secure our future hires, you can do so using the <a href=https://fund.godotengine.org/>Godot Development Fund</a> platform managed by <a href=https://godot.foundation/>Godot Foundation</a>. There are also several <a href=/donate>alternative ways to donate</a> which you may find more suitable.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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||||
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||||
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|
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|
||||
132
atom.xml
@@ -1,4 +1,119 @@
|
||||
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-12-11T22:46:22+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.6 beta 1</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/"/><updated>2025-12-10T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/</id><summary>Godot 4.6 enters beta!</summary><content type="html"><p>It’s finally time for the 4.6 release cycle to feature its very first beta! Thanks to handling the feature freeze in <a href="/article/dev-snapshot-godot-4-6-dev-6">dev 6</a>, there are already been several bugs and regressions identified early and subsequently squashed. However, there are still more to iron out, so all contributors are encouraged to shift their focus to <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.6">regression fixes</a> exclusively.</p>
|
||||
<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-12-16T09:41:13+00:00</updated><id>https://godotengine.org/</id><entry><title>Inverse Kinematics Returns to Godot 4.6</title><link href="https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/"/><updated>2025-12-16T10:00:00+00:00</updated><id>https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/</id><summary>Now Godot has Inverse Kinematics in 3D.</summary><content type="html"><style>article .content img { background-color: initial; }</style>
|
||||
<p>In Godot 4.6, IK is back in 3D!</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture01.webp" alt="IK on the table" /></p>
|
||||
<p>Of course, “IK” means inverse kinematics.</p>
|
||||
<p>If you have experience with Godot 3.x, you might remember that IK was removed during the upgrade to 4.0. I explained in a <a href="/article/design-of-the-skeleton-modifier-3d/">previous blog post</a> that it was removed because the old skeleton API design had issues and needed reworking.</p>
|
||||
<p>Then, you might wonder if it was theoretically possible to implement IK alongside the <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> implementation in 4.4. However, we had to avoid adding immature features and then hastily removing it again. To implement IK, we staged the elements for the entire IK across three versions.</p>
|
||||
<p>This blog post will explain that journey.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture02.webp" alt="Journey is begun" /></p>
|
||||
<h1 id="godot-44">Godot 4.4</h1>
|
||||
<p>In Godot 4.4, I implemented the base class for <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>, along with two new modifiers, <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> and <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.</p>
|
||||
<h2 id="skeletonmodifier3d--lookatmodifier3d">SkeletonModifier3D / LookAtModifier3D</h2>
|
||||
<p><code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> was the minimal implementation to verify that the <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> design was correct. <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> could be considered equivalent to one-bone IK, so it was suitable as a test case.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-look-at-modifier-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h2 id="retargetmodifier3d">RetargetModifier3D</h2>
|
||||
<p>However, when implementing <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code>, I confirmed that users must specify the bone axis based on the bone rest. It was my initial concern that the retarget feature implemented in 4.0 discarded the bone rests of the imported skeleton.</p>
|
||||
<p>As this concern became a certainty, I attempted to preserve bone rests by implementing <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-retarget-modifier-3d.webp" alt="Inspector of RetargetModifier3D" /></p>
|
||||
<p>It was fortunate for me that the processing order design of <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> matched the requirements for implementing <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.</p>
|
||||
<h1 id="godot-45">Godot 4.5</h1>
|
||||
<p>In Godot 4.5, I implemented <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code> and <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> (and its three child classes <code class="language-plaintext highlighter-rouge">AimModifier3D</code>, <code class="language-plaintext highlighter-rouge">ConvertTransformModifier3D</code> and <code class="language-plaintext highlighter-rouge">CopyTransformModifier3D</code>).</p>
|
||||
<p>By the way, I’m involved in a project that utilizes a 3D character model format known as <a href="https://vrm.dev/">VRM</a>. VRM has implementations of <a href="https://vrm.dev/en/vrm1/springbone/">SpringBone</a> and <a href="https://vrm.dev/en/vrm1/constraint/">Constraint</a> as model-specific configurations that can be ported to cross-platform environments, so ensuring compatibility with these was one of the purposes.</p>
|
||||
<h2 id="springbonesimulator3d">SpringBoneSimulator3D</h2>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-spring-bone-simulator-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p>One challenging part of implementing <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code> was creating the bone chain internally. Specifically, by setting the root bone as the ancestor and the end bone as the descendant, we could retrieve the bones between them and automatically construct the joint array.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-spring-bone-simulator-3d.webp" alt="Inspector of SpringBoneSimulator3D" /></p>
|
||||
<p>Compared to users manually creating these arrays, this approach reduced user operations and validation on the core side, making it beneficial for both ends.</p>
|
||||
<h2 id="boneconstraint3d-and-3-child-classes">BoneConstraint3D (and 3 child classes)</h2>
|
||||
<p><code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> is a feature that allows bones to interact with other bones. The actual behavior and calculations it provides are simple.</p>
|
||||
<p>What was challenging here was the design for a base class containing a virtual struct array as a member and extending that struct in a child class. This topic is a bit more advanced for beginner coders, but when using struct arrays as properties in Godot, you need to implement a slightly tricky approach.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-bone-constraint-3d.webp" alt="Inspector of BoneConstraint3D" /></p>
|
||||
<p>I already had the design idea that IK would have a base class similar to <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code>, with child classes extending the structure to implement the actual solver. So, I was confident that merging and establishing that method at this point would be beneficial for IK.</p>
|
||||
<h1 id="godot-46">Godot 4.6</h1>
|
||||
<p>Finally, I began implementing IK in Godot 4.6.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-ik-modifier-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h2 id="ikmodifier3d-and-7-child-classes">IKModifier3D (and 7 child classes)</h2>
|
||||
<p>As a first step, I defined <code class="language-plaintext highlighter-rouge">IKModifier3D</code> and <code class="language-plaintext highlighter-rouge">ChainIK3D</code> by reusing <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> and <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code>. After that, I implemented the process for moving joints called the IK solver.</p>
|
||||
<p>Therefore, <code class="language-plaintext highlighter-rouge">IKModifier3D</code> has the following child classes:</p>
|
||||
<ul>
|
||||
<li>IKModifier3D
|
||||
<ul>
|
||||
<li>TwoBoneIK3D</li>
|
||||
<li>ChainIK3D
|
||||
<ul>
|
||||
<li>SplineIK3D</li>
|
||||
<li>IterateIK3D
|
||||
<ul>
|
||||
<li>FABRIK3D</li>
|
||||
<li>CCDIK3D</li>
|
||||
<li>JacobianIK3D</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>When implementing those IKs, I made sure to keep them to the minimum functions.</p>
|
||||
<p>Some IK systems outside of Godot might have additional “processing to make the IK results look better”, separate from the core calculation algorithm that rotates the bones. In the rich IK system, the IK class may include them and can enable their processing by their bool property.</p>
|
||||
<p>Then, I believed separating them would help maintain maintainability and extendability. In other words, if only the “processing to make the IK results look better” can be reused, when users want to implement custom IK, they only need to implement a minimal IK solver.</p>
|
||||
<p>The following are the improvements and additions made in Godot 4.6 to make the IK results look better.</p>
|
||||
<h2 id="tweak-boneconstraint3d">Tweak BoneConstraint3D</h2>
|
||||
<p>For example, there are cases where Twist is applied before IK calculation, or where the end bone is directed toward the IK target after IK calculation.</p>
|
||||
<p>In Godot 4.5, the <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> could only assign bones as reference objects, but in 4.6, it can now assign [Node3D] objects.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-new-bone-constraint-3d.webp" alt="Inspector of new BoneConstraint3D" /></p>
|
||||
<p>This tweaking allows <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> to be used to perform these additional rotations.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-bone-constraint-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p><a href="/storage/blog/inverse-kinematics-returns-to-godot-4-6/adjusted-ik-3d-demo.zip">adjusted-ik-3d-demo.zip</a></p>
|
||||
<h2 id="bonetwistdisperser3d">BoneTwistDisperser3D</h2>
|
||||
<p>In theory, using <code class="language-plaintext highlighter-rouge">ConvertTransform3D</code> allows you to apply the rotation of descendant bones to their ancestors. However, the process for setting this up properly was somewhat complex and could only be handled by advanced users.</p>
|
||||
<p><code class="language-plaintext highlighter-rouge">BoneTwistDisperser3D</code> provides a simple way to achieve that process.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-bone-twist-disperser-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h2 id="limitangularvelocitymodifier3d">LimitAngularVelocityModifier3D</h2>
|
||||
<p><code class="language-plaintext highlighter-rouge">LimitAngularVelocityModifier3D</code> is a modifier that limits angular velocity. The behavior is quite simple, so it doesn’t need much explanation.</p>
|
||||
<p>However, it’s worth learning that there are two types of IK.</p>
|
||||
<h2 id="deterministic-ik">Deterministic IK</h2>
|
||||
<p>In computer science, “deterministic” means that the result is always the same for a given input. In particular, for game applications like Godot, the term means that the result does not depend on the state of the previous frame. Incidentally, since <code class="language-plaintext highlighter-rouge">AnimationMixer</code> already has a <a href="/article/migrating-animations-from-godot-4-0-to-4-3/#deterministic-blending">deterministic option</a>, that immediately made me decide to adopt this term.</p>
|
||||
<p><code class="language-plaintext highlighter-rouge">TwoBoneIK3D</code> and <code class="language-plaintext highlighter-rouge">SplineIK3D</code> are always deterministic. However, in <code class="language-plaintext highlighter-rouge">IterateIK3D</code>, whether it is deterministic depends on the options.</p>
|
||||
<p><code class="language-plaintext highlighter-rouge">IterateIK3D</code> repeats the routine provided by the solver to approach the end bone toward its goal. At this point, the number of repetitions per frame depends on the option.</p>
|
||||
<p>When the deterministic option is disabled, it means that the iteration is performed by carrying over the state from the previous frame. In this case, even with a small number of iterations per frame, the end bone can reach the goal eventually as frames progress.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-non-deterministic-ik-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p>In contrast, when the deterministic option is enabled, the previous frame’s state is not carried over. Therefore, if the number of iterations per frame is small, the end bone may never reach its goal.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-deterministic-ik-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p>However, if you want to ensure consistent results depending on the relative position between the IK target and the skeleton, the deterministic option is useful. For example, it is ideal for online applications where only the coordinates of the IK target are shared to synchronize the model’s pose.</p>
|
||||
<p>As a point to note, deterministic IK cannot avoid causing rotation with large angular velocities by its design. It goes without saying that <code class="language-plaintext highlighter-rouge">LimitAngularVelocityModifier3D</code> is useful for smoothing this out.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-limit-angular-velocity-modifier-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h1 id="looking-back-on-the-journey">Looking back on the journey</h1>
|
||||
<p>Between versions 4.4 and 4.6, excluding migrations, including base classes, 19 new <code class="language-plaintext highlighter-rouge">SkeletonModifier</code>s have been implemented!</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-skeleton-modifier-3d.webp" alt="Inspector of SkeletonModifier3D" /></p>
|
||||
<p>There are many possibilities depending on how you combine them. So we have a plan to add detailed explanations and tutorials to the documentation in the future, but since that is expected to be quite large, we will need more time…</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture03.webp" alt="Rest tasks" /></p>
|
||||
<p>For now, I’ll show you just one example in advance. This setup emulates the old <code class="language-plaintext highlighter-rouge">SkeletonIK3D</code>’s magnet option.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-magnet-ik-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p><a href="/storage/blog/inverse-kinematics-returns-to-godot-4-6/magnet-ik-3d-demo.zip">magnet-ik-3d-demo.zip</a></p>
|
||||
<p>As you can see from that example, it was just a 2-path deterministic FABRIK. As explained above, it was also “processing to make the IK results look better”, and I think you can understand that the process could be separated.</p>
|
||||
<p>At last, I wish you all the best in creating fun games using <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>s.</p>
|
||||
<h2 id="support">Support</h2>
|
||||
<p>Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part or full-time developers hired thanks to <a href="https://fund.godotengine.org/">generous donations from the Godot community</a>. A big thank you to everyone who has contributed <a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time</a> or <a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support</a> to the project!</p>
|
||||
<p>If you’d like to support the project financially and help us secure our future hires, you can do so using the <a href="https://fund.godotengine.org/">Godot Development Fund</a> platform managed by <a href="https://godot.foundation/">Godot Foundation</a>. There are also several <a href="/donate">alternative ways to donate</a> which you may find more suitable.</p></content><author><name>Silc Renew</name></author><category term="Progress Report"/></entry><entry><title>Dev snapshot: Godot 4.6 beta 1</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/"/><updated>2025-12-10T12:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/</id><summary>Godot 4.6 enters beta!</summary><content type="html"><p>It’s finally time for the 4.6 release cycle to feature its very first beta! Thanks to handling the feature freeze in <a href="/article/dev-snapshot-godot-4-6-dev-6">dev 6</a>, there are already been several bugs and regressions identified early and subsequently squashed. However, there are still more to iron out, so all contributors are encouraged to shift their focus to <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.6">regression fixes</a> exclusively.</p>
|
||||
<p>For those interested in aiding us on our quest to squash any bugs that come up during this time, we once again encourage you to join our bug-hunting sprints. Anyone interested should read the <a href="https://github.com/godotengine/godot-maintainers-docs/blob/main/bug-triage/introduction.md">Bug Triage Introduction</a> for more information, and join the <a href="https://chat.godotengine.org/channel/bugsquad"><code class="language-plaintext highlighter-rouge">#bugsquad</code></a> and <a href="https://chat.godotengine.org/channel/bugsquad-sprints"><code class="language-plaintext highlighter-rouge">#bugsquad-sprints</code></a> channels on our developer RocketChat to participate!</p>
|
||||
<p>Please consider <a href="#support">supporting the project financially</a>, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.</p>
|
||||
<p><a href="#downloads">Jump to the <strong>Downloads</strong> section</a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the <a href="https://editor.godotengine.org/releases/4.6.beta1/"><strong>Web editor</strong></a>, the <a href="https://www.meta.com/s/h9JcJGHfg"><strong>XR editor</strong></a>, or the <a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4"><strong>Android editor</strong></a> for this release. If you are interested in the latter, please request to join <a href="https://groups.google.com/g/godot-testers">our testing group</a> to get access to pre-release builds.</p>
|
||||
@@ -5271,17 +5386,4 @@ While engine maintainers try their best to ensure that each preview snapshot and
|
||||
<p>In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).</p>
|
||||
<h2 id="support">Support</h2>
|
||||
<p>Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part or full-time developers hired thanks to <a href="https://fund.godotengine.org/">generous donations from the Godot community</a>. A big thank you to everyone who has contributed <a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time</a> or <a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support</a> to the project!</p>
|
||||
<p>If you’d like to support the project financially and help us secure our future hires, you can do so using the <a href="https://fund.godotengine.org/">Godot Development Fund</a> platform managed by <a href="https://godot.foundation/">Godot Foundation</a>. There are also several <a href="/donate">alternative ways to donate</a> which you may find more suitable.</p></content><author><name>Thaddeus Crews</name></author><category term="Pre-release"/></entry><entry><title>Submissions open for Godot 2025 showreel</title><link href="https://godotengine.org/article/submissions-open-godot-2025-showreel/"/><updated>2025-08-15T13:00:00+00:00</updated><id>https://godotengine.org/article/submissions-open-godot-2025-showreel/</id><summary>Showcase your Godot creations in 2025! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</summary><content type="html"><p>Showcase your Godot Engine 2025 creations! We invite you to submit videos featuring your published or in-progress games or tools so we can make the Godot 2025 Showreel.</p>
|
||||
<p>Our annual showreels are informative and celebratory showcases, to highlight the wide array of projects developed using the Godot Engine. If you want to participate this year and share your Godot-made game, app, or tool, submit your entry starting today.</p>
|
||||
<h2 id="whats-new-this-year">What’s new this year?</h2>
|
||||
<p>This year, we want to invite more people to participate in the voting phase. So, if you are a member of the <a href="https://fund.godotengine.org/">Development Fund</a>, you will be able to cast your votes alongside the Godot maintainers! To be eligible to vote, you need to have a recurrent donation active.</p>
|
||||
<h2 id="how-to-submit">How to submit</h2>
|
||||
<p>You can submit your entry in our <a href="https://showreel.godotengine.org/">Godot Showreel website</a>. Before submitting, please read the <a href="https://showreel.godotengine.org/about">submission guidelines</a>.</p>
|
||||
<ul>
|
||||
<li>📅 <strong>Submissions close on October 1st 2025</strong></li>
|
||||
<li>📅 <strong>Voting starts on October 6th 2025</strong></li>
|
||||
</ul>
|
||||
<h2 id="need-inspiration">Need inspiration?</h2>
|
||||
<p>Check out our <a href="https://www.youtube.com/watch?v=n1Lon_Q2T18&amp;list=PLeG_dAglpVo6EpaO9A1nkwJZOwrfiLdQ8&amp;index=1">showreel playlist</a> for some creative sparks and see what makes a great submission! Here is last year’s showreel:</p>
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/n1Lon_Q2T18" frameborder="0" allowfullscreen="" style="width: 100%; aspect-ratio: 16 / 9; height: auto;"></iframe>
|
||||
<p>Good luck! We can’t wait to see your creations!</p></content><author><name>Emi</name></author><category term="News"/></entry></feed>
|
||||
<p>If you’d like to support the project financially and help us secure our future hires, you can do so using the <a href="https://fund.godotengine.org/">Godot Development Fund</a> platform managed by <a href="https://godot.foundation/">Godot Foundation</a>. There are also several <a href="/donate">alternative ways to donate</a> which you may find more suitable.</p></content><author><name>Thaddeus Crews</name></author><category term="Pre-release"/></entry></feed>
|
||||
@@ -14,7 +14,8 @@
|
||||
<a class=active title="Godot Engine - Blog - Page 10" href=https://godotengine.org/blog/10/>10</a>
|
||||
<a title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
|
||||
<a title="Godot Engine - Blog - Page 12" href=https://godotengine.org/blog/12/>12</a>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/11/>Next →</a></div><div class=posts><a href=/article/2022-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/ebf/03e/63aebf03e854b249543216.png) href=/article/2022-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/11/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-beta-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63b/d87/318/63bd873180f42194998123.jpg) href=/article/dev-snapshot-godot-4-0-beta-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 10 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 11</h3><p class=excerpt>First snapshot of the year, Godot 4.0 beta 11! We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.</div></article></a><a href=/article/2022-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/ebf/03e/63aebf03e854b249543216.png) href=/article/2022-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 31 December 2022</span></div><h3>2022: A Retrospective</h3><p class=excerpt>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.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/5cb/0f4/63a5cb0f48e88945485049.jpg) href=/article/dev-snapshot-godot-4-0-beta-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 23 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 10</h3><p class=excerpt>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 holidays!</div></article></a><a href=/article/status-of-opengl-renderer/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/182/5cd/63a1825cd2443916160270.png) href=/article/status-of-opengl-renderer/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
<span class=by>Clay John </span><span class=date> - 20 December 2022</span></div><h3>Status of the OpenGL 3 renderer</h3><p class=excerpt>Godot 4.0 will ship with an OpenGL-based renderer designed for older and low-end devices, but it won't be totally feature-complete at the time 4.0 is released.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/070/ed6/63a070ed63208559579129.jpg) href=/article/dev-snapshot-godot-4-0-beta-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
@@ -37,8 +38,7 @@
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 28 September 2022</span></div><h3>Maintenance release: Godot 3.5.1</h3><p class=excerpt>We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance releases (3.5.x), with a focus on fixing bugs and not on integrating new features. The first release is that series is out, Godot 3.5.1!</div></article></a><a href=/article/release-candidate-godot-3-5-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/b1a/d10/632b1ad102373095371461.jpg) href=/article/release-candidate-godot-3-5-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 21 September 2022</span></div><h3>Release candidate: Godot 3.5.1 RC 2</h3><p class=excerpt>We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). This is the second Release Candidate to validate the upcoming 3.5.1 stable release.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/355/534/632355534b2d7687276315.jpg) href=/article/dev-snapshot-godot-4-0-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 15 September 2022</span></div><h3>The next big step: Godot 4.0 reaches Beta</h3><p class=excerpt>It has been a long road to Godot 4.0 with 17 alpha builds distributed in 2022, and continuous development effort since 2019. We aren’t done yet, but today marks a major milestone on the road to Godot 4.0: the first beta is out!</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-17/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/08f/42e/63208f42e7e15588239571.png) href=/article/dev-snapshot-godot-4-0-alpha-17/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 13 September 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 17</h3><p class=excerpt>We're getting prepared for the imminent release of Godot 4.0 beta 1, and to do so we're having a (last?) alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-16/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/631/8a4/10f/6318a410f1d2c423222075.png) href=/article/dev-snapshot-godot-4-0-alpha-16/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 7 September 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 16</h3><p class=excerpt>One more alpha build on the way to Godot 4.0 beta! As we're getting closer we're also iterating faster to make sure that we spot and fix the most problematic bugs ahead of the beta phase, to enable broader testing.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 13 September 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 17</h3><p class=excerpt>We're getting prepared for the imminent release of Godot 4.0 beta 1, and to do so we're having a (last?) alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
|
||||
<a title="Godot Engine - Blog - Page 8" href=https://godotengine.org/blog/8/>8</a>
|
||||
<a title="Godot Engine - Blog - Page 9" href=https://godotengine.org/blog/9/>9</a>
|
||||
<a class=active title="Godot Engine - Blog - Page 10" href=https://godotengine.org/blog/10/>10</a>
|
||||
|
||||
@@ -14,7 +14,8 @@
|
||||
<a class=active title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
|
||||
<a title="Godot Engine - Blog - Page 12" href=https://godotengine.org/blog/12/>12</a>
|
||||
<a title="Godot Engine - Blog - Page 13" href=https://godotengine.org/blog/13/>13</a>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/12/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-5-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/631/1d7/7cc/6311d77cc7f5f571027656.jpg) href=/article/release-candidate-godot-3-5-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/12/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-16/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/631/8a4/10f/6318a410f1d2c423222075.png) href=/article/dev-snapshot-godot-4-0-alpha-16/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 7 September 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 16</h3><p class=excerpt>One more alpha build on the way to Godot 4.0 beta! As we're getting closer we're also iterating faster to make sure that we spot and fix the most problematic bugs ahead of the beta phase, to enable broader testing.</div></article></a><a href=/article/release-candidate-godot-3-5-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/631/1d7/7cc/6311d77cc7f5f571027656.jpg) href=/article/release-candidate-godot-3-5-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 2 September 2022</span></div><h3>Release candidate: Godot 3.5.1 RC 1</h3><p class=excerpt>We released Godot 3.5 one month ago, and like any release, there are few rough edges to iron out which warrant making maintenance "patch" releases (3.5.x). A number of issues have been fixed already, so we're having a look at preparing the 3.5.1 update, starting with this Release Candidate.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-15/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/630/e31/8a8/630e318a80525807224115.png) href=/article/dev-snapshot-godot-4-0-alpha-15/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 30 August 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 15</h3><p class=excerpt>The past 2 weeks weeks have been BUSY! We've reviewed and merged a ton of Pull Requests to prepare for the imminent 4.0 beta release and make sure that we're as feature-complete as possible.</div></article></a><a href=/article/godot-4-will-discontinue-visual-scripting/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/630/52d/76e/63052d76e024a243584746.png) href=/article/godot-4-will-discontinue-visual-scripting/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 23 August 2022</span></div><h3>Godot 4.0 will discontinue VisualScript</h3><p class=excerpt>Godot's visual scripting language, VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from the start was simply not the right one and decided to remove it from the engine. If enough volunteer interest exists, it may be moved to an extension.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-14/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62f/3cf/f69/62f3cff699de5885323719.png) href=/article/dev-snapshot-godot-4-0-alpha-14/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
@@ -37,8 +38,7 @@
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 17 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 4</h3><p class=excerpt>Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/9e1/79b/62a9e179b77cb823642349.jpg) href=/article/dev-snapshot-godot-4-0-alpha-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 15 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 10</h3><p class=excerpt>Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 10! This release adds an initial implementation for Temporal Anti-Aliasing, as well as the first iteration of a command line tool to (partially) convert Godot 3.x projects to the Godot 4.0 API.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/89b/e37/62989be37c03a908985630.jpg) href=/article/dev-snapshot-godot-4-0-alpha-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 2 June 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 9</h3><p class=excerpt>New alpha build for Godot 4.0, fresh from the Godot Sprint in Barcelona where some core contributors are finally meeting IRL. Lots of editor, core and rendering improvements with an early version of the OpenGL 3D renderer!</div></article></a><a href=/article/release-candidate-godot-3-5-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/629/774/035/629774035d259629688644.jpg) href=/article/release-candidate-godot-3-5-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 1 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 3</h3><p class=excerpt>A new Release Candidate for Godot 3.5, fixing a handful of issues to get us even closer to the stable release. Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2.</div></article></a><a href=/article/release-candidate-3-5-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/cb6/800/628cb6800fa5e986276178.jpg) href=/article/release-candidate-3-5-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 24 May 2022</span></div><h3>Release candidate: Godot 3.5 RC 2</h3><p class=excerpt>Another release candidate for Godot 3.5, exceptionally with a couple new features backported from 4.0 (Label3D and TextMesh), and some important regression fixes (Bullet KinematicBody collisions, Windows build crash).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/10/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 1 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 3</h3><p class=excerpt>A new Release Candidate for Godot 3.5, fixing a handful of issues to get us even closer to the stable release. Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/10/>← Previous</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/submissions-open-godot-2022-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/a23/98f/628a2398f3298531933405.png) href=/article/submissions-open-godot-2022-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/release-candidate-3-5-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/cb6/800/628cb6800fa5e986276178.jpg) href=/article/release-candidate-3-5-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 24 May 2022</span></div><h3>Release candidate: Godot 3.5 RC 2</h3><p class=excerpt>Another release candidate for Godot 3.5, exceptionally with a couple new features backported from 4.0 (Label3D and TextMesh), and some important regression fixes (Bullet KinematicBody collisions, Windows build crash).</div></article></a><a href=/article/submissions-open-godot-2022-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/a23/98f/628a2398f3298531933405.png) href=/article/submissions-open-godot-2022-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 23 May 2022</span></div><h3>Submissions open for Godot 2022 showreel!</h3><p class=excerpt>Does your Godot-made game or tool (published or work in progress) make you proud? Would you like to showcase it in the upcoming 2022 showreel? Please send us a short video of it!</div></article></a><a href=/article/release-candidate-godot-3-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/507/eb3/628507eb330fc678674016.jpg) href=/article/release-candidate-godot-3-5-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 18 May 2022</span></div><h3>Release candidate: Godot 3.5 RC 1</h3><p class=excerpt>The upcoming Godot 3.5 is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. It's now time to move to the Release Candidate stage so that we can release 3.5-stable for all users.</div></article></a><a href=/article/announcing-gogodotjam-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/628/25d/c3d/62825dc3d87ab973806134.png) href=/article/announcing-gogodotjam-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
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||||
<span class=by>Ilaria Cislaghi </span><span class=date> - 16 May 2022</span></div><h3>Announcing GoGodotJam 3!</h3><p class=excerpt>Discover more about the upcoming event GoGodotJam!</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/627/cb8/9e9/627cb89e91286901016326.jpg) href=/article/dev-snapshot-godot-4-0-alpha-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 25 February 2022</span></div><h3>Maintenance release: Godot 3.4.3</h3><p class=excerpt>In parallel to our work on the upcoming feature releases Godot 3.5 and 4.0, we backport important fixes to the stable 3.4 branch for use in production. After several weeks of user testing, we're now ready to release Godot 3.4.3 as a maintenance update for all users.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/561/e9c/621561e9c9799081922431.jpg) href=/article/dev-snapshot-godot-4-0-alpha-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 22 February 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 3</h3><p class=excerpt>We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 alpha 3.</div></article></a><a href=/article/opening-github-discussions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/fcb/7e0/620fcb7e0742d599654701.png) href=/article/opening-github-discussions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
|
||||
<span class=by>Yuri Sizov </span><span class=date> - 18 February 2022</span></div><h3>Opening GitHub Discussions for enhancement ideas and suggestions</h3><p class=excerpt>We are opening GitHub Discussions for open-ended conversations about new features and improvements, and making proposal requirements stricter to allow for more productive deliberations and easier tracking of feature development.</div></article></a><a href=/article/release-candidate-godot-3-4-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/e90/6eb/620e906eb1baa441988416.jpg) href=/article/release-candidate-godot-3-4-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 17 February 2022</span></div><h3>Release candidate: Godot 3.4.3 RC 2</h3><p class=excerpt>The 3.4.3 maintenance release is around the corner with a number of important fixes queued in the stable branch since 3.4.2. This second Release Candidate is your chance to help us validate it before tagging the release.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/3d3/0e0/6203d30e0bda9846826159.jpg) href=/article/dev-snapshot-godot-4-0-alpha-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 9 February 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 2</h3><p class=excerpt>Every other week we'll publish a new alpha build for Godot 4.0! This is the second build, adding a number of new features and a ton of bug fixes that should be beneficial to both existing and new alpha testers!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/11/>← Previous</a>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 17 February 2022</span></div><h3>Release candidate: Godot 3.4.3 RC 2</h3><p class=excerpt>The 3.4.3 maintenance release is around the corner with a number of important fixes queued in the stable branch since 3.4.2. This second Release Candidate is your chance to help us validate it before tagging the release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/11/>← Previous</a>
|
||||
<a title="Godot Engine - Blog - Page 10" href=https://godotengine.org/blog/10/>10</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61f/bdd/52d/61fbdd52d4fee221804267.jpg) href=/article/release-candidate-godot-3-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/620/3d3/0e0/6203d30e0bda9846826159.jpg) href=/article/dev-snapshot-godot-4-0-alpha-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 9 February 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 2</h3><p class=excerpt>Every other week we'll publish a new alpha build for Godot 4.0! This is the second build, adding a number of new features and a ton of bug fixes that should be beneficial to both existing and new alpha testers!</div></article></a><a href=/article/release-candidate-godot-3-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61f/bdd/52d/61fbdd52d4fee221804267.jpg) href=/article/release-candidate-godot-3-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 3 February 2022</span></div><h3>Release candidate: Godot 3.4.3 RC 1</h3><p class=excerpt>The 3.4.3 maintenance release is around the corner with a number of important fixes queued in the stable branch since 3.4.2. This first Release Candidate is your chance to help us validate it before tagging the release.</div></article></a><a href=/article/godot-openxr-111-plugin-release/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61f/18c/b23/61f18cb23063a771877721.png) href=/article/godot-openxr-111-plugin-release/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/fredia.jpg alt="Fredia Huya-Kouadio" loading=lazy>
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||||
<span class=by>Fredia Huya-Kouadio </span><span class=date> - 26 January 2022</span></div><h3>Godot OpenXR 1.1.1 Plugin Release</h3><p class=excerpt>Announcement for the release of the 1.1.1 Godot OpenXR plugin. The release includes several features including updated XR documentation, support for Meta Passthrough api and support for OpenXR hand tracking api.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61e/ebb/51b/61eebb51baa9f592108392.png) href=/article/dev-snapshot-godot-4-0-alpha-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 24 January 2022</span></div><h3>Major milestone ready for testing: Godot 4.0 alpha 1 is out!</h3><p class=excerpt>We are finally ready to release Godot 4.0 alpha 1 — a major milestone on the way to the stable release of Godot 4.0 and all future 4.x releases. As expected of any alpha software, it is still rough on the edges and not intended for use in production, but instead of early testers to find and report bugs, and provide us with feedback on the new features and how to improve them.</div></article></a><a href=/article/godot-showcase-ben-kurtin-fnf-vr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61e/c59/4ad/61ec594adad2c161680389.png) href=/article/godot-showcase-ben-kurtin-fnf-vr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 1 November 2021</span></div><h3>Animation data rework for 4.0</h3><p class=excerpt>One of the last areas pending for redesign in upcoming Godot 4.0 has now been completed, resulting in much improved usability when dealing animation data.</div></article></a><a href=/article/multiplayer-changes-godot-4-0-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/989/cf8/617989cf82e64600038831.png) href=/article/multiplayer-changes-godot-4-0-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 27 October 2021</span></div><h3>Multiplayer in Godot 4.0: ENet wrappers, WebRTC</h3><p class=excerpt>A more powerful ENet interface for better multiplayer in Godot 4, updates about WebRTC, hints at the new scene replication API.</div></article></a><a href=/article/release-candidate-godot-3-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/913/881/617913881aa25087367439.jpg) href=/article/release-candidate-godot-3-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 27 October 2021</span></div><h3>Release candidate: Godot 3.4 RC 2</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this second Release Candidate, we have frozen feature development and are nearly ready to release the stable version.</div></article></a><a href=/article/release-candidate-godot-3-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/616/e85/0d7/616e850d7ecf5684336903.jpg) href=/article/release-candidate-godot-3-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 19 October 2021</span></div><h3>Release candidate: Godot 3.4 RC 1</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this first Release Candidate, we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches).</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/db4/6c2/615db46c275e9053218403.jpg) href=/article/dev-snapshot-godot-3-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 6 October 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 6</h3><p class=excerpt>One step closer to releasing Godot 3.4 with this new beta, which may be the final one before Release Candidate. The feature set for 3.4 is already pretty packed and it's more than time to get it released in the wild.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/12/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 19 October 2021</span></div><h3>Release candidate: Godot 3.4 RC 1</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this first Release Candidate, we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/12/>← Previous</a>
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<a title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/godot-games-steam-next-fest-oct-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/c8d/d24/615c8dd245136034621315.png) href=/article/godot-games-steam-next-fest-oct-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-4-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/db4/6c2/615db46c275e9053218403.jpg) href=/article/dev-snapshot-godot-3-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 6 October 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 6</h3><p class=excerpt>One step closer to releasing Godot 3.4 with this new beta, which may be the final one before Release Candidate. The feature set for 3.4 is already pretty packed and it's more than time to get it released in the wild.</div></article></a><a href=/article/godot-games-steam-next-fest-oct-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/c8d/d24/615c8dd245136034621315.png) href=/article/godot-games-steam-next-fest-oct-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
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<span class=by>Ilaria Cislaghi </span><span class=date> - 5 October 2021</span></div><h3>Godot games in the Steam Next Fest (October 2021)</h3><p class=excerpt>As the days passes and the team and contributors work hard to deliver Godot 4.x and Godot 3.4, we want to shine a light on the amazing projects that are made using Godot.</div></article></a><a href=/article/maintenance-release-godot-3-3-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/6f0/e4d/6156f0e4d51a0814323028.jpg) href=/article/maintenance-release-godot-3-3-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 1 October 2021</span></div><h3>Maintenance release: Godot 3.3.4</h3><p class=excerpt>Godot 3.3.4 is a maintenance release and a recommended update for all Godot 3.x users. It includes various bug fixes, most notably a fix for a potential editor crash in 3.3.3.</div></article></a><a href=/article/release-candidate-godot-3-3-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/486/4c4/6154864c4a604989513584.jpg) href=/article/release-candidate-godot-3-3-4-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 29 September 2021</span></div><h3>Release candidate: Godot 3.3.4 RC 1</h3><p class=excerpt>Preparing a tiny maintenance update for the 3.3 stable branch, most notably to fix a potential crash introduced in 3.3.3 for users of the GDScript LSP with Visual Studio Code.</div></article></a><a href=/article/introducing-gd-extensions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/615/1af/2c5/6151af2c5f132737201406.png) href=/article/introducing-gd-extensions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Bastiaan Olij </span><span class=date> - 4 July 2021</span></div><h3>Godot XR progress update June 2021</h3><p class=excerpt>June 2021 update of the recent work done in relation to XR support in Godot.</div></article></a><a href=/article/godotcon-july-2021-schedule/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60d/cc6/251/60dcc6251e506284385457.png) href=/article/godotcon-july-2021-schedule/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
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<span class=by>Ilaria Cislaghi </span><span class=date> - 1 July 2021</span></div><h3>GodotCon July 2021 - Schedule</h3><p class=excerpt></div></article></a><a href=/article/godot-web-progress-report-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/dfe/795/60cdfe7956fca023522866.png) href=/article/godot-web-progress-report-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 30 June 2021</span></div><h3>Godot Web progress report #9: Godot Scripts <-> JavaScript Interface</h3><p class=excerpt>No need to "eval"! A whole new interface to interact with JavaScript from Godot Scripts in Web exports, and a new API to prompt the user to download a file generated by Godot.</div></article></a><a href=/article/tiles-editor-progress-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/b75/209/60cb75209c854804584350.png) href=/article/tiles-editor-progress-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
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<span class=by>Gilles Roudiere </span><span class=date> - 17 June 2021</span></div><h3>Tiles editor progress report #4</h3><p class=excerpt>Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.</div></article></a><a href=/article/godot-web-progress-report-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/72b/dc3/60c72bdc393a4838114722.png) href=/article/godot-web-progress-report-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 16 June 2021</span></div><h3>Godot Web progress report #8: Progressive Web Apps</h3><p class=excerpt>One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
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<span class=by>Gilles Roudiere </span><span class=date> - 17 June 2021</span></div><h3>Tiles editor progress report #4</h3><p class=excerpt>Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/gdscript-progress-report-feature-complete-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60b/4f2/b0a/60b4f2b0a8130694314324.png) href=/article/gdscript-progress-report-feature-complete-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/72b/dc3/60c72bdc393a4838114722.png) href=/article/godot-web-progress-report-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 16 June 2021</span></div><h3>Godot Web progress report #8: Progressive Web Apps</h3><p class=excerpt>One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.</div></article></a><a href=/article/gdscript-progress-report-feature-complete-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60b/4f2/b0a/60b4f2b0a8130694314324.png) href=/article/gdscript-progress-report-feature-complete-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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||||
<span class=by>George Marques </span><span class=date> - 2 June 2021</span></div><h3>GDScript progress report: Feature-complete for 4.0</h3><p class=excerpt>GDScript is now feature-complete for the upcoming Godot 4.0 version. This article goes through the last bits that were added: typed arrays, lambda functions, builtin static methods, plus a few extra changes for optimization and bug-fixing.</div></article></a><a href=/article/submissions-open-godot-2021-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60b/4ee/cfb/60b4eecfbcad8996217557.png) href=/article/submissions-open-godot-2021-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 31 May 2021</span></div><h3>Submissions open for Godot 2021 showreel</h3><p class=excerpt>Does your Godot-made game or tool (published or work in progress) make you proud? Would you like to showcase it in the upcoming 2021 showreel? Please send us a short video of it!</div></article></a><a href=/article/maintenance-release-godot-3-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60a/bf7/19d/60abf719de011665823007.png) href=/article/maintenance-release-godot-3-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 24 May 2021</span></div><h3>Maintenance release: Godot 3.3.2</h3><p class=excerpt>Here's a new bugfix release for the 3.3 branch, fixing some regressions in Godot 3.3.1 (notably some crash conditions) and a handful of other minor issues.</div></article></a><a href=/article/physics-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60a/554/df7/60a554df7b179532579882.png) href=/article/physics-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 19 March 2021</span></div><h3>Release candidate: Godot 3.3 RC 6</h3><p class=excerpt>We decided to rename the upcoming version 3.2.4 to Godot 3.3 to better reflect how feature-packed it is! So this new 3.3 RC 6 is a direct follow-up to 3.2.4 RC 5, with a few more bugs fixed and the version changed.</div></article></a><a href=/article/godot-openxr-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/33d/fed/60533dfed520d231708447.jpg) href=/article/godot-openxr-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
<span class=by>Bastiaan Olij </span><span class=date> - 18 March 2021</span></div><h3>Godot OpenXR support</h3><p class=excerpt>An update on the current work being rounded off adding OpenXR support to Godot 3 through a plugin and the planned work for Godot 4.</div></article></a><a href=/article/versioning-change-godot-3x/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/21b/37b/60521b37b2e39457329843.png) href=/article/versioning-change-godot-3x/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 17 March 2021</span></div><h3>Versioning change for Godot 3.x</h3><p class=excerpt>We decide to rename the upcoming 3.2.4 release to Godot 3.3 to better advertize that it's a big milestone with tons of new features! It's still fully compatible with previous Godot 3.2.x releases as one would have expected of 3.2.4, so it will be a recommended update for all Godot users. Moreover, we'll start working on Godot 3.4 in parallel to providing bugfix releases for 3.3.x at a faster pace.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/ccb/8f8/604ccb8f89381083294997.jpg) href=/article/release-candidate-godot-3-2-4-rc-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 13 March 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 5</h3><p class=excerpt>Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. We had a fourth Release Candidate a few days ago which got good testing and helped surface various bugs, many of which have been fixed. So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions!</div></article></a><a href=/article/godot-showcase-leocesar3d-human-diaspora/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/a91/97d/604a9197d1523072023513.jpg) href=/article/godot-showcase-leocesar3d-human-diaspora/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
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||||
<span class=by>Hugo Locurcio </span><span class=date> - 11 March 2021</span></div><h3>Godot Showcase - Human Diaspora developer interview</h3><p class=excerpt>This week, we are interviewing Leonardo "Leocesar3D" Veloso about their game Human Diaspora. It was released in September 2020 in early access and is available on Windows and Linux.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 13 March 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 5</h3><p class=excerpt>Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. We had a fourth Release Candidate a few days ago which got good testing and helped surface various bugs, many of which have been fixed. So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
|
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<a title="Godot Engine - Blog - Page 13" href=https://godotengine.org/blog/13/>13</a>
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||||
<a title="Godot Engine - Blog - Page 14" href=https://godotengine.org/blog/14/>14</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-2-4-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/753/902/604753902a0ff871037563.jpg) href=/article/release-candidate-godot-3-2-4-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/godot-showcase-leocesar3d-human-diaspora/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/a91/97d/604a9197d1523072023513.jpg) href=/article/godot-showcase-leocesar3d-human-diaspora/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
|
||||
<span class=by>Hugo Locurcio </span><span class=date> - 11 March 2021</span></div><h3>Godot Showcase - Human Diaspora developer interview</h3><p class=excerpt>This week, we are interviewing Leonardo "Leocesar3D" Veloso about their game Human Diaspora. It was released in September 2020 in early access and is available on Windows and Linux.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/753/902/604753902a0ff871037563.jpg) href=/article/release-candidate-godot-3-2-4-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 9 March 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 4</h3><p class=excerpt>Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. That's why we're releasing a fourth Release Candidate now, focused mostly on fixing issues reported against the previous RC 3. We now also have both standard and Mono builds for macOS signed and notarized!</div></article></a><a href=/article/godot-showcase-fat-gem-primal-light/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/604/11f/d88/60411fd88eb88947959052.png) href=/article/godot-showcase-fat-gem-primal-light/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
|
||||
<span class=by>Hugo Locurcio </span><span class=date> - 4 March 2021</span></div><h3>Godot Showcase - Primal Light developer interview</h3><p class=excerpt>We've interviewed Fat Gem about their first released project Primal Light. It was released in July 2020 and is available on Windows, macOS and Linux.</div></article></a><a href=/article/joan-fons-hired-work-godot-rendering/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/603/d19/c65/603d19c65f84b182870883.png) href=/article/joan-fons-hired-work-godot-rendering/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/joan.webp alt="Joan Fons" loading=lazy>
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||||
<span class=by>Joan Fons </span><span class=date> - 1 March 2021</span></div><h3>Joan Fons is hired to work on Godot's rendering</h3><p class=excerpt>Hello! This is Joan speaking. I'm happy to announce that, starting today, I will be working as a full-time Godot developer, and my main focus will be anything rendering related.</div></article></a><a href=/article/why-isnt-godot-ecs-based-game-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/603/926/d51/603926d51ea4c913888481.png) href=/article/why-isnt-godot-ecs-based-game-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Ernest Lee </span><span class=date> - 4 January 2021</span></div><h3>Introducing the Godot glTF 2.0 scene exporter</h3><p class=excerpt>To supplement Godot's existing import capabilities for the glTF 2.0 open format for 3D assets, Godot 4.0 now includes support for exporting Godot scenes as glTF 2.0. This import/export workflow allows a seamless transition from and to 3D modelling and animation software, giving artists and designers greater flexibility to use each tool for what it can do best.</div></article></a><a href=/article/godot-2020-year-in-review-video/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/e21/1c7/5fee211c7e4eb714359827.jpg) href=/article/godot-2020-year-in-review-video/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
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||||
<span class=by>Hugo Locurcio </span><span class=date> - 31 December 2020</span></div><h3>Godot 2020 Year in Review video</h3><p class=excerpt>While 2020 was a difficult year for most of us, it's been a great year for Godot development! In the spirit of last year's retrospective article, we made a video showcasing various features that have been developed in 2020.</div></article></a><a href=/article/complex-text-layouts-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/1a5/089/5fe1a50899fe1978638754.png) href=/article/complex-text-layouts-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
|
||||
<span class=by>Pāvels Nadtočajevs </span><span class=date> - 29 December 2020</span></div><h3>Complex text layouts progress report #3</h3><p class=excerpt>Report on the complex text layouts support implementation progress, including changes to RichTextEdit class, compatibility and custom control implementation details.</div></article></a><a href=/article/godot-web-export-progress-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/1bf/c80/5fe1bfc80c475551734903.png) href=/article/godot-web-export-progress-report-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 24 December 2020</span></div><h3>Web Editor beta, AudioWorklet, GDNative and more!</h3><p class=excerpt>The Web Editor reaches beta (3.2.4 beta 4), GDNative lands on the web, thread-enabled HTML5 builds now come with an improved audio driver using the AudioWorklet API.</div></article></a><a href=/article/camille-mohr-daurat-hired-work-physics/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/d4a/1da/5fdd4a1dadfac213080744.png) href=/article/camille-mohr-daurat-hired-work-physics/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
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||||
<span class=by>Camille Mohr-Daurat </span><span class=date> - 19 December 2020</span></div><h3>Camille Mohr-Daurat was hired to work on physics</h3><p class=excerpt>We hired Camille Mohr-Daurat to work on the 2D and 3D physics engines for Godot 4.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 24 December 2020</span></div><h3>Web Editor beta, AudioWorklet, GDNative and more!</h3><p class=excerpt>The Web Editor reaches beta (3.2.4 beta 4), GDNative lands on the web, thread-enabled HTML5 builds now come with an improved audio driver using the AudioWorklet API.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/godot-showcase-little-red-dog-games/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/8c9/92b/5fd8c992b68a7578144586.jpg) href=/article/godot-showcase-little-red-dog-games/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/camille-mohr-daurat-hired-work-physics/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/d4a/1da/5fdd4a1dadfac213080744.png) href=/article/camille-mohr-daurat-hired-work-physics/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
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<span class=by>Camille Mohr-Daurat </span><span class=date> - 19 December 2020</span></div><h3>Camille Mohr-Daurat was hired to work on physics</h3><p class=excerpt>We hired Camille Mohr-Daurat to work on the 2D and 3D physics engines for Godot 4.</div></article></a><a href=/article/godot-showcase-little-red-dog-games/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/8c9/92b/5fd8c992b68a7578144586.jpg) href=/article/godot-showcase-little-red-dog-games/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
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<span class=by>Hugo Locurcio </span><span class=date> - 15 December 2020</span></div><h3>Godot Showcase - Little Red Dog Games talk about their experience</h3><p class=excerpt>This week, we've interviewed Little Red Dog Games' lead developer Ryan Hewer about their latest project, Rogue State Revolution.</div></article></a><a href=/article/godot-engine-receiving-support-funded-facebook-reality-labs/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/3d8/93c/5fd3d893cc1bb743932204.png) href=/article/godot-engine-receiving-support-funded-facebook-reality-labs/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 11 December 2020</span></div><h3>Godot Engine receiving support funded by Facebook Reality Labs</h3><p class=excerpt>It is with great excitement that we announce that the Godot Engine project is receiving support funded by a grant from Facebook Reality Labs to further the development of Virtual Reality (VR) features within Godot.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/398/01a/5fd39801a2fcb799144127.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 11 December 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 4</h3><p class=excerpt>Here's a new feature-packed beta build for the upcoming Godot 3.2.4: GDNative support for HTML5, MP3 support, FBX import fixes, and more!</div></article></a><a href=/article/new-showcase-for-projects-made-with-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/e5b/f98/5fce5bf98e348880445902.png) href=/article/new-showcase-for-projects-made-with-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
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<span class=by>Hugo Locurcio </span><span class=date> - 7 October 2020</span></div><h3>Hugo Locurcio is hired to improve Godot's web infrastructure</h3><p class=excerpt>We hired Hugo Locurcio to work on Godot's web infrastructure such as documentation and the asset library.</div></article></a><a href=/article/maintenance-release-godot-3-2-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f6/361/d91/5f6361d91ea05815400927.jpg) href=/article/maintenance-release-godot-3-2-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 17 September 2020</span></div><h3>Maintenance release: Godot 3.2.3</h3><p class=excerpt>Godot contributors are proud to release Godot 3.2.3 as a maintenance update to the stable 3.2 branch. The main development focus for this version was to fix regressions reported against the fairly big 3.2.2 release from June, but in the process many other bugfixes for older issues have been merged.</div></article></a><a href=/article/we-hired-gdquest-work-manual/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/ed8/457/5f4ed845746c3708025266.png) href=/article/we-hired-gdquest-work-manual/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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<span class=by>Nathan GDQuest </span><span class=date> - 10 September 2020</span></div><h3>We hired Nathan to work on the manual</h3><p class=excerpt>We hired Nathan from GDQuest to work on the online user manual. He will work on the workflow, content organization, and improving the Getting Started guide.</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f5/89f/2b4/5f589f2b46587026501332.jpg) href=/article/release-candidate-godot-3-2-3-rc-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 9 September 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 6</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/f5b/28e/5f4f5b28e3bc7036433999.jpg) href=/article/release-candidate-godot-3-2-3-rc-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 2 September 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 5</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 9 September 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 6</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/8d5/175/5f48d51759192009283012.png) href=/article/godot-web-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-2-3-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/f5b/28e/5f4f5b28e3bc7036433999.jpg) href=/article/release-candidate-godot-3-2-3-rc-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 2 September 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 5</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/godot-web-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/8d5/175/5f48d51759192009283012.png) href=/article/godot-web-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 28 August 2020</span></div><h3>Godot web export progress report #2</h3><p class=excerpt>Godot is getting better export for the Web. While web technologies are not always suited to provide bleeding edge experiences, we do our best to let you exported game run as smoothly as possible on every platform.</div></article></a><a href=/article/announcing-new-hire-gilles-roudiere/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/66c/b1b/5f466cb1b23ec647588316.png) href=/article/announcing-new-hire-gilles-roudiere/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 26 August 2020</span></div><h3>Announcing a new hire! (Gilles Roudière)</h3><p class=excerpt>In the past month, the excess donations accumulated so we are finally able to offer enough security to do an extra hire. Beginning November, Gilles Roudière (Groud) will be working full-time for the project, dedicated to 2D and general editor usability!</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f3/fbb/015/5f3fbb015beb7529159252.jpg) href=/article/release-candidate-godot-3-2-3-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 21 August 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 4</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a><a href=/article/gdscript-progress-report-new-gdscript-now-merged/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f2/966/b6d/5f2966b6dca1a217164497.png) href=/article/gdscript-progress-report-new-gdscript-now-merged/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 12 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 1</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate.
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||||
This new RC 1 build should be quite stable and we hope that many Godot 3.2.x users will give it a try and help us confirm that it's ready to take the place of the current 3.2.1 stable build.</div></article></a><a href=/article/godot-core-budget-meeting-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/105/a49/5ee105a49ffe5297659537.png) href=/article/godot-core-budget-meeting-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 11 June 2020</span></div><h3>Godot core budget meeting report #1</h3><p class=excerpt>The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/a94/760/5eda94760bb2e320902518.png) href=/article/dev-snapshot-godot-3-2-2-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 5 June 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 4</h3><p class=excerpt>Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better.</div></article></a><a href=/article/gdscript-progress-report-writing-new-parser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/43c/e24/5ed43ce245f10218039510.png) href=/article/gdscript-progress-report-writing-new-parser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 1 June 2020</span></div><h3>GDScript progress report: Writing a new parser</h3><p class=excerpt>Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 5 June 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 4</h3><p class=excerpt>Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/20/>Next →</a></div><div class=posts><a href=/article/godot-editor-running-web-browser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/fac/efa/5ecfacefaeb1e933757325.png) href=/article/godot-editor-running-web-browser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/20/>Next →</a></div><div class=posts><a href=/article/gdscript-progress-report-writing-new-parser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/43c/e24/5ed43ce245f10218039510.png) href=/article/gdscript-progress-report-writing-new-parser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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||||
<span class=by>George Marques </span><span class=date> - 1 June 2020</span></div><h3>GDScript progress report: Writing a new parser</h3><p class=excerpt>Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.</div></article></a><a href=/article/godot-editor-running-web-browser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/fac/efa/5ecfacefaeb1e933757325.png) href=/article/godot-editor-running-web-browser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 29 May 2020</span></div><h3>Godot Editor running in a web browser</h3><p class=excerpt>Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/7a2/8d5/5ec7a28d5656c146172595.png) href=/article/dev-snapshot-godot-3-2-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 22 May 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 3</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We already had two betas, and here's the next round with Godot 3.2.2 beta 3.</div></article></a><a href=/article/godot-40-will-get-new-modernized-lightmapper/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/70d/c27/5eb70dc27e632736391193.png) href=/article/godot-40-will-get-new-modernized-lightmapper/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 9 May 2020</span></div><h3>Godot 4.0 will get a new, modernized lightmapper</h3><p class=excerpt>In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/400/0dd/5eb4000ddf0d8512778590.png) href=/article/dev-snapshot-godot-3-2-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 22 February 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 1</h3><p class=excerpt>Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.</div></article></a><a href=/article/navigation-server-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/941/218/5e494121885db845075999.png) href=/article/navigation-server-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
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||||
<span class=by>Andrea Catania </span><span class=date> - 19 February 2020</span></div><h3>Navigation Server for Godot 4.0</h3><p class=excerpt>Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.</div></article></a><a href=/article/headsup-vulkan-merged-master-branch-unstable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/29f/3d0/5e429f3d06b36035564587.png) href=/article/headsup-vulkan-merged-master-branch-unstable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 11 February 2020</span></div><h3>Headsup: Vulkan merged, master branch unstable</h3><p class=excerpt>Godot 3.2 was released two weeks ago, and it's now time to go full steam ahead towards our next milestone, Godot 4.0. The Vulkan port which had been worked on in a dedicated branch is now getting merged in our main development branch, which has a few implications on what to expect from the 'master' branch and how pending Pull Requests will be impacted.</div></article></a><a href=/article/meet-godot-engine-representatives-gdc-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/183/064/5e4183064b6bd149641883.png) href=/article/meet-godot-engine-representatives-gdc-2020/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 10 February 2020</span></div><h3>Meet with the Godot Engine representatives at GDC 2020!</h3><p class=excerpt>Next month it will be time for GDC yet again! The project leadership will be attending the event for meetings and we are starting to build our schedule for GDC 2020.</div></article></a><a href=/article/submissions-open-godot-2020-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/d78/d9e/5e3d78d9eacfa625348868.png) href=/article/submissions-open-godot-2020-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 7 February 2020</span></div><h3>Submissions open for Godot 2020 showreel</h3><p class=excerpt>Showcase your game in the upcoming 2020 Godot showreel!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
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<span class=by>Juan Linietsky </span><span class=date> - 10 February 2020</span></div><h3>Meet with the Godot Engine representatives at GDC 2020!</h3><p class=excerpt>Next month it will be time for GDC yet again! The project leadership will be attending the event for meetings and we are starting to build our schedule for GDC 2020.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-5-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-5.webp) href=/article/dev-snapshot-godot-4-5-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/submissions-open-godot-2025-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2023.webp) href=/article/submissions-open-godot-2025-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
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<span class=by>Emi </span><span class=date> - 15 August 2025</span></div><h3>Submissions open for Godot 2025 showreel</h3><p class=excerpt>Showcase your Godot creations in 2025! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-5.webp) href=/article/dev-snapshot-godot-4-5-beta-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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||||
<span class=by>Thaddeus Crews </span><span class=date> - 6 August 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 5</h3><p class=excerpt>Back to our regularly scheduled schedule!</div></article></a><a href=/article/jetbrains-joins-dev-fund-supports-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-jetbrains.webp) href=/article/jetbrains-joins-dev-fund-supports-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
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<span class=by>Godot Foundation </span><span class=date> - 5 August 2025</span></div><h3>Godot Foundation welcomes JetBrains as Platinum Sponsor</h3><p class=excerpt>The Godot Foundation is thrilled to welcome JetBrains as a Platinum Sponsor! We’re very grateful for the support, and hope you’ll give them a warm welcome too.</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-4.webp) href=/article/dev-snapshot-godot-4-5-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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<span class=by>Thaddeus Crews </span><span class=date> - 29 July 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 4</h3><p class=excerpt>More critical fixes coming your way!</div></article></a><a href=/article/godot-openxr-vendors-plugin-400/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-openxr-vendors-plugin-400.webp) href=/article/godot-openxr-vendors-plugin-400/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/dsnopek.webp alt="David Snopek" loading=lazy>
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<span class=by>Bastiaan Olij </span><span class=date> - 28 March 2025</span></div><h3>Godot XR update - March 2025</h3><p class=excerpt>Godot XR Community Game Jam February 2025</div></article></a><a href=/article/maintenance-release-godot-4-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-4-1.webp) href=/article/maintenance-release-godot-4-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 26 March 2025</span></div><h3>Maintenance release: Godot 4.4.1</h3><p class=excerpt>Godot 4.4 was a massive success, and with most users migrating to it, we discovered and fixed a number of significant bugs which warrant a first maintenance release.</div></article></a><a href=/article/release-candidate-godot-4-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-1-rc-2.webp) href=/article/release-candidate-godot-4-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 21 March 2025</span></div><h3>Release candidate: Godot 4.4.1 RC 2</h3><p class=excerpt>Closing in on the first maintenance release for Godot 4.4, fixing a number of regressions and other significant bugs found in this month's feature release.</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-1.webp) href=/article/dev-snapshot-godot-4-5-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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||||
<span class=by>Thaddeus Crews </span><span class=date> - 20 March 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 1</h3><p class=excerpt>The feature freeze has melted away—here comes the flood!</div></article></a><a href=/article/release-candidate-godot-4-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-1-rc-1.webp) href=/article/release-candidate-godot-4-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 14 March 2025</span></div><h3>Release candidate: Godot 4.4.1 RC 1</h3><p class=excerpt>Godot 4.4 was released 10 days ago, and as is customary with such major feature updates, we have a late harvest of regression fixes to offer!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
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||||
<span class=by>Thaddeus Crews </span><span class=date> - 20 March 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 1</h3><p class=excerpt>The feature freeze has melted away—here comes the flood!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/godot-engine-was-awarded-epic-megagrant/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/86b/c31/5e386bc31db0b649571269.png) href=/article/godot-engine-was-awarded-epic-megagrant/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/submissions-open-godot-2020-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/d78/d9e/5e3d78d9eacfa625348868.png) href=/article/submissions-open-godot-2020-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 7 February 2020</span></div><h3>Submissions open for Godot 2020 showreel</h3><p class=excerpt>Showcase your game in the upcoming 2020 Godot showreel!</div></article></a><a href=/article/godot-engine-was-awarded-epic-megagrant/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/86b/c31/5e386bc31db0b649571269.png) href=/article/godot-engine-was-awarded-epic-megagrant/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 3 February 2020</span></div><h3>Godot Engine was awarded an Epic MegaGrant</h3><p class=excerpt>With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant!</div></article></a><a href=/article/here-comes-godot-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/15f/979/5e315f979aa78053750274.jpg) href=/article/here-comes-godot-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 29 January 2020</span></div><h3>Here comes Godot 3.2, with quality as priority</h3><p class=excerpt>Godot contributors are thrilled and delighted to release our newest major update, Godot 3.2! It's the result of over 10 months of work by close to 450 contributors who authored more than 6000 commits! Godot 3.2 is a major improvement over our previous 3.1 installment, bringing dozens of major features and hundreds of bugfixes and enhancements to bring our game developers an ever-improving feature set with a strong focus on usability.</div></article></a><a href=/article/vulkan-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/0ae/e1a/5e30aee1a2a5a347843703.png) href=/article/vulkan-progress-report-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 28 January 2020</span></div><h3>Vulkan progress report #6</h3><p class=excerpt>It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.</div></article></a><a href=/article/release-candidate-3-2-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/eb9/c68/5e2eb9c689958125488202.jpg) href=/article/release-candidate-3-2-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 22 November 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 2</h3><p class=excerpt>We now release Godot 3.2 beta 2 with two weeks of bug fixes over the previous snapshot. Notable changes include the addition of WebAssembly export templates for the Mono build, as well as C# 8 support via Mono 6.6.0 Preview.</div></article></a><a href=/article/interblock-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dd/555/69a/5dd55569a6e5d003811414.png) href=/article/interblock-supports-godot-development/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 20 November 2019</span></div><h3>Interblock supports Godot development</h3><p class=excerpt>We are happy to announce that Interblock is now supporting Godot's development as Platinum sponsor! For this occasion, we asked them to share some words about the company, why they choose to support Godot and their plans to use the engine for their products.</div></article></a><a href=/article/csharp-wasm-aot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/e01/229/5dce01229c795712716182.png) href=/article/csharp-wasm-aot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
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<span class=by>Ignacio Roldán Etcheverry </span><span class=date> - 15 November 2019</span></div><h3>C# progress report: WebAssembly, MonoDevelop and AOT</h3><p class=excerpt>Godot 3.2 brings WebAssembly support for C# games. There is also a new extension for Visual Studio for Mac and MonoDevelop and preliminary support for AOT compilation.</div></article></a><a href=/article/release-candidate-godot-3-1-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/bf1/454/5dcbf1454c1cc840552545.jpg) href=/article/release-candidate-godot-3-1-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 13 November 2019</span></div><h3>Release candidate: Godot 3.1.2 RC 1</h3><p class=excerpt>It's been over 6 months since Godot 3.1.1-stable, so the upcoming 3.1.2 release is both long overdue and accordingly packed with important bug fixes and enhancements. As we cherry-picked close to 400 commits to the 3.1 branch since the previous release, extensive testing is necessary to ensure that no regression crept in under disguise of a bugfix. This is why we publish this release candidate for 3.1.2 to gather test reports from the community.</div></article></a><a href=/article/major-update-visual-shaders-godot-3-2-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/1aa/e06/5dc1aae06d7f4636917764.png) href=/article/major-update-visual-shaders-godot-3-2-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Yuri Roubinsky" loading=lazy>
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<span class=by>Yuri Roubinsky </span><span class=date> - 11 November 2019</span></div><h3>Major update for Visual Shaders in Godot 3.2 (part 2)</h3><p class=excerpt>This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/19/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 13 November 2019</span></div><h3>Release candidate: Godot 3.1.2 RC 1</h3><p class=excerpt>It's been over 6 months since Godot 3.1.1-stable, so the upcoming 3.1.2 release is both long overdue and accordingly packed with important bug fixes and enhancements. As we cherry-picked close to 400 commits to the 3.1 branch since the previous release, extensive testing is necessary to ensure that no regression crept in under disguise of a bugfix. This is why we publish this release candidate for 3.1.2 to gather test reports from the community.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/19/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/22/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/2d4/f59/5dc2d4f59ea0f935451715.jpg) href=/article/dev-snapshot-godot-3-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/22/>Next →</a></div><div class=posts><a href=/article/major-update-visual-shaders-godot-3-2-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/1aa/e06/5dc1aae06d7f4636917764.png) href=/article/major-update-visual-shaders-godot-3-2-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Yuri Roubinsky" loading=lazy>
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<span class=by>Yuri Roubinsky </span><span class=date> - 11 November 2019</span></div><h3>Major update for Visual Shaders in Godot 3.2 (part 2)</h3><p class=excerpt>This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/2d4/f59/5dc2d4f59ea0f935451715.jpg) href=/article/dev-snapshot-godot-3-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 6 November 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 1</h3><p class=excerpt>After three well-tested and quite stable alpha builds, we're now ready to enter the beta stage for the upcoming Godot 3.2 release. The beta stage corresponds for us to a release freeze, which means that we will only consider critical bug fixes for merging in the master branch, and that until Godot 3.2 is released.</div></article></a><a href=/article/code-of-conduct-godot-community/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/019/1f9/5dc0191f92385004371530.svg) href=/article/code-of-conduct-godot-community/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 4 November 2019</span></div><h3>Code of Conduct for the Godot community</h3><p class=excerpt>The Godot community now has a Code of Conduct, which applies to all users and contributors on all Godot community platforms, both online and at Godot-related events. It defines common sense guidelines to ensure that our community platforms are a safe and welcoming environment for all Godot users. By interacting with other participants in the Godot community, you agree to respect the terms of the Code of Conduct.</div></article></a><a href=/article/vulkan-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5db/e26/e58/5dbe26e58c5b1549900965.jpeg) href=/article/vulkan-progress-report-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 2 November 2019</span></div><h3>Vulkan progress report #5</h3><p class=excerpt>Another month, another Vulkan progress report! October was a busy month, as most of it was split between working on the new Global Illumination system and Godotcon/GIC in Poland.</div></article></a><a href=/article/dtls-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5db/87c/7eb/5db87c7eb83ec156927495.png) href=/article/dtls-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 23 July 2019</span></div><h3>Meet the community at GodotCon Poznań 2019</h3><p class=excerpt>For the second year in a row, we're graciously hosted by the Game Industry Conference (GIC) organizers to have our own GodotCon in Poznań, Poland on 16 & 17 October 2019, the two days before GIC. And to complete the week, we will also have a Godot Sprint on 14 & 15 October 2019, for all Godot contributors to meet, work together and exchange on development topics.</div></article></a><a href=/article/gsoc-2019-progress-report-1-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d3/04f/f48/5d304ff480b0c840286811.png) href=/article/gsoc-2019-progress-report-1-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 18 July 2019</span></div><h3>GSoC 2019 progress report #1 (part 2)</h3><p class=excerpt>Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).</div></article></a><a href=/article/gsoc-2019-progress-report-1-part-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/f37/8f4/5d2f378f489ad333505584.png) href=/article/gsoc-2019-progress-report-1-part-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 17 July 2019</span></div><h3>GSoC 2019 progress report #1 (part 1)</h3><p class=excerpt>Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on VCS integration (Twarit Waikar), interactive music (Daniel Matarov), a GDScript language server (Ankit Priyarup) and Visual Script improvements (Swarnim Arun).</div></article></a><a href=/article/csharp-android-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/775/7d1/5d27757d198a8779988083.png) href=/article/csharp-android-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
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<span class=by>Ignacio Roldán Etcheverry </span><span class=date> - 12 July 2019</span></div><h3>C# support on Android</h3><p class=excerpt>Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.</div></article></a><a href=/article/maintenance-release-godot-2-1-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/745/fd5/5d2745fd51cc0710225918.png) href=/article/maintenance-release-godot-2-1-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 11 July 2019</span></div><h3>Maintenance release: Godot 2.1.6</h3><p class=excerpt>Godot 2.1.6 is a maintenance update for users of Godot's older 2.1 stable branch. It fixes a few platform-specific bugs, and updates Android and iOS export templates to match new requirements of Google Play and the Apple Store.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
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<span class=by>Ignacio Roldán Etcheverry </span><span class=date> - 12 July 2019</span></div><h3>C# support on Android</h3><p class=excerpt>Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/godot-3-2-arvr-update/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/713/c8f/5d2713c8f26e6377170736.png) href=/article/godot-3-2-arvr-update/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-2-1-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/745/fd5/5d2745fd51cc0710225918.png) href=/article/maintenance-release-godot-2-1-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 11 July 2019</span></div><h3>Maintenance release: Godot 2.1.6</h3><p class=excerpt>Godot 2.1.6 is a maintenance update for users of Godot's older 2.1 stable branch. It fixes a few platform-specific bugs, and updates Android and iOS export templates to match new requirements of Google Play and the Apple Store.</div></article></a><a href=/article/godot-3-2-arvr-update/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d2/713/c8f/5d2713c8f26e6377170736.png) href=/article/godot-3-2-arvr-update/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
<span class=by>Bastiaan Olij </span><span class=date> - 11 July 2019</span></div><h3>Godot 3.2 ARVR update</h3><p class=excerpt>Godot 3.2 will see ARKit and Oculus Go/Quest support coming to Godot. ARCore and Valve Index support is not far behind.</div></article></a><a href=/article/vulkan-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d1/a3b/00a/5d1a3b00a0ca0396834227.png) href=/article/vulkan-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 1 July 2019</span></div><h3>Vulkan progress report #1</h3><p class=excerpt>While the rest of the Godot contributors are focused on finalizing 3.2 for release, I'm almost exclusively dedicated to porting the engine to Vulkan, as part of the 4.0 release effort. This is so far an exciting adventure and I'm learning a lot about it.</div></article></a><a href=/article/godot-webrtc-report3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d0/a2c/54a/5d0a2c54aaced070739095.png) href=/article/godot-webrtc-report3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 19 June 2019</span></div><h3>WebRTC support, progress report #3</h3><p class=excerpt>WebRTC for the High Level Multiplayer API is here! Featuring a fully peer to peer mesh network. Documentation is now available for WebRTC classes, a tutorial and two new demos has been added.</div></article></a><a href=/article/godot-3-2-docs-sprint/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cf/4b8/f7d/5cf4b8f7daf66826927105.jpg) href=/article/godot-3-2-docs-sprint/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 1 April 2019</span></div><h3>Godot Engine to go public in 2019</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.</div></article></a><a href=/article/update-godot-ar-and-vr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/b32/7a5/5c9b327a5d359085248627.png) href=/article/update-godot-ar-and-vr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
<span class=by>Bastiaan Olij </span><span class=date> - 29 March 2019</span></div><h3>Update on Godot AR and VR</h3><p class=excerpt>Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.</div></article></a><a href=/article/status-godot-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/a84/8fe/5c9a848fe2fac096915646.jpg) href=/article/status-godot-gdc-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 26 March 2019</span></div><h3>Status of Godot at GDC 2019</h3><p class=excerpt>Rémi Verschelde, Hein Pieter Van Braam and I went to GDC 2019 in representation of Godot. Until last year, I would go mostly alone. So, how did it go compared to last year?</div></article></a><a href=/article/godot-3-1-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/f7a/c66/5c3f7ac66e008154491407.png) href=/article/godot-3-1-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 13 March 2019</span></div><h3>Godot 3.1 is out, improving usability and features</h3><p class=excerpt>After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features. Godot 3.1 is more mature and easy to use, and it does away with many hurdles introduced in the previous versions.</div></article></a><a href=/article/release-candidate-godot-3-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/7c8/5f1/5c87c85f18d8a373377035.jpg) href=/article/release-candidate-godot-3-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 12 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 3</h3><p class=excerpt>All good things come in threes, so after our first two release candidates, here is Godot 3.1 RC 3. We've reached a state which we think should be good to release as the stable branch, so if no critical regression is found, the next build should be 3.1 stable!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 13 March 2019</span></div><h3>Godot 3.1 is out, improving usability and features</h3><p class=excerpt>After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features. Godot 3.1 is more mature and easy to use, and it does away with many hurdles introduced in the previous versions.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
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<a title="Godot Engine - Blog - Page 20" href=https://godotengine.org/blog/20/>20</a>
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<a class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/592/85d/5c859285d93ec042711193.jpg) href=/article/release-candidate-godot-3-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/7c8/5f1/5c87c85f18d8a373377035.jpg) href=/article/release-candidate-godot-3-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 12 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 3</h3><p class=excerpt>All good things come in threes, so after our first two release candidates, here is Godot 3.1 RC 3. We've reached a state which we think should be good to release as the stable branch, so if no critical regression is found, the next build should be 3.1 stable!</div></article></a><a href=/article/release-candidate-godot-3-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/592/85d/5c859285d93ec042711193.jpg) href=/article/release-candidate-godot-3-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 10 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 2</h3><p class=excerpt>We had our first release candidate for Godot 3.1 two days ago, and various critical bugs have been fixed since then, so we're publishing a new candidate, RC 2. Please give it a try on various devices and platforms, and ensure that no critical issues have been missed.</div></article></a><a href=/article/release-candidate-godot-3-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c8/292/cb2/5c8292cb21bbd133370967.png) href=/article/release-candidate-godot-3-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 8 March 2019</span></div><h3>Release candidate: Godot 3.1 RC 1</h3><p class=excerpt>After over one year of work, 5 alpha releases, 11 betas and 7000 commits by close to 500 contributors, we're finally ready to wrap up the 3.1 version and let you all benefit from the hundreds of new features, enhancements and bug fixes that have been worked on by the community since January 2018. We're therefore publishing this first release candidate, Godot 3.1 RC 1, to let all of you test it thoroughly and check if any showstoppers remain. The final release is a but few days away!</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/eb0/021/5c7eb0021fe9f976412604.png) href=/article/dev-snapshot-godot-3-1-beta-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 5 March 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 11</h3><p class=excerpt>One (hopefully) last beta was needed to test the many last-minute bug fixes done over the last few day, which brought the 3.1 version very close to what we want the final version to be. But any heavy bugfix requires QA testing to ensure that it does not introduce regressions, so we're publishing a new 3.1 beta 11 build to have the community confirm if it's ready for the Release Candidate stage.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/a6b/251/5c7a6b251a5c0432026897.jpg) href=/article/dev-snapshot-godot-3-1-beta-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 8 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 1</h3><p class=excerpt>We're now entering the beta phase for Godot 3.1, and the release freeze, which means that only major bug fixes will now be merged in the master branch until 3.1 is released. This first development snapshot, 3.1 beta 1, brings a week's worth of bug fixes and enhancements merged in the master branch since the alpha 5 release.</div></article></a><a href=/article/introducing-japanese-indies-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/cd5/ee3/5c1cd5ee371a8697487065.png) href=/article/introducing-japanese-indies-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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<span class=by>Nathan GDQuest </span><span class=date> - 6 January 2019</span></div><h3>Introducing Japanese indies to Godot</h3><p class=excerpt>Godot isn't well-known in Japan just yet, like in many other countries all around the world. I got the chance to present it to indie developers in Tokyo and in Kyoto. Here's a quick report and an example of how you can help raise awareness about the engine where you are.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c2/cbd/8e3/5c2cbd8e3bcdd214188243.png) href=/article/dev-snapshot-godot-3-1-alpha-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
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||||
<span class=by>HP van Braam </span><span class=date> - 2 January 2019</span></div><h3>Dev snapshot: Godot 3.1 alpha 5</h3><p class=excerpt>Godot 3.1 alpha 5 is released, with 31 PRs merged since the previous alpha last week. This is the last alpha, we're now moving into the beta stage, where only critical bug fixes will be considered for merging until we are happy with the overall stability of the master branch.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/b47/a5d/5c1b47a5d4436949253271.jpg) href=/article/dev-snapshot-godot-3-1-alpha-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 22 December 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 4</h3><p class=excerpt>Godot 3.1 alpha 4 is released, with 97 PRs merged since the previous alpha last week. It should be the last alpha release, as we're now moving into the beta stage, where only critical bug fixes will be considered for merging until we are happy with the overall stability of the master branch.</div></article></a><a href=/article/call-participation-godotcon-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/8f7/f3c/5c18f7f3cc9b6563814474.png) href=/article/call-participation-godotcon-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 18 December 2018</span></div><h3>Call for participation for GodotCon 2019</h3><p class=excerpt>We have a full week of Godot-related events upcoming in Brussels, Belgium, with the Godot Sprint (31 Jan & 1 Feb 2019), FOSDEM (2-3 Feb 2019) and GodotCon (4-5 Feb 2019)! The venue for the Sprint and GodotCon has now been found, it will be the Ludus Académie in Brussels. We're now asking for proposals of talks, workshops, etc. from GodotCon attendees. The speakers lineup will be announced on this blog in January.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 22 December 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 4</h3><p class=excerpt>Godot 3.1 alpha 4 is released, with 97 PRs merged since the previous alpha last week. It should be the last alpha release, as we're now moving into the beta stage, where only critical bug fixes will be considered for merging until we are happy with the overall stability of the master branch.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-alpha-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c0/d20/8fb/5c0d208fb9e4c913419803.png) href=/article/dev-snapshot-godot-3-1-alpha-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/call-participation-godotcon-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/8f7/f3c/5c18f7f3cc9b6563814474.png) href=/article/call-participation-godotcon-2019/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 18 December 2018</span></div><h3>Call for participation for GodotCon 2019</h3><p class=excerpt>We have a full week of Godot-related events upcoming in Brussels, Belgium, with the Godot Sprint (31 Jan & 1 Feb 2019), FOSDEM (2-3 Feb 2019) and GodotCon (4-5 Feb 2019)! The venue for the Sprint and GodotCon has now been found, it will be the Ludus Académie in Brussels. We're now asking for proposals of talks, workshops, etc. from GodotCon attendees. The speakers lineup will be announced on this blog in January.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c0/d20/8fb/5c0d208fb9e4c913419803.png) href=/article/dev-snapshot-godot-3-1-alpha-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 12 December 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 3</h3><p class=excerpt>A new development snapshot straight out of Godot's master branch is released, giving a preview of what Godot 3.1 will be. It's meant for testers to experiment with and report all the issues that they find with it, to ensure that Godot 3.1 will be a stable and pleasant release.</div></article></a><a href=/article/future-patreon-and-donations/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bf/830/34b/5bf83034b703a356470749.png) href=/article/future-patreon-and-donations/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 23 November 2018</span></div><h3>Godot Patreon and goals updated, help us hire Pedro Estébanez</h3><p class=excerpt>It has been a year since we started actively asking for donations. Thanks to that, I could work paid for an entire year so far (which has resultend in dozens of new features and helping a huge amount of contributors).</div></article></a><a href=/article/fixing-tangents-accurate-normal-maps/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bf/2ab/9f6/5bf2ab9f6f810514785264.png) href=/article/fixing-tangents-accurate-normal-maps/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
<span class=by>Bastiaan Olij </span><span class=date> - 21 November 2018</span></div><h3>Fixing tangents for accurate normal maps</h3><p class=excerpt>Correct tangents and bi-tangents are required for applying normal maps and newer effects such as the depth/parallax effect in the shader. Support for this has been spotty so we took the time out to fill in the gaps. These changes do have some consequences.</div></article></a><a href=/article/will-your-contribution-be-merged-heres-how-tell/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bf/33b/9b7/5bf33b9b794d9900123756.png) href=/article/will-your-contribution-be-merged-heres-how-tell/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Andrea Catania </span><span class=date> - 7 August 2018</span></div><h3>Soft Body in Godot 3.1</h3><p class=excerpt>It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.</div></article></a><a href=/article/skeleton-inverse-kinematic/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b6/6fd/2fb/5b66fd2fbc6eb388844952.png) href=/article/skeleton-inverse-kinematic/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
|
||||
<span class=by>Andrea Catania </span><span class=date> - 5 August 2018</span></div><h3>Skeleton Inverse Kinematic - Godot 3.1</h3><p class=excerpt>Skeleton Inverse kinematic announcement with tutorial video</div></article></a><a href=/article/maintenance-release-godot-3-0-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/d0d/013/5b5d0d0134b9d363512677.jpg) href=/article/maintenance-release-godot-3-0-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
|
||||
<span class=by>HP van Braam </span><span class=date> - 29 July 2018</span></div><h3>Maintenance release: Godot 3.0.6</h3><p class=excerpt>Godot 3.0.6 fixes an important security issue. In addition we've added the 'headless' build for CI use and fixed several C# issues.</div></article></a><a href=/article/maintenance-release-godot-2-1-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/c98/687/5b5c9868740e5620786710.jpg) href=/article/maintenance-release-godot-2-1-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 28 July 2018</span></div><h3>Maintenance release: Godot 2.1.5</h3><p class=excerpt>Godot 2.1.5 is released with hundreds of bug fixes and enhancements made by the community over the last 11 months! It features various distribution changes for Android and iOS, as well as new platform features like hardware cursor acceleration and multitouch events. The binaries now come with the same crash handler as Godot 3.0, and dozens of improvements have been made to the "Godot 2 to 3 converter" which you can use to port your Godot 2 projects to the new format. Last but not least, this release fixes security vulnerabilities in Godot's marshalling code (also going to be fixed in Godot 3.0.6 in coming hours) which can affect Godot servers.</div></article></a><a href=/article/why-we-broke-your-pr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/90c/f2d/5b590cf2dac47927219311.jpg) href=/article/why-we-broke-your-pr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
|
||||
<span class=by>HP van Braam </span><span class=date> - 25 July 2018</span></div><h3>Why we broke your PR</h3><p class=excerpt>As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/23/>← Previous</a>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 28 July 2018</span></div><h3>Maintenance release: Godot 2.1.5</h3><p class=excerpt>Godot 2.1.5 is released with hundreds of bug fixes and enhancements made by the community over the last 11 months! It features various distribution changes for Android and iOS, as well as new platform features like hardware cursor acceleration and multitouch events. The binaries now come with the same crash handler as Godot 3.0, and dozens of improvements have been made to the "Godot 2 to 3 converter" which you can use to port your Godot 2 projects to the new format. Last but not least, this release fixes security vulnerabilities in Godot's marshalling code (also going to be fixed in Godot 3.0.6 in coming hours) which can affect Godot servers.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/23/>← Previous</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/26/>Next →</a></div><div class=posts><a href=/article/gsoc-2018-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/88a/3f1/5b588a3f134c0077195925.png) href=/article/gsoc-2018-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/26/>Next →</a></div><div class=posts><a href=/article/why-we-broke-your-pr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/90c/f2d/5b590cf2dac47927219311.jpg) href=/article/why-we-broke-your-pr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
|
||||
<span class=by>HP van Braam </span><span class=date> - 25 July 2018</span></div><h3>Why we broke your PR</h3><p class=excerpt>As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137</div></article></a><a href=/article/gsoc-2018-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/88a/3f1/5b588a3f134c0077195925.png) href=/article/gsoc-2018-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 25 July 2018</span></div><h3>GSoC 2018 progress report #1</h3><p class=excerpt>Godot participates in the Google Summer of Code for the first year, and we have five students working on exciting projects: Godot Blender exporter; MIDI and SoundFont support; GDNative video decoders; WebRTC support for multiplayer games; Gear VR and Daydream support. In this post, our GSoC students give you an update on their current progress and the next steps for their projects.</div></article></a><a href=/article/gles2-and-gdnative-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/59c/e48/5b559ce4849ad017013962.png) href=/article/gles2-and-gdnative-progress-report-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
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||||
<span class=by>karroffel </span><span class=date> - 23 July 2018</span></div><h3>GLES2 and GDNative, progress report #7</h3><p class=excerpt>After all the light types are implemented, the next step is to implement shadow mapping, with all its frustrating implementation details ;)</div></article></a><a href=/article/optional-typing-gdscript/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/f4f/b2f/5b1f4fb2f023a968578982.png) href=/article/optional-typing-gdscript/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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||||
<span class=by>George Marques </span><span class=date> - 22 July 2018</span></div><h3>Optional typing in GDScript</h3><p class=excerpt>Exposing the new addition to GDScript: optional type hints and all the perks it brings.</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b5/073/2f9/5b50732f9b7ce697339594.jpg) href=/article/dev-snapshot-godot-2-1-5-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
@@ -38,8 +39,7 @@ The jam starts today (Friday 15 June) at 19:30 UTC and will end on Monday 18 Jun
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||||
<span class=by>karroffel </span><span class=date> - 6 June 2018</span></div><h3>GLES2 and GDNative, progress report #6</h3><p class=excerpt>The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR.</div></article></a><a href=/article/dev-snapshot-godot-3-0-3-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/2ab/104/5b12ab104dfb6960002176.png) href=/article/dev-snapshot-godot-3-0-3-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
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||||
<span class=by>HP van Braam </span><span class=date> - 2 June 2018</span></div><h3>Dev snapshot: Godot 3.0.3 RC 3</h3><p class=excerpt>Godot 3.0.3 RC3 is out! We've done a lot of work to make the mono export experience better for Windows users. Please help us test and debug this release!</div></article></a><a href=/article/fixing-godot-games-published-google-play/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/801/a45/5b0801a4507a7324391341.png) href=/article/fixing-godot-games-published-google-play/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 25 May 2018</span></div><h3>Fixing Godot games published in Google Play</h3><p class=excerpt>After games being published using Godot on Google Play for almost 8 years with no problems, Google decided they don't like the format we use for exporting any more and is suspending many published games. Here's how to fix your APK to upload it again.</div></article></a><a href=/article/ben-tristem-gamedevtv-are-kickstarting-godot-course/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/329/342/5b032934283e8029566244.jpg) href=/article/ben-tristem-gamedevtv-are-kickstarting-godot-course/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 21 May 2018</span></div><h3>Ben Tristem & GameDev.tv are kickstarting a Godot course</h3><p class=excerpt>Ben Tristem and his GameDev.tv team, authors of many best-selling game development courses on the online platform Udemy, are now kickstarting a Godot Engine course! They strongly believe in Godot and want to make top quality content for all kinds of users. Ben tells us in a video what they like in Godot and why they are so enthusiastic about it.</div></article></a><a href=/article/godot-gets-new-inspector/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/09e/0c2/5b009e0c2cabd079105425.png) href=/article/godot-gets-new-inspector/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 19 May 2018</span></div><h3>Godot gets a new Inspector</h3><p class=excerpt>Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 21 May 2018</span></div><h3>Ben Tristem & GameDev.tv are kickstarting a Godot course</h3><p class=excerpt>Ben Tristem and his GameDev.tv team, authors of many best-selling game development courses on the online platform Udemy, are now kickstarting a Godot Engine course! They strongly believe in Godot and want to make top quality content for all kinds of users. Ben tells us in a video what they like in Godot and why they are so enthusiastic about it.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/27/>Next →</a></div><div class=posts><a href=/article/godot-ragdoll-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/c2e/449/5afc2e44937d1306025773.png) href=/article/godot-ragdoll-system/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/27/>Next →</a></div><div class=posts><a href=/article/godot-gets-new-inspector/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/09e/0c2/5b009e0c2cabd079105425.png) href=/article/godot-gets-new-inspector/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 19 May 2018</span></div><h3>Godot gets a new Inspector</h3><p class=excerpt>Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority.</div></article></a><a href=/article/godot-ragdoll-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/c2e/449/5afc2e44937d1306025773.png) href=/article/godot-ragdoll-system/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
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<span class=by>Andrea Catania </span><span class=date> - 16 May 2018</span></div><h3>Godot's ragdoll system</h3><p class=excerpt>Godot 3.1 is getting many improvements on the physics side, and one of those is the new ragdoll system. Physics maintainer Andrea Catania presents the work he did on this topic and how to get started with physical bones and ragdoll simulation.</div></article></a><a href=/article/dev-snapshot-godot-3-0-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/9dd/ac8/5af9ddac832c9548534486.png) href=/article/dev-snapshot-godot-3-0-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
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<span class=by>HP van Braam </span><span class=date> - 14 May 2018</span></div><h3>Dev snapshot: Godot 3.0.3 RC 2</h3><p class=excerpt>This is the second release candidate for what will become Godot 3.0.3. In this release we overhauled the new buildsystem (again) and fixed quite a few bugs. Please go forth and test!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/0e5/72b/5af0e572bcfa6454445114.png) href=/article/gles2-and-gdnative-progress-report-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
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<span class=by>karroffel </span><span class=date> - 7 May 2018</span></div><h3>GLES2 and GDNative, progress report #5</h3><p class=excerpt>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 the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript.</div></article></a><a href=/article/godot-gets-2d-skeletal-deform/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/c8f/8c1/5aec8f8c19c0b515935183.gif) href=/article/godot-gets-2d-skeletal-deform/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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@@ -41,8 +42,7 @@ They have integrations for other famous game engines, like Unity and Unreal and
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Check the detailed release notes to see what's new in Godot 3.0.1, and what bugs have been fixed.</div></article></a><a href=/article/dev-snapshot-godot-3-0-1-rc1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/078/f91/5a9078f917e6e405671833.png) href=/article/dev-snapshot-godot-3-0-1-rc1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
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<span class=by>HP van Braam </span><span class=date> - 23 February 2018</span></div><h3>Introduction and Godot 3.0.1-rc1</h3><p class=excerpt>We've released the release candidate for the first patch release of the Godot 3.0 branch. This is what is going to be 3.0.1. We've added many fixes and some enhancements to make your lives as Godot users (even) better. Please see the article for details on the release and we'd like to ask all our users to test!</div></article></a><a href=/article/update-on-recent-vr-developments/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/aa0/2a3/5a8aa02a3024a585722524.png) href=/article/update-on-recent-vr-developments/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Bastiaan Olij </span><span class=date> - 21 February 2018</span></div><h3>Update on recent VR developments</h3><p class=excerpt>Godot VR support is slowly improving. The OpenVR drivers are now supplied through the asset library and we have the first version of our Oculus drivers available!</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/af9/b4c/5a8af9b4c4f7e372924442.png) href=/article/dev-snapshot-godot-2-1-5-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 19 February 2018</span></div><h3>Dev snapshot: Godot 2.1.5 beta 1</h3><p class=excerpt>As Godot 3.0 is a major release with compatibility breakage, we are still going to support the previous 2.1 stable branch for some time. Many fixes and enhancements have been done in the 2.1 branch since the release of 2.1.4 in August 2017, so it's time to get them tested widely to go towards a 2.1.5 release.</div></article></a><a href=/article/preparing-gdc-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/6c1/baf/5a86c1baf168c824859574.png) href=/article/preparing-gdc-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 16 February 2018</span></div><h3>Preparing for GDC 2018</h3><p class=excerpt>Me and other Godot devs will be present at GDC 2018. The plan is to push Godot more into the corporate world.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 19 February 2018</span></div><h3>Dev snapshot: Godot 2.1.5 beta 1</h3><p class=excerpt>As Godot 3.0 is a major release with compatibility breakage, we are still going to support the previous 2.1 stable branch for some time. Many fixes and enhancements have been done in the 2.1 branch since the release of 2.1.4 in August 2017, so it's time to get them tested widely to go towards a 2.1.5 release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/gles2-and-gdnative-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/20c/237/5a820c237c611332498492.png) href=/article/gles2-and-gdnative-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/preparing-gdc-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/6c1/baf/5a86c1baf168c824859574.png) href=/article/preparing-gdc-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 16 February 2018</span></div><h3>Preparing for GDC 2018</h3><p class=excerpt>Me and other Godot devs will be present at GDC 2018. The plan is to push Godot more into the corporate world.</div></article></a><a href=/article/gles2-and-gdnative-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a8/20c/237/5a820c237c611332498492.png) href=/article/gles2-and-gdnative-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
|
||||
<span class=by>karroffel </span><span class=date> - 12 February 2018</span></div><h3>GLES2 and GDNative, progress report #2</h3><p class=excerpt>Because of the big release there have been many GDNative related tasks that needed to be addressed. Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running.</div></article></a><a href=/article/godot-3-0-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a6/f92/d3f/5a6f92d3f0d1d382442473.jpg) href=/article/godot-3-0-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 29 January 2018</span></div><h3>Godot 3.0 is out and ready for the big leagues</h3><p class=excerpt>After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, and many other features!</div></article></a><a href=/article/dev-snapshot-godot-3-0-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a6/856/519/5a685651987ce263514865.png) href=/article/dev-snapshot-godot-3-0-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 24 January 2018</span></div><h3>Dev snapshot: Godot 3.0 RC 3</h3><p class=excerpt>Yet another iteration in the last week before 3.0 stable - this third release candidate should fix the main issues found in 3.0 RC 2, and bring us very close to what the stable release should be. Please test it extensively, it's (probably) the last call before takeoff!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a6/7a3/a28/5a67a3a28fbaf611207753.png) href=/article/gles2-and-gdnative-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
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@@ -41,8 +42,7 @@ We propose to have a special bug hunting day on Saturday, 9 December, to focus o
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 24 November 2017</span></div><h3>Enjin Coin supports Godot and announces upcoming module</h3><p class=excerpt>Godot just got its first platinum sponsor, and we're thrilled to announce that it's Enjin Coin, a smart cryptocurrency designed for virtual goods in games! They are working on a module to integrate their open source framework in Godot 3.</div></article></a><a href=/article/please-help-us-reach-our-second-patreon-goal/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/5de/ee5/5a15deee52d15217381472.png) href=/article/please-help-us-reach-our-second-patreon-goal/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 22 November 2017</span></div><h3>Please help us reach our second Patreon goal so we can hire karroffel part-time!</h3><p class=excerpt>Our campaign for the initial Patreon goal (hiring Juan full time) has been a huge success thanks to our community's support. Thanks to this, Juan is able to spend a lot more time working on Godot and helping other contributors. However, many areas remain where more dedicated developer time would be highly beneficial to advance the project faster.</div></article></a><a href=/article/help-complete-translations-godot-3-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/578/034/5a1578034db00415708461.png) href=/article/help-complete-translations-godot-3-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 22 November 2017</span></div><h3>Help complete translations for Godot 3.0!</h3><p class=excerpt>As we are nearing the 3.0 release, it's the right time to contribute to the localisation effort and make sure that your native language has an accurate and complete translation of the Godot editor upon release.</div></article></a><a href=/article/godot-3-capitole-du-libre-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/c9d/faa/5a0c9dfaabeed972339224.jpg) href=/article/godot-3-capitole-du-libre-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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||||
<span class=by>Nathan GDQuest </span><span class=date> - 15 November 2017</span></div><h3>Godot 3 at the Capitole du Libre 2017</h3><p class=excerpt>We will be at the Capitole du Libre this week-end with Julian Murgia and Gilles Roudière. It's one of the largest French events dedicated to Free Software, and it's taking place in Toulouse. Come meet us if you're in the area!</div></article></a><a href=/article/hero-wanted-help-fix-remaining-issues-30/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/1cb/4ce/5a01cb4ce7921429806565.png) href=/article/hero-wanted-help-fix-remaining-issues-30/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 7 November 2017</span></div><h3>Hero Wanted! Help fix the remaining issues for 3.0!</h3><p class=excerpt>Godot 3.0 is in it's final march towards a stable release, hopefully before year's end. The first Beta will be releases shortly and then candidates and stable... you can help and be a hero!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
|
||||
<span class=by>Nathan GDQuest </span><span class=date> - 15 November 2017</span></div><h3>Godot 3 at the Capitole du Libre 2017</h3><p class=excerpt>We will be at the Capitole du Libre this week-end with Julian Murgia and Gilles Roudière. It's one of the largest French events dedicated to Free Software, and it's taking place in Toulouse. Come meet us if you're in the area!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
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<a title="Godot Engine - Blog - Page 25" href=https://godotengine.org/blog/25/>25</a>
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<a title="Godot Engine - Blog - Page 26" href=https://godotengine.org/blog/26/>26</a>
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<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/godot-3-vr-and-ar-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/060/6e2/5a00606e2f006284076643.png) href=/article/godot-3-vr-and-ar-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/hero-wanted-help-fix-remaining-issues-30/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/1cb/4ce/5a01cb4ce7921429806565.png) href=/article/hero-wanted-help-fix-remaining-issues-30/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 7 November 2017</span></div><h3>Hero Wanted! Help fix the remaining issues for 3.0!</h3><p class=excerpt>Godot 3.0 is in it's final march towards a stable release, hopefully before year's end. The first Beta will be releases shortly and then candidates and stable... you can help and be a hero!</div></article></a><a href=/article/godot-3-vr-and-ar-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a0/060/6e2/5a00606e2f006284076643.png) href=/article/godot-3-vr-and-ar-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
<span class=by>Bastiaan Olij </span><span class=date> - 6 November 2017</span></div><h3>Godot 3's VR and AR support</h3><p class=excerpt>The past year we've been hard at work behind the scenes adding support for AR and VR to Godot. Support for basic mobile VR and full support for OpenVR is ready for Alpha 2. OpenHMD support is being worked on and we have a working ARKit implementation.</div></article></a><a href=/article/godot-30-switches-bullet-3-physics/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59f/f1b/66d/59ff1b66d1fbe773318157.png) href=/article/godot-30-switches-bullet-3-physics/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 5 November 2017</span></div><h3>Godot 3.0 switches to Bullet for physics</h3><p class=excerpt>When Godot started (a decade ago), there were not many good physics engine available and Godot always had quite demanding API requirements for them (such as Area nodes, KinematicBody, RayCast shapes, etc.), so they were not usable without a lot of modification. This led us to implementing our own custom engine. Now, thanks to the work of Andrea Catania, we are introducing Bullet as a new and better maintained backend for the 3D physics!</div></article></a><a href=/article/dev-snapshot-godot-3-0-alpha-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59f/8c3/c91/59f8c3c91a87f065753289.png) href=/article/dev-snapshot-godot-3-0-alpha-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 31 October 2017</span></div><h3>Dev snapshot: Godot 3.0 alpha 2</h3><p class=excerpt>One step closer to the release of Godot 3.0! With this alpha 2 development snapshot, Godot users will be able to preview the upcoming C# support and continue testing the advanced 3D features introduced in Godot 3.0. This snapshot is of course expected to be buggy and unstable, so please be aware that it does not reflect the final state of what Godot 3.0 will be like.</div></article></a><a href=/article/get-ready-github-gameoff-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59f/71e/c9b/59f71ec9b35b2590240155.png) href=/article/get-ready-github-gameoff-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 25 June 2017</span></div><h3>Tests needed for Godot 2.1.4-rc</h3><p class=excerpt>Today's beta build for the upcoming Godot 2.1.4 version brings two months worth of development, including both bug fixes and new features, some of which potentially bolder than usual - with the long wait for Godot 3.0, many 2.1.x users grow restless and push to get the latest and shiniest included in the stable branch ;) As such, testers needed to make sure everything works flawlessly!</div></article></a><a href=/article/make-2d-games-godot-last-day-kickstarter/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/95a/1a5/59495a1a5ee9e468550721.jpg) href=/article/make-2d-games-godot-last-day-kickstarter/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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<span class=by>Nathan GDQuest </span><span class=date> - 20 June 2017</span></div><h3>Make 2d games with Godot, last day on Kickstarter</h3><p class=excerpt>There are but a few days left on the Kickstarter campaign. It's been an enormous success, with over 4 times the initial goal! The backers unlocked every stretch goal, including 4 contributions to the official documentation. Here's what will improve in the coming year.</div></article></a><a href=/article/progress-report-april-may-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/103/ff1/594103ff1f172007468975.jpg) href=/article/progress-report-april-may-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 14 June 2017</span></div><h3>Progress report April/May 2017</h3><p class=excerpt>The Godot Engine contributors were not idle during Juan's long holidays - lots of interesting features were implemented over the last two months, and they all converge towards making Godot 3.0 an impressive release! This progress reports covers the work done by all contributors apart from Juan, who will showcase his recent renderer improvements in the next progress report.</div></article></a><a href=/article/2d-games-godot-kickstarter-live/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/592/29d/1fe/59229d1fe233b092175821.jpg) href=/article/2d-games-godot-kickstarter-live/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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||||
<span class=by>Nathan GDQuest </span><span class=date> - 22 May 2017</span></div><h3>Make Professional 2d Games with Godot: Kickstarter LIVE</h3><p class=excerpt>Do you want to become a better game developer with Godot? GDquest, who makes game creation tutorials with open source tools, is on Kickstarter, with our full support!</div></article></a><a href=/article/godot-course-kickstarter-next-monday/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/591/991/65f/59199165f24e2014770050.jpg) href=/article/godot-course-kickstarter-next-monday/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 15 May 2017</span></div><h3>Godot course on Kickstarter next Monday!</h3><p class=excerpt>GDquest, content creator and gamedev teacher of Krita and Godot fame, will soon start a Kickstarter campaign for a professional quality game creation course targeting the upcoming Godot 3! Among Godot developers, we are all thrilled about the project and want it to be a huge success, so mark the date and be sure to support the campaign!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
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||||
<span class=by>Nathan GDQuest </span><span class=date> - 22 May 2017</span></div><h3>Make Professional 2d Games with Godot: Kickstarter LIVE</h3><p class=excerpt>Do you want to become a better game developer with Godot? GDquest, who makes game creation tutorials with open source tools, is on Kickstarter, with our full support!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-2-1-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/58e/e76/0ca/58ee760ca31aa290366551.png) href=/article/maintenance-release-godot-2-1-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/godot-course-kickstarter-next-monday/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/591/991/65f/59199165f24e2014770050.jpg) href=/article/godot-course-kickstarter-next-monday/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 15 May 2017</span></div><h3>Godot course on Kickstarter next Monday!</h3><p class=excerpt>GDquest, content creator and gamedev teacher of Krita and Godot fame, will soon start a Kickstarter campaign for a professional quality game creation course targeting the upcoming Godot 3! Among Godot developers, we are all thrilled about the project and want it to be a huge success, so mark the date and be sure to support the campaign!</div></article></a><a href=/article/maintenance-release-godot-2-1-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/58e/e76/0ca/58ee760ca31aa290366551.png) href=/article/maintenance-release-godot-2-1-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 12 April 2017</span></div><h3>Maintenance release: Godot 2.1.3</h3><p class=excerpt>Here's the newest maintenance release in the current stable branch, Godot 2.1.3. It features various bug fixes and usability improvements, as well as some new features such as enums in GDScript, the ability to change the cost function in the A-star algorithm, various API additions and a (work in progress) tool to convert 2.1.x projects to the format expected by Godot 3.0 alpha.</div></article></a><a href=/article/godot-30-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/58e/c05/93c/58ec0593cf4c6287179572.gif) href=/article/godot-30-progress-report-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 9 April 2017</span></div><h3>Godot 3.0 progress report #6</h3><p class=excerpt>Another month of work, another progress report. This month work was divided into completing the exporters, GDNative (formerly DLScript) and the new particle system.</div></article></a><a href=/article/dlscript-here/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/58e/4eb/cb6/58e4ebcb63d98659868573.png) href=/article/dlscript-here/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
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||||
<span class=by>karroffel </span><span class=date> - 5 April 2017</span></div><h3>GDNative is here!</h3><p class=excerpt>A short introduction to the new GDNative module (formerly DLScript) and how to use it in a project. This is a very early version, but the overall process will stay the same.</div></article></a><a href=/article/meet-nodes-godot-event-paris/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/58d/a19/bd7/58da19bd70642796203728.png) href=/article/meet-nodes-godot-event-paris/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
@@ -38,8 +39,7 @@ For Godot 3.0 (our new release being worked on) we are working hard to change th
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<span class=by>Rémi Verschelde </span><span class=date> - 1 October 2016</span></div><h3>Join the Hacktoberfest and contribute to Godot!</h3><p class=excerpt>Hacktoberfest, an event that encourages you to contribute to open source projects (Godot included) starts now, and will last for the whole month of October. If you make at least four pull requests, you can earn a cool hacker T-shirt!</div></article></a><a href=/article/why-does-godot-use-servers-and-rids/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/85e/895/57e85e89581c7897117696.png) href=/article/why-does-godot-use-servers-and-rids/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 24 September 2016</span></div><h3>Why does Godot use Servers and RIDs?</h3><p class=excerpt>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, which Godot calls "severs", generally abstract some implementation or architecture.</div></article></a><a href=/article/change-image/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png) href=/article/change-image/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<span class=by>Juan Linietsky </span><span class=date> - 22 September 2016</span></div><h3>A change of Image</h3><p class=excerpt>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, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).</div></article></a><a href=/article/godots-new-high-level-networking-preview/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57b/7d4/a03/57b7d4a0368f1273442154.png) href=/article/godots-new-high-level-networking-preview/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 20 August 2016</span></div><h3>Godot's new high level networking preview is up!</h3><p class=excerpt>Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...</div></article></a><a href=/article/godot-getting-more-languages/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/b73/701/57ab73701f653339027447.jpg) href=/article/godot-getting-more-languages/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 10 August 2016</span></div><h3>More programming languages in Godot, want to help?</h3><p class=excerpt>There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/28/>← Previous</a>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 20 August 2016</span></div><h3>Godot's new high level networking preview is up!</h3><p class=excerpt>Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/28/>← Previous</a>
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<a title="Godot Engine - Blog - Page 27" href=https://godotengine.org/blog/27/>27</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/godot-xr-update-feb-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/february-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-feb-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-1-rc-1.webp) href=/article/release-candidate-godot-4-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 14 March 2025</span></div><h3>Release candidate: Godot 4.4.1 RC 1</h3><p class=excerpt>Godot 4.4 was released 10 days ago, and as is customary with such major feature updates, we have a late harvest of regression fixes to offer!</div></article></a><a href=/article/godot-xr-update-feb-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/february-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-feb-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<span class=by>Bastiaan Olij </span><span class=date> - 6 March 2025</span></div><h3>Godot XR update - February 2025</h3><p class=excerpt>New plugin releases for Godot XR.</div></article></a><a href=/article/godot-4-4-a-unified-experience/ style=text-decoration:none><article class=article-card><div class=thumbnail style="background-image:url(/storage/blog/covers/godot-4-4-a-unified-experience.webp?cache=v2)" href=/article/godot-4-4-a-unified-experience/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
|
||||
<span class=by>Godot contributors </span><span class=date> - 3 March 2025</span></div><h3>Godot 4.4, a unified experience</h3><p class=excerpt>Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes — spotting all the optimizations that have been applied in the background will take some time.</div></article></a><a href=/article/release-candidate-godot-4-4-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-rc-3.webp) href=/article/release-candidate-godot-4-4-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 28 February 2025</span></div><h3>Release candidate: Godot 4.4 RC 3</h3><p class=excerpt>We said "final" for the previous release candidate, but good things come in threes, don't they?</div></article></a><a href=/article/release-candidate-godot-4-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-4-rc-2.webp) href=/article/release-candidate-godot-4-4-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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||||
<span class=by>Godot Foundation </span><span class=date> - 2 December 2024</span></div><h3>Godot Foundation Update December 2024</h3><p class=excerpt>We’ve made progress on several key initiatives for the organization and the Godot ecosystem. Here’s what we’ve been up to.</div></article></a><a href=/article/statement-on-godloader-malware-loader/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/statement-on-godloader-malware-loader.webp) href=/article/statement-on-godloader-malware-loader/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/security_team.webp alt="Godot Security Team" loading=lazy>
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<span class=by>Godot Security Team </span><span class=date> - 28 November 2024</span></div><h3>Statement on GodLoader malware loader</h3><p class=excerpt>Godot security team clarifies the risk exposed by Check Point Research's report.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-5.webp) href=/article/dev-snapshot-godot-4-4-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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||||
<span class=by>Thaddeus Crews </span><span class=date> - 21 November 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 5</h3><p class=excerpt>With GodotCon behind us and our developers recuperated, we're thrilled to return to a more frequent release-cycle.</div></article></a><a href=/article/review-godotcon24/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2024-post.webp) href=/article/review-godotcon24/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
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||||
<span class=by>Nat </span><span class=date> - 13 November 2024</span></div><h3>GodotCon 24: Berlin Edition</h3><p class=excerpt>Our biggest conference yet!</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-4.webp) href=/article/dev-snapshot-godot-4-4-dev-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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||||
<span class=by>Clay John </span><span class=date> - 8 November 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 4</h3><p class=excerpt>After a short delay due to GodotCon, we are back with another exciting update.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
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||||
<span class=by>Nat </span><span class=date> - 13 November 2024</span></div><h3>GodotCon 24: Berlin Edition</h3><p class=excerpt>Our biggest conference yet!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
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<a title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
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<a title="Godot Engine - Blog - Page 2" href=https://godotengine.org/blog/2/>2</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/31/>Next →</a></div><div class=posts><a href=/article/godot-reaches-2-1-stable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/886/5d5/57a8865d5dc44195460713.png) href=/article/godot-reaches-2-1-stable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/31/>Next →</a></div><div class=posts><a href=/article/godot-getting-more-languages/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/b73/701/57ab73701f653339027447.jpg) href=/article/godot-getting-more-languages/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 10 August 2016</span></div><h3>More programming languages in Godot, want to help?</h3><p class=excerpt>There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.</div></article></a><a href=/article/godot-reaches-2-1-stable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/886/5d5/57a8865d5dc44195460713.png) href=/article/godot-reaches-2-1-stable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 9 August 2016</span></div><h3>Godot reaches 2.1 stable!</h3><p class=excerpt>After almost six months of hard work, we are proudly presenting you the marvellous Godot Engine 2.1. Just like 2.0, this version focuses almost exclusively on further improving usability and the editor interface.</div></article></a><a href=/article/last-call-take-off-godot-2-1-rc2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/264/f66/57a264f6629b5388916056.jpeg) href=/article/last-call-take-off-godot-2-1-rc2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 3 August 2016</span></div><h3>Last call before take-off: Godot 2.1 RC2</h3><p class=excerpt>The 2.1-stable release is imminent, so to make sure everything will work as expected, here's a new release candidate with its load of bugfixing and small enhancements.</div></article></a><a href=/article/godot-2-1-rc1-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/949/5ee/62e9495eee18d883052090.jpg) href=/article/godot-2-1-rc1-out/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 24 July 2016</span></div><h3>Godot 2.1 RC1 is out!</h3><p class=excerpt>Our first Release Candidate for Godot 2.1 is here! If you don't find enough bugs, this will be our final candidate, so better get testing!</div></article></a><a href=/article/help-us-complete-godots-api-reference/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/578/778/e37/578778e37372a436221460.png) href=/article/help-us-complete-godots-api-reference/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
@@ -37,8 +38,7 @@
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 21 February 2016</span></div><h3>Home, sweet home</h3><p class=excerpt>Godot Engine has a new home! A new website was designed from the ground up with a modular design, so that it can easily be extended and customized to fit our needs. You'll now find a Q&A section where the community can share its knowledge, and a new documentation system that can be contributed to directly via pull requests!</div></article></a><a href=/article/open-source-godot-gets-two-years-old/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/329/c21/56c329c21a583053685050.jpg) href=/article/open-source-godot-gets-two-years-old/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 14 February 2016</span></div><h3>Open source Godot gets two years old!</h3><p class=excerpt>On a day like today, two years ago Godot was open sourced.</div></article></a><a href=/article/godot-2-0-rc1-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c83/5a6/56bc835a68672307835902.jpg) href=/article/godot-2-0-rc1-released/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 9 February 2016</span></div><h3>Godot 2.0 RC1 released!</h3><p class=excerpt>Finally, a couple of weeks (and hundreds of fixes) after the Beta, we are proud to present our first Release Candidate! This engine version should be much more stable and, if no serious bugs are found, will become 2.0 stable.</div></article></a><a href=/article/godot-2-0-now-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/329/d53/56c329d53bbca269077842.jpg) href=/article/godot-2-0-now-beta/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 26 January 2016</span></div><h3>Godot 2.0 is now beta!</h3><p class=excerpt>After a long, long time in development Godot 2.0 is now in beta!</div></article></a><a href=/article/godot-joins-software-freedom-conservancy/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/326/ef2/56c326ef24792179061082.png) href=/article/godot-joins-software-freedom-conservancy/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 4 November 2015</span></div><h3>Godot joins Software Freedom Conservancy</h3><p class=excerpt>Godot is the newest member of Software Freedom Conservancy!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/29/>← Previous</a>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 26 January 2016</span></div><h3>Godot 2.0 is now beta!</h3><p class=excerpt>After a long, long time in development Godot 2.0 is now in beta!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/29/>← Previous</a>
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<a title="Godot Engine - Blog - Page 28" href=https://godotengine.org/blog/28/>28</a>
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<a class=active title="Godot Engine - Blog - Page 31" href=https://godotengine.org/blog/31/>31</a></div><div class=posts><a href=/article/help-us-write-floss-manual-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/216/c04/57f216c0477dc171469549.png) href=/article/help-us-write-floss-manual-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/punto.png alt="Ariel Manzur" loading=lazy>
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<a class=active title="Godot Engine - Blog - Page 31" href=https://godotengine.org/blog/31/>31</a></div><div class=posts><a href=/article/godot-joins-software-freedom-conservancy/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/326/ef2/56c326ef24792179061082.png) href=/article/godot-joins-software-freedom-conservancy/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 4 November 2015</span></div><h3>Godot joins Software Freedom Conservancy</h3><p class=excerpt>Godot is the newest member of Software Freedom Conservancy!</div></article></a><a href=/article/help-us-write-floss-manual-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/216/c04/57f216c0477dc171469549.png) href=/article/help-us-write-floss-manual-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/punto.png alt="Ariel Manzur" loading=lazy>
|
||||
<span class=by>Ariel Manzur </span><span class=date> - 7 September 2015</span></div><h3>Help us write a FLOSS manual for Godot!</h3><p class=excerpt>Do you love FLOSS Manuals? Do you love France in the summer? Come help us do a Booksprint for Godot Engine next week!</div></article></a><a href=/article/webassembly-godot-web/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c4b/20e/56bc4b20e9832821396846.jpg) href=/article/webassembly-godot-web/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 25 June 2015</span></div><h3>WebAssembly: Godot on the web?</h3><p class=excerpt>Godot has a long story on attempts trying to make it run on the web. We always wanted this to happen, we tried many approaches, it may finally happen. This article will be a small recap of our experiences with this matter.</div></article></a><a href=/article/godot-rmll-2015-france/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/317/2a0/56c3172a03b59083821998.png) href=/article/godot-rmll-2015-france/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 11 June 2015</span></div><h3>Godot at RMLL 2015, France</h3><p class=excerpt>Juan Linietsky, one of the main developers of Godot Engine will be giving a talk and a workshop about Godot Engine at RMLL2015.</div></article></a><a href=/article/first-steps-towards-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/d7f/bae/56cd7fbae6495309340594.jpg) href=/article/first-steps-towards-1-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
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||||
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||||
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||||
<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-4-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-3.webp) href=/article/dev-snapshot-godot-4-4-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-4-dev-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-4.webp) href=/article/dev-snapshot-godot-4-4-dev-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
<span class=by>Clay John </span><span class=date> - 8 November 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 4</h3><p class=excerpt>After a short delay due to GodotCon, we are back with another exciting update.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-3.webp) href=/article/dev-snapshot-godot-4-4-dev-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
<span class=by>Clay John </span><span class=date> - 3 October 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 3</h3><p class=excerpt>We haven't slowed down and are bringing you another feature-packed update!</div></article></a><a href=/article/godot-xr-update-oct-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/october-2024-xr-progress-update.webp) href=/article/godot-xr-update-oct-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<span class=by>Bastiaan Olij </span><span class=date> - 2 October 2024</span></div><h3>Godot XR update - October 2024</h3><p class=excerpt>Looking back at a year of XR development.</div></article></a><a href=/article/godot-sdk-integrations/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-sdk-integrations.webp) href=/article/godot-sdk-integrations/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
|
||||
<span class=by>Godot Foundation </span><span class=date> - 24 September 2024</span></div><h3>Godot SDK Integrations</h3><p class=excerpt>A new GitHub organization to centralize the community efforts to provide support for third-party SDKs for Godot.</div></article></a><a href=/article/rendering-priorities-september-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-september-2024.webp) href=/article/rendering-priorities-september-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
@@ -37,8 +38,7 @@
|
||||
<span class=by>Winston Yallow </span><span class=date> - 10 July 2024</span></div><h3>New Dev Fund Perks: Discord Role and Forum Badge</h3><p class=excerpt>Proudly display your support on our community platforms.</div></article></a><a href=/article/release-candidate-godot-3-6-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-3-6-rc-1.webp) href=/article/release-candidate-godot-3-6-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
|
||||
<span class=by>lawnjelly </span><span class=date> - 9 July 2024</span></div><h3>Release candidate: Godot 3.6 RC 1</h3><p class=excerpt>We are now at the Release Candidate stage, finalizing everything so that we can release 3.6-stable for all users.</div></article></a><a href=/article/godot-community-poll-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/community-poll-2024.webp) href=/article/godot-community-poll-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
|
||||
<span class=by>Emi </span><span class=date> - 28 June 2024</span></div><h3>Godot Community Poll 2024</h3><p class=excerpt>We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.</div></article></a><a href=/article/gamescom-latam-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gamescom-latam-2024.webp) href=/article/gamescom-latam-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
|
||||
<span class=by>George Marques </span><span class=date> - 21 June 2024</span></div><h3>Godot returns: gamescom latam</h3><p class=excerpt>Godot will be present at gamescom latam once again: meet contributors and fellow gamedevs at the booth, or sign up to our very own party!</div></article></a><a href=/article/dev-snapshot-godot-4-3-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-2.webp) href=/article/dev-snapshot-godot-4-3-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 20 June 2024</span></div><h3>Dev snapshot: Godot 4.3 beta 2</h3><p class=excerpt>Godot 4.3 is in beta, and progressing well towards stable. This beta 2 fixes many critical issues reported by testers of the previous snapshots.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
|
||||
<span class=by>George Marques </span><span class=date> - 21 June 2024</span></div><h3>Godot returns: gamescom latam</h3><p class=excerpt>Godot will be present at gamescom latam once again: meet contributors and fellow gamedevs at the booth, or sign up to our very own party!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
|
||||
<a title="Godot Engine - Blog - Page 2" href=https://godotengine.org/blog/2/>2</a>
|
||||
<a title="Godot Engine - Blog - Page 3" href=https://godotengine.org/blog/3/>3</a>
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||||
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||||
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||||
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<a title="Godot Engine - Blog - Page 7" href=https://godotengine.org/blog/7/>7</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/godotcon-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2024.webp) href=/article/godotcon-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-3-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-2.webp) href=/article/dev-snapshot-godot-4-3-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 20 June 2024</span></div><h3>Dev snapshot: Godot 4.3 beta 2</h3><p class=excerpt>Godot 4.3 is in beta, and progressing well towards stable. This beta 2 fixes many critical issues reported by testers of the previous snapshots.</div></article></a><a href=/article/godotcon-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2024.webp) href=/article/godotcon-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
|
||||
<span class=by>Nat </span><span class=date> - 14 June 2024</span></div><h3>GodotCon 24 - Submit ideas! Get tickets!</h3><p class=excerpt>GodotCon 24 will take place on the 12+13th of October in Berlin, Germany. The first batch of tickets as well as the call for speakers and exhibitors just went live. Sponsors welcome.</div></article></a><a href=/article/migrating-animations-from-godot-4-0-to-4-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/migrating-animations-from-godot-4-0-to-4-3.webp) href=/article/migrating-animations-from-godot-4-0-to-4-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/tokage.png alt="Silc Renew" loading=lazy>
|
||||
<span class=by>Silc Renew </span><span class=date> - 4 June 2024</span></div><h3>Migrating Animations from Godot 4.0 to 4.3</h3><p class=excerpt>In Godot 4.3, a large number of animation features have been reworked since 4.0, so it's time to migrate your animations.</div></article></a><a href=/article/dev-snapshot-godot-4-3-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-1.webp) href=/article/dev-snapshot-godot-4-3-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
|
||||
<span class=by>Godot contributors </span><span class=date> - 31 May 2024</span></div><h3>Dev snapshot: Godot 4.3 beta 1</h3><p class=excerpt>Godot 4.3 is ready for broad testing as we finalize the release.</div></article></a><a href=/article/progress-report-web-export-in-4-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-web-export-in-4-3.webp) href=/article/progress-report-web-export-in-4-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/adamscott.webp alt="Adam Scott" loading=lazy>
|
||||
@@ -37,8 +38,7 @@
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||||
<span class=by>Nat </span><span class=date> - 31 January 2024</span></div><h3>January Jams</h3><p class=excerpt>Looking back at a month of game jams, we curated a list of ten events that you might or might not have heard of before.</div></article></a><a href=/article/platform-state-in-csharp-for-godot-4-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-update-csharp-2.webp) href=/article/platform-state-in-csharp-for-godot-4-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
|
||||
<span class=by>Raul Santos </span><span class=date> - 26 January 2024</span></div><h3>Current state of C# platform support in Godot 4.2</h3><p class=excerpt>How the transition to a unified .NET has impacted platform support, and re-adding the ability to port to mobile.</div></article></a><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-1.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 26 January 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 1 & 4.2.2 RC 1</h3><p class=excerpt>As a double-feature release, Godot 4.1.4 and 4.2.2 are ready for testing with their respective release candidates!</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-4.webp) href=/article/dev-snapshot-godot-3-6-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 25 January 2024</span></div><h3>Dev snapshot: Godot 3.6 beta 4</h3><p class=excerpt>Godot 3.6 is still in development, slowly but steadily! This snapshot updates toolchains for official builds and adds official Linux ARM binaries, among other improvements.</div></article></a><a href=/article/rendering-priorities-january-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-jan-2024.webp) href=/article/rendering-priorities-january-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Clay John </span><span class=date> - 16 January 2024</span></div><h3>Godot Rendering Priorities: January 2024</h3><p class=excerpt>4.2 brought a lot of improvements to Godot's renderer and ongoing work is paving the way for new features</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 25 January 2024</span></div><h3>Dev snapshot: Godot 3.6 beta 4</h3><p class=excerpt>Godot 3.6 is still in development, slowly but steadily! This snapshot updates toolchains for official builds and adds official Linux ARM binaries, among other improvements.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-3-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-2.webp) href=/article/dev-snapshot-godot-4-3-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/rendering-priorities-january-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-jan-2024.webp) href=/article/rendering-priorities-january-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Clay John </span><span class=date> - 16 January 2024</span></div><h3>Godot Rendering Priorities: January 2024</h3><p class=excerpt>4.2 brought a lot of improvements to Godot's renderer and ongoing work is paving the way for new features</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-2.webp) href=/article/dev-snapshot-godot-4-3-dev-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 11 January 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 2</h3><p class=excerpt>After a well-deserved holiday break, the team is back on Godot 4.3 development at full speed, with over 200 improvements merged in the first 10 days of the year!</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-1.webp) href=/article/dev-snapshot-godot-4-3-dev-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 21 December 2023</span></div><h3>Dev snapshot: Godot 4.3 dev 1</h3><p class=excerpt>We're ending the year with an early sneak peak at the upcoming Godot 4.3 release with its first dev snapshot!</div></article></a><a href=/article/communications-update-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/comms-update-18122023.jpg) href=/article/communications-update-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
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||||
<span class=by>Godot Foundation </span><span class=date> - 18 December 2023</span></div><h3>Prepare to hear a lot more from us!</h3><p class=excerpt>The Godot Foundation is onboarding a person in charge of Community & Communications, and there is a feedback form for you to fill out.</div></article></a><a href=/article/collaboration-with-google-forge-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/android-and-vulkan.webp) href=/article/collaboration-with-google-forge-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 19 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 2</h3><p class=excerpt>After last week's 4.2 beta 1 release, we introduced fixes for a number of bugs reported by the community, which are now ready to test in beta 2.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-1.webp) href=/article/dev-snapshot-godot-4-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 12 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 1</h3><p class=excerpt>With all planned major and minor features implemented, Godot 4.2 is ready for beta testing!</div></article></a><a href=/article/maintenance-release-godot-4-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-2.webp) href=/article/maintenance-release-godot-4-1-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 4 October 2023</span></div><h3>Maintenance release: Godot 4.1.2</h3><p class=excerpt>As Godot 4.2 enters feature freeze this week, a new Godot 4.1 maintenance release arrives with a handful of improvements to stability and performance!</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-6.webp) href=/article/dev-snapshot-godot-4-2-dev-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 3 October 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 6</h3><p class=excerpt>Final 4.2 dev snapshot before we enter the beta phase, and it's absolutely feature-packed!</div></article></a><a href=/article/maintenance-release-godot-3-5-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-3-5-3.webp) href=/article/maintenance-release-godot-3-5-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 25 September 2023</span></div><h3>Maintenance release: Godot 3.5.3</h3><p class=excerpt>It's been way too long since our previous 3.5 maintenance release! This new Godot 3.5.3 fixes a number of important issues and adjusts to changing platform requirements.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 3 October 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 6</h3><p class=excerpt>Final 4.2 dev snapshot before we enter the beta phase, and it's absolutely feature-packed!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-1-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-2-rc-1.webp) href=/article/release-candidate-godot-4-1-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-3-5-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-3-5-3.webp) href=/article/maintenance-release-godot-3-5-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 25 September 2023</span></div><h3>Maintenance release: Godot 3.5.3</h3><p class=excerpt>It's been way too long since our previous 3.5 maintenance release! This new Godot 3.5.3 fixes a number of important issues and adjusts to changing platform requirements.</div></article></a><a href=/article/release-candidate-godot-4-1-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-2-rc-1.webp) href=/article/release-candidate-godot-4-1-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 22 September 2023</span></div><h3>Release candidate: Godot 4.1.2 RC 1</h3><p class=excerpt>It's long overdue for the second Godot 4.1 patch release! This release candidate contains a number of important fixes, including performance and stability improvements, so let's give it a good test.</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-5.webp) href=/article/dev-snapshot-godot-4-2-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 19 September 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 5</h3><p class=excerpt>Penultimate 4.2 dev snapshot brings improvements to Android plugin API, the Tilemap editor, and, well, practically everything else — making it ready for beta testing next month.</div></article></a><a href=/article/godot-developer-fund/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/developer-fund.jpg) href=/article/godot-developer-fund/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
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||||
<span class=by>Emi </span><span class=date> - 12 September 2023</span></div><h3>Introducing the new Godot Development Fund</h3><p class=excerpt>We are excited to introduce a major improvement in terms of funding the development efforts of the Godot Engine.</div></article></a><a href=/article/godot-xr-update-sep-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-xr-update-sep-2023.webp) href=/article/godot-xr-update-sep-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Godot Foundation </span><span class=date> - 11 July 2023</span></div><h3>Godot Funding Breakdown & Hiring Process</h3><p class=excerpt>This article aims to shed light on the current status of Godot's funding, hiring, and our plans for sustainable funding long term.</div></article></a><a href=/article/godot-4-1-is-here/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-1-is-here.webp) href=/article/godot-4-1-is-here/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
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||||
<span class=by>Godot contributors </span><span class=date> - 6 July 2023</span></div><h3>Godot 4.1 is here, smoother, more reliable, and with plenty of new features</h3><p class=excerpt>Four months after the release of Godot 4.0, we are excited to bring you Godot 4.1 — an update with a focus on stability, performance, and polish.</div></article></a><a href=/article/release-candidate-godot-4-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-3.webp) href=/article/release-candidate-godot-4-1-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 4 July 2023</span></div><h3>Release candidate: Godot 4.1 RC 3</h3><p class=excerpt>A few more critical regressions were fixed, and the milestone is now 100% complete. Let's confirm that 4.1 is ready with a (final?) RC.</div></article></a><a href=/article/release-candidate-godot-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-2.webp) href=/article/release-candidate-godot-4-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 30 June 2023</span></div><h3>Release candidate: Godot 4.1 RC 2</h3><p class=excerpt>A few more regressions were fixed, and we should now be ready for the Godot 4.1 release. Help us confirm that by testing RC 2!</div></article></a><a href=/article/release-candidate-godot-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-1.webp) href=/article/release-candidate-godot-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 27 June 2023</span></div><h3>Release candidate: Godot 4.1 RC 1</h3><p class=excerpt>After 4 months of development, Godot 4.1 is only days away. To make sure it doesn't miss the mark, here's the first release candidate for your testing!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 30 June 2023</span></div><h3>Release candidate: Godot 4.1 RC 2</h3><p class=excerpt>A few more regressions were fixed, and we should now be ready for the Godot 4.1 release. Help us confirm that by testing RC 2!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/godot-community-poll-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/quiz-2023.png) href=/article/godot-community-poll-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-rc-1.webp) href=/article/release-candidate-godot-4-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 27 June 2023</span></div><h3>Release candidate: Godot 4.1 RC 1</h3><p class=excerpt>After 4 months of development, Godot 4.1 is only days away. To make sure it doesn't miss the mark, here's the first release candidate for your testing!</div></article></a><a href=/article/godot-community-poll-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/quiz-2023.png) href=/article/godot-community-poll-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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||||
<span class=by>Clay John </span><span class=date> - 23 June 2023</span></div><h3>Godot community poll 2023</h3><p class=excerpt>It's this time of the year! Godot Community Poll 2023 is now out!</div></article></a><a href=/article/dev-snapshot-godot-4-1-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-beta-3.webp) href=/article/dev-snapshot-godot-4-1-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
|
||||
<span class=by>Yuri Sizov </span><span class=date> - 21 June 2023</span></div><h3>Dev snapshot: Godot 4.1 beta 3</h3><p class=excerpt>We are getting confident in the state of Godot 4.1! To wrap things up here's the last beta release, bringing more fixes to reported issues.</div></article></a><a href=/article/godot-at-big-festival-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/big-2023.webp) href=/article/godot-at-big-festival-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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||||
<span class=by>George Marques </span><span class=date> - 15 June 2023</span></div><h3>Godot at BIG Festival 2023</h3><p class=excerpt>Godot will have a booth and a talk at BIG Festival 2023, which takes place in São Paulo, Brazil from June 28th to July 2nd</div></article></a><a href=/article/dev-snapshot-godot-4-1-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-beta-2.webp) href=/article/dev-snapshot-godot-4-1-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Yuri Sizov </span><span class=date> - 4 April 2023</span></div><h3>Maintenance release: Godot 4.0.2</h3><p class=excerpt>As the work on Godot 4.1 continues, more fixes and enhancements become available to existing 4.0 users as patch releases. Meet Godot 4.0.2, addressing more of your reports, including several regressions from 4.0.1, and improving platform support for Android, macOS, and Windows!</div></article></a><a href=/article/release-candidate-godot-4-0-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-2-rc-1.jpg) href=/article/release-candidate-godot-4-0-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 31 March 2023</span></div><h3>Release candidate: Godot 4.0.2 RC 1</h3><p class=excerpt>With the GDC 2023 past us, we are getting ready for the 4.1 dev cycle. But that doesn't mean current Godot 4.0 users have to wait, because here's a release candidate for 4.0.2, with a handful of fixes and extra enhancements!</div></article></a><a href=/article/maintenance-release-godot-4-0-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-1.jpg) href=/article/maintenance-release-godot-4-0-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
|
||||
<span class=by>Yuri Sizov </span><span class=date> - 20 March 2023</span></div><h3>Maintenance release: Godot 4.0.1</h3><p class=excerpt>The first of many, Godot 4.0.1 comes with important fixes and usability improvements to Godot 4.0. Multiple crashes, bugs, and smaller annoyances have been addressed in this patch release, and we recommend all Godot 4 users to update.</div></article></a><a href=/article/godot-arrives-in-the-epic-games-store/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-epic-games-store.jpg) href=/article/godot-arrives-in-the-epic-games-store/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
|
||||
<span class=by>Emi </span><span class=date> - 17 March 2023</span></div><h3>Godot Arrives in the Epic Games Store</h3><p class=excerpt>We are honored to announce that Epic Games is offering Godot Engine a place on Epic Games' own digital distribution platform, the Epic Games Store.</div></article></a><a href=/article/release-candidate-godot-4-0-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-1-rc-2.jpg) href=/article/release-candidate-godot-4-0-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
|
||||
<span class=by>Yuri Sizov </span><span class=date> - 17 March 2023</span></div><h3>Release candidate: Godot 4.0.1 RC 2</h3><p class=excerpt>Adding finishing touches to the first patch release of Godot 4, here comes 4.0.1 Release Candidate 2. It brings even more urgent fixes, and documentation improvements.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
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||||
<span class=by>Emi </span><span class=date> - 17 March 2023</span></div><h3>Godot Arrives in the Epic Games Store</h3><p class=excerpt>We are honored to announce that Epic Games is offering Godot Engine a place on Epic Games' own digital distribution platform, the Epic Games Store.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
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<a title="Godot Engine - Blog - Page 6" href=https://godotengine.org/blog/6/>6</a>
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<a title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-1-rc-1.jpg) href=/article/release-candidate-godot-4-0-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-1-rc-2.jpg) href=/article/release-candidate-godot-4-0-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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||||
<span class=by>Yuri Sizov </span><span class=date> - 17 March 2023</span></div><h3>Release candidate: Godot 4.0.1 RC 2</h3><p class=excerpt>Adding finishing touches to the first patch release of Godot 4, here comes 4.0.1 Release Candidate 2. It brings even more urgent fixes, and documentation improvements.</div></article></a><a href=/article/release-candidate-godot-4-0-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-1-rc-1.jpg) href=/article/release-candidate-godot-4-0-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
|
||||
<span class=by>Yuri Sizov </span><span class=date> - 15 March 2023</span></div><h3>Release candidate: Godot 4.0.1 RC 1</h3><p class=excerpt>Following the biggest Godot release ever we've collected several critical fixes and smaller usability improvements to make your experience with 4.0 more pleasant. This is the first release candidate for early adopters to test the changes, with the stable 4.0.1 release coming soon after.</div></article></a><a href=/article/maintenance-release-godot-3-5-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-3-5-2.jpg) href=/article/maintenance-release-godot-3-5-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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||||
<span class=by>Rémi Verschelde </span><span class=date> - 8 March 2023</span></div><h3>Maintenance release: Godot 3.5.2</h3><p class=excerpt>We've just released Godot 4.0 after 3+ years of intense development, but we also still support the existing 3.5 stable branch. This maintenance release fixes a handful of issues which have been solved in the past few months, and could be backported to the 3.5 branch.</div></article></a><a href=/article/gdc-2023-godot-games/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gdc2023.jpg) href=/article/gdc-2023-godot-games/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
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||||
<span class=by>Emi </span><span class=date> - 7 March 2023</span></div><h3>Godot & Friends at GDC 2023</h3><p class=excerpt>We are going to be at the Game Developers Conference (GDC) 2023, which will take place in San Francisco from March 20th to March 24th.</div></article></a><a href=/article/godot-4-0-sets-sail/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-0-sets-sail.webp) href=/article/godot-4-0-sets-sail/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="2000+ Godot contributors" loading=lazy>
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||||
@@ -37,8 +38,7 @@
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||||
<span class=by>Juan Linietsky </span><span class=date> - 16 January 2023</span></div><h3>Godot for AA/AAA game development - What's missing?</h3><p class=excerpt>Godot 4.0 is coming out soon. It includes major improvements all across the board in both features, performance and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings?</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63c/17e/368/63c17e3689796351687911.jpg) href=/article/dev-snapshot-godot-4-0-beta-12/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 13 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 12</h3><p class=excerpt>We released a massive 4.0 beta 11 on Tuesday, and users found a lot of regressions – as we expected! Contributors fixed many of the new regressions quickly, and we merged another big batch of changes. As the pace intensifies in the lead-up to the first Release Candidate, we decided to make more frequent beta snapshots for testing.</div></article></a><a href=/article/release-candidate-godot-3-5-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63c/053/77e/63c05377eaa1e774008524.jpg) href=/article/release-candidate-godot-3-5-2-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 12 January 2023</span></div><h3>Release candidate: Godot 3.5.2 RC 2</h3><p class=excerpt>While all contributors are on the deck working to finalize the Godot 4.0 release, some of us are still backporting important bugfixes to the current stable branch, Godot 3.5. We're getting ready to release 3.5.2, now with a second Release Candidate available for testing.</div></article></a><a href=/article/godot-4-0-docs-sprint/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63b/eba/ed6/63bebaed69c6c649257378.png) href=/article/godot-4-0-docs-sprint/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/maxhilbrunner.webp alt="Max Hilbrunner" loading=lazy>
|
||||
<span class=by>Max Hilbrunner </span><span class=date> - 11 January 2023</span></div><h3>Godot 4.0 Documentation Sprint</h3><p class=excerpt>We're starting a docs sprints to get the documentation ready for Godot Engine 4.0 release! Together, we can improve everyone's experience using the new version.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63b/d87/318/63bd873180f42194998123.jpg) href=/article/dev-snapshot-godot-4-0-beta-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 10 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 11</h3><p class=excerpt>First snapshot of the year, Godot 4.0 beta 11! We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. As such we expect that this beta 11 might introduce some new GDScript regressions, which we'll aim to fix for beta 12 next week.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
|
||||
<span class=by>Max Hilbrunner </span><span class=date> - 11 January 2023</span></div><h3>Godot 4.0 Documentation Sprint</h3><p class=excerpt>We're starting a docs sprints to get the documentation ready for Godot Engine 4.0 release! Together, we can improve everyone's experience using the new version.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
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||||
<a title="Godot Engine - Blog - Page 7" href=https://godotengine.org/blog/7/>7</a>
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||||
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<a title="Godot Engine - Blog - Page 5" href=https://godotengine.org/blog/5/>5</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-6-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-6-beta-1.jpg) href=/article/dev-snapshot-godot-4-6-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/inverse-kinematics-returns-to-godot-4-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/inverse-kinematics-returns-to-godot-4-6.webp) href=/article/inverse-kinematics-returns-to-godot-4-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/tokage.png alt="Silc Renew" loading=lazy>
|
||||
<span class=by>Silc Renew </span><span class=date> - 16 December 2025</span></div><h3>Inverse Kinematics Returns to Godot 4.6</h3><p class=excerpt>Now Godot has Inverse Kinematics in 3D.</div></article></a><a href=/article/dev-snapshot-godot-4-6-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-6-beta-1.jpg) href=/article/dev-snapshot-godot-4-6-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
|
||||
<span class=by>Thaddeus Crews </span><span class=date> - 10 December 2025</span></div><h3>Dev snapshot: Godot 4.6 beta 1</h3><p class=excerpt>Godot 4.6 enters beta!</div></article></a><a href=/article/dev-snapshot-godot-4-6-dev-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-6-dev-6.jpg) href=/article/dev-snapshot-godot-4-6-dev-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
|
||||
<span class=by>Thaddeus Crews </span><span class=date> - 5 December 2025</span></div><h3>Dev snapshot: Godot 4.6 dev 6</h3><p class=excerpt>Feature freeze is here; time for one last round-up!</div></article></a><a href=/article/dev-snapshot-godot-4-6-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-6-dev-5.jpg) href=/article/dev-snapshot-godot-4-6-dev-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
|
||||
<span class=by>Thaddeus Crews </span><span class=date> - 1 December 2025</span></div><h3>Dev snapshot: Godot 4.6 dev 5</h3><p class=excerpt>A chill rises… Feature freeze is imminent</div></article></a><a href=/article/godot-xr-update-nov-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/november-2025-update-godot-xr-community.jpg) href=/article/godot-xr-update-nov-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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||||
@@ -36,8 +37,7 @@
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||||
<span class=by>Thaddeus Crews </span><span class=date> - 5 September 2025</span></div><h3>Release candidate: Godot 4.5 RC 1</h3><p class=excerpt>Godot 4.5 stable release is imminent; let the last round(s) of testing begin!</div></article></a><a href=/article/godot-xr-update-aug-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/august-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-aug-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<span class=by>Bastiaan Olij </span><span class=date> - 2 September 2025</span></div><h3>Godot XR update - August 2025</h3><p class=excerpt>Upcoming XR game jam, using the XR editor, new release channels and the new Render Models API</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-7.webp) href=/article/dev-snapshot-godot-4-5-beta-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
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||||
<span class=by>Thaddeus Crews </span><span class=date> - 29 August 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 7</h3><p class=excerpt>Two more for the road!</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-6.webp) href=/article/dev-snapshot-godot-4-5-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
|
||||
<span class=by>Thaddeus Crews </span><span class=date> - 21 August 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 6</h3><p class=excerpt>One more for the road!</div></article></a><a href=/article/submissions-open-godot-2025-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2023.webp) href=/article/submissions-open-godot-2025-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
|
||||
<span class=by>Emi </span><span class=date> - 15 August 2025</span></div><h3>Submissions open for Godot 2025 showreel</h3><p class=excerpt>Showcase your Godot creations in 2025! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
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||||
<span class=by>Thaddeus Crews </span><span class=date> - 21 August 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 6</h3><p class=excerpt>One more for the road!</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
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<a title="Blog - Progress Report - Page 3" href=https://godotengine.org/blog/progress-report/3/>3</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/3/>Next →</a></div><div class=posts><a href=/article/d3d12-adventures-in-shaderland/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/d3d12-adventures-in-shaderland.jpg) href=/article/d3d12-adventures-in-shaderland/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
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||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/3/>Next →</a></div><div class=posts><a href=/article/rendering-priorities-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-4-1.png) href=/article/rendering-priorities-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
<span class=by>Clay John </span><span class=date> - 18 April 2023</span></div><h3>Godot 4.1 Rendering Priorities</h3><p class=excerpt>For 4.1 the rendering team will be focusing on performance, stability, and usability.</div></article></a><a href=/article/d3d12-adventures-in-shaderland/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/d3d12-adventures-in-shaderland.jpg) href=/article/d3d12-adventures-in-shaderland/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
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<span class=by>Pedro J. Estébanez </span><span class=date> - 14 April 2023</span></div><h3>Direct3D 12: Adventures in Shaderland</h3><p class=excerpt>Godot is about to get a Direct3D 12 rendering driver. This is a discussion on the exotic approaches taken to face some of the challenges posed in the area of shaders.</div></article></a><a href=/article/whats-new-in-csharp-for-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/whats-new-in-csharp-for-godot-4-0.jpg) href=/article/whats-new-in-csharp-for-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
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<span class=by>Raul Santos </span><span class=date> - 25 February 2023</span></div><h3>What's new in C# for Godot 4.0</h3><p class=excerpt>All about changes and improvements that Godot 4.0 offers to C# developers.</div></article></a><a href=/article/multiplayer-in-godot-4-0-scene-replication/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/multiplayer-in-godot-4-0-scene-replication.jpg) href=/article/multiplayer-in-godot-4-0-scene-replication/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 23 February 2023</span></div><h3>Multiplayer in Godot 4.0: Scene Replication</h3><p class=excerpt>Create multiplayer games in an instance (pun intended) with the new MultiplayerSpawner and MultiplayerSynchronizer nodes. Check out the key concepts, and get started with a quick tutorial on how to make a simple game using Godot multiplayer features!</div></article></a><a href=/article/godot-xr-progress-update-jan-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-xr-progress-update-jan-2023.jpg) href=/article/godot-xr-progress-update-jan-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Gilles Roudiere </span><span class=date> - 23 September 2021</span></div><h3>Tiles editor progress report #5</h3><p class=excerpt>New progress report on the tiles editors rework. Compatibility with 3.x got improved, TileMap layers and physics shape editing are now implemented. Also, a new property arrays editor is now available in the inspector.</div></article></a><a href=/article/agile-input-processing-is-here-for-smoother-gameplay/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/612/136/3cc/6121363ccb95e735957693.png) href=/article/agile-input-processing-is-here-for-smoother-gameplay/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
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<span class=by>Pedro J. Estébanez </span><span class=date> - 21 August 2021</span></div><h3>Agile input processing is here for smoother, more responsive gameplay</h3><p class=excerpt></div></article></a><a href=/article/multiplayer-changes-godot-4-0-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/918/f3e/610918f3ec53b713518837.png) href=/article/multiplayer-changes-godot-4-0-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 5 August 2021</span></div><h3>Multiplayer in Godot 4.0: On servers, RSETs and state updates</h3><p class=excerpt>News about running Godot on servers, and hints at upcoming networking changes in Godot 4.0.</div></article></a><a href=/article/gsoc-2021-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/43f/11b/61043f11b5388567890116.png) href=/article/gsoc-2021-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 30 July 2021</span></div><h3>GSoC 2021 - Progress report #1</h3><p class=excerpt>For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette!</div></article></a><a href=/article/godot-xr-progress-update-june-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60e/169/1fa/60e1691fab28c135981956.jpg) href=/article/godot-xr-progress-update-june-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Bastiaan Olij </span><span class=date> - 4 July 2021</span></div><h3>Godot XR progress update June 2021</h3><p class=excerpt>June 2021 update of the recent work done in relation to XR support in Godot.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/>← Previous</a>
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<span class=by>Rémi Verschelde </span><span class=date> - 30 July 2021</span></div><h3>GSoC 2021 - Progress report #1</h3><p class=excerpt>For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/4/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/dfe/795/60cdfe7956fca023522866.png) href=/article/godot-web-progress-report-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/4/>Next →</a></div><div class=posts><a href=/article/godot-xr-progress-update-june-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60e/169/1fa/60e1691fab28c135981956.jpg) href=/article/godot-xr-progress-update-june-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Bastiaan Olij </span><span class=date> - 4 July 2021</span></div><h3>Godot XR progress update June 2021</h3><p class=excerpt>June 2021 update of the recent work done in relation to XR support in Godot.</div></article></a><a href=/article/godot-web-progress-report-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/dfe/795/60cdfe7956fca023522866.png) href=/article/godot-web-progress-report-9/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 30 June 2021</span></div><h3>Godot Web progress report #9: Godot Scripts <-> JavaScript Interface</h3><p class=excerpt>No need to "eval"! A whole new interface to interact with JavaScript from Godot Scripts in Web exports, and a new API to prompt the user to download a file generated by Godot.</div></article></a><a href=/article/tiles-editor-progress-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/b75/209/60cb75209c854804584350.png) href=/article/tiles-editor-progress-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
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<span class=by>Gilles Roudiere </span><span class=date> - 17 June 2021</span></div><h3>Tiles editor progress report #4</h3><p class=excerpt>Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.</div></article></a><a href=/article/godot-web-progress-report-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60c/72b/dc3/60c72bdc393a4838114722.png) href=/article/godot-web-progress-report-8/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 16 June 2021</span></div><h3>Godot Web progress report #8: Progressive Web Apps</h3><p class=excerpt>One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.</div></article></a><a href=/article/gdscript-progress-report-feature-complete-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60b/4f2/b0a/60b4f2b0a8130694314324.png) href=/article/gdscript-progress-report-feature-complete-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>Matias Goldberg </span><span class=date> - 25 November 2020</span></div><h3>Introducing the Betsy GPU texture compressor</h3><p class=excerpt>My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs.</div></article></a><a href=/article/complex-text-layouts-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/ab1/122/5f9ab11220775871830624.png) href=/article/complex-text-layouts-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
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<span class=by>Pāvels Nadtočajevs </span><span class=date> - 10 November 2020</span></div><h3>Complex text layouts progress report #2</h3><p class=excerpt>Report on the complex text layouts support implementation progress, including changes to Godot's Font resources, and UI mirroring and BiDi implementation details.</div></article></a><a href=/article/fbx-importer-rewritten-for-godot-3-2-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fa/3f1/fd2/5fa3f1fd29135851685419.jpg) href=/article/fbx-importer-rewritten-for-godot-3-2-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Gordon MacPherson" loading=lazy>
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<span class=by>Gordon MacPherson </span><span class=date> - 5 November 2020</span></div><h3>FBX importer rewritten for Godot 3.2.4 and later</h3><p class=excerpt>Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations. After a lot of debugging and research, the importer has been fully rewritten to better implement FBX support in Godot specifically, and vastly increase the compatibility with commercial FBX assets. This new importer will be available in the upcoming Godot 3.2.4, as well as Godot 4.0.</div></article></a><a href=/article/godot-web-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/88c/905/5f988c90545a8956737903.png) href=/article/godot-web-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 27 October 2020</span></div><h3>Godot Web export progress report #3</h3><p class=excerpt>An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.</div></article></a><a href=/article/gdscript-progress-report-typed-instructions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/17e/9ec/5f917e9ecf2a2049515486.png) href=/article/gdscript-progress-report-typed-instructions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 22 October 2020</span></div><h3>GDScript progress report: Typed instructions</h3><p class=excerpt>GDScript now has specific instructions for typed code, allowing a faster execution when types are known at compile time. This is the beginning of optimization in GDScript and the article shows a few details on how it was done and why it's faster.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/2/>← Previous</a>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 27 October 2020</span></div><h3>Godot Web export progress report #3</h3><p class=excerpt>An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/2/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/5/>Next →</a></div><div class=posts><a href=/article/x11-display-server-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/d66/bae/5f8d66bae9125677247883.png) href=/article/x11-display-server-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/5/>Next →</a></div><div class=posts><a href=/article/gdscript-progress-report-typed-instructions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/17e/9ec/5f917e9ecf2a2049515486.png) href=/article/gdscript-progress-report-typed-instructions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 22 October 2020</span></div><h3>GDScript progress report: Typed instructions</h3><p class=excerpt>GDScript now has specific instructions for typed code, allowing a faster execution when types are known at compile time. This is the beginning of optimization in GDScript and the article shows a few details on how it was done and why it's faster.</div></article></a><a href=/article/x11-display-server-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/d66/bae/5f8d66bae9125677247883.png) href=/article/x11-display-server-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
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<span class=by>Camille Mohr-Daurat </span><span class=date> - 20 October 2020</span></div><h3>X11 display server progress report</h3><p class=excerpt>Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.</div></article></a><a href=/article/complex-text-layouts-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/6ec/9d7/5f86ec9d7d0fd694122636.png) href=/article/complex-text-layouts-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
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<span class=by>Pāvels Nadtočajevs </span><span class=date> - 14 October 2020</span></div><h3>Complex text layouts progress report #1</h3><p class=excerpt>Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.</div></article></a><a href=/article/improvements-gpuparticles-godot-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f7/f4a/c24/5f7f4ac242e0b845845549.png) href=/article/improvements-gpuparticles-godot-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 8 October 2020</span></div><h3>New improvements for GPUParticles in Godot 4.0</h3><p class=excerpt>The turn of porting the GPU particle system to Godot 4.0 has arrived. This was the final feature that had to be ported over. Like all the rest of the features ported, it managed to get massive improvements.</div></article></a><a href=/article/godot-web-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/8d5/175/5f48d51759192009283012.png) href=/article/godot-web-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 29 February 2020</span></div><h3>Core refactoring progress report #1</h3><p class=excerpt>Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.</div></article></a><a href=/article/enet-dtls-encryption/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/166/6a0/5e51666a0d8b2890019310.png) href=/article/enet-dtls-encryption/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 25 February 2020</span></div><h3>ENet with DTLS encryption in 4.0</h3><p class=excerpt>Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.</div></article></a><a href=/article/navigation-server-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/941/218/5e494121885db845075999.png) href=/article/navigation-server-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
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<span class=by>Andrea Catania </span><span class=date> - 19 February 2020</span></div><h3>Navigation Server for Godot 4.0</h3><p class=excerpt>Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.</div></article></a><a href=/article/vulkan-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e3/0ae/e1a/5e30aee1a2a5a347843703.png) href=/article/vulkan-progress-report-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 28 January 2020</span></div><h3>Vulkan progress report #6</h3><p class=excerpt>It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.</div></article></a><a href=/article/html5-export-profiling/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/78b/00a/5e078b00a7171714583829.png) href=/article/html5-export-profiling/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 28 December 2019</span></div><h3>HTML5 export profiling for Godot 4.0</h3><p class=excerpt>HTML5 debug export profiling is coming for Godot 4.0</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/3/>← Previous</a>
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<span class=by>Juan Linietsky </span><span class=date> - 28 January 2020</span></div><h3>Vulkan progress report #6</h3><p class=excerpt>It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/3/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/progress-report/6/>Next →</a></div><div class=posts><a href=/article/godot-oculus-quest-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/038/931/5e00389316ad1115387831.png) href=/article/godot-oculus-quest-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/6/>Next →</a></div><div class=posts><a href=/article/html5-export-profiling/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/78b/00a/5e078b00a7171714583829.png) href=/article/html5-export-profiling/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
|
||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 28 December 2019</span></div><h3>HTML5 export profiling for Godot 4.0</h3><p class=excerpt>HTML5 debug export profiling is coming for Godot 4.0</div></article></a><a href=/article/godot-oculus-quest-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/038/931/5e00389316ad1115387831.png) href=/article/godot-oculus-quest-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<span class=by>Bastiaan Olij </span><span class=date> - 23 December 2019</span></div><h3>Godot Oculus Quest support</h3><p class=excerpt>Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.</div></article></a><a href=/article/websocket-ssl-testing-html5-export/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/044/c15/5de044c1559cf429683529.png) href=/article/websocket-ssl-testing-html5-export/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
|
||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 28 November 2019</span></div><h3>WebSocket SSL server, HTTP server for testing HTML5 builds</h3><p class=excerpt>More networking improvements are coming in 3.2. WebSocketServer now has SSL support, and users can now test HTML5 export from the editor with one click.</div></article></a><a href=/article/csharp-wasm-aot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/e01/229/5dce01229c795712716182.png) href=/article/csharp-wasm-aot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
|
||||
<span class=by>Ignacio Roldán Etcheverry </span><span class=date> - 15 November 2019</span></div><h3>C# progress report: WebAssembly, MonoDevelop and AOT</h3><p class=excerpt>Godot 3.2 brings WebAssembly support for C# games. There is also a new extension for Visual Studio for Mac and MonoDevelop and preliminary support for AOT compilation.</div></article></a><a href=/article/major-update-visual-shaders-godot-3-2-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/1aa/e06/5dc1aae06d7f4636917764.png) href=/article/major-update-visual-shaders-godot-3-2-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Yuri Roubinsky" loading=lazy>
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||||
@@ -37,8 +38,7 @@
|
||||
<span class=by>Yuri Roubinsky </span><span class=date> - 22 May 2019</span></div><h3>Major update for Visual Shaders in Godot 3.2</h3><p class=excerpt>With the Godot 3.1 release, the Visual Shader editor was recreated from the ashes of its Godot 2.x ancestor. While usable and packed with visual features, Visual Shaders lacked many features from their Shader (script) big brother. A new update has been prepared for Godot 3.2 to solve this problem.</div></article></a><a href=/article/godot-webrtc-report2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ce/3e2/cdb/5ce3e2cdb9f4f320495518.png) href=/article/godot-webrtc-report2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
|
||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 21 May 2019</span></div><h3>WebRTC support, progress report #2</h3><p class=excerpt>Godot's WebRTC interface is getting STUN/TURN support, and now allows you to create multiple reliable or unreliable data channels. WebRTC GDNative support for non-HTML5 platforms can now works as a drop-in library without any extra configuration. Some hints on incoming multiplayer support.</div></article></a><a href=/article/godot-3-2-will-get-new-android-plugin-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cc/0dd/a5a/5cc0dda5a3834246752408.png) href=/article/godot-3-2-will-get-new-android-plugin-system/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 24 April 2019</span></div><h3>Godot 3.2 will get a new Android plugin system</h3><p class=excerpt>Godot has the simplest and most efficient Android deploy system you can find in any game engine. With a single click, your project is runing on the phone. With a single option (network fs deploy) your gigabyte-sized project is running on your device in mere seconds. You can use the editor to debug your running game while it runs on your device and you can make changes in the scenes or scripts and they will reflect in real-time in your phone or tablet. The big drawback, however, was that adding plugins was a pain in the butt.</div></article></a><a href=/article/godot-webrtc-report1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/9e2/b60/5cb9e2b60bf06285510736.png) href=/article/godot-webrtc-report1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
|
||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 19 April 2019</span></div><h3>WebRTC support, progress report #1</h3><p class=excerpt>Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.</div></article></a><a href=/article/atlas-support-returns-godot-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/a27/5de/5cba275deeea9159968354.png) href=/article/atlas-support-returns-godot-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 19 April 2019</span></div><h3>Atlas support returns to Godot 3.2</h3><p class=excerpt>With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/4/>← Previous</a>
|
||||
<span class=by>Fabio Alessandrelli </span><span class=date> - 19 April 2019</span></div><h3>WebRTC support, progress report #1</h3><p class=excerpt>Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/4/>← Previous</a>
|
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<a title="Blog - Progress Report - Page 3" href=https://godotengine.org/blog/progress-report/3/>3</a>
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||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/7/>Next →</a></div><div class=posts><a href=/article/godot-32-will-get-new-audio-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e12/bb1/5cae12bb15e13776060470.png) href=/article/godot-32-will-get-new-audio-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/7/>Next →</a></div><div class=posts><a href=/article/atlas-support-returns-godot-3-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/a27/5de/5cba275deeea9159968354.png) href=/article/atlas-support-returns-godot-3-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 19 April 2019</span></div><h3>Atlas support returns to Godot 3.2</h3><p class=excerpt>With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.</div></article></a><a href=/article/godot-32-will-get-new-audio-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e12/bb1/5cae12bb15e13776060470.png) href=/article/godot-32-will-get-new-audio-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 10 April 2019</span></div><h3>Godot 3.2 will get new audio features</h3><p class=excerpt>I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.</div></article></a><a href=/article/godot-3-2-adds-support-convex-decomposition/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/e78/fa3/5cae78fa3280b961363999.png) href=/article/godot-3-2-adds-support-convex-decomposition/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 10 April 2019</span></div><h3>Godot 3.2 adds support for convex decomposition</h3><p class=excerpt>Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.</div></article></a><a href=/article/godot-32-will-allow-disabling-editor-features/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/bd1/e31/5cabd1e317cd5107007815.png) href=/article/godot-32-will-allow-disabling-editor-features/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 8 April 2019</span></div><h3>Godot 3.2 will allow disabling editor features</h3><p class=excerpt>It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.</div></article></a><a href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/776/3d9/5ca7763d99acc514180027.png) href=/article/godot-32-will-get-pseudo-3d-support-2d-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
@@ -37,9 +38,7 @@
|
||||
<span class=by>karroffel </span><span class=date> - 6 June 2018</span></div><h3>GLES2 and GDNative, progress report #6</h3><p class=excerpt>The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR.</div></article></a><a href=/article/godot-gets-new-inspector/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b0/09e/0c2/5b009e0c2cabd079105425.png) href=/article/godot-gets-new-inspector/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 19 May 2018</span></div><h3>Godot gets a new Inspector</h3><p class=excerpt>Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority.</div></article></a><a href=/article/godot-ragdoll-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/c2e/449/5afc2e44937d1306025773.png) href=/article/godot-ragdoll-system/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
|
||||
<span class=by>Andrea Catania </span><span class=date> - 16 May 2018</span></div><h3>Godot's ragdoll system</h3><p class=excerpt>Godot 3.1 is getting many improvements on the physics side, and one of those is the new ragdoll system. Physics maintainer Andrea Catania presents the work he did on this topic and how to get started with physical bones and ragdoll simulation.</div></article></a><a href=/article/gles2-and-gdnative-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5af/0e5/72b/5af0e572bcfa6454445114.png) href=/article/gles2-and-gdnative-progress-report-5/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
|
||||
<span class=by>karroffel </span><span class=date> - 7 May 2018</span></div><h3>GLES2 and GDNative, progress report #5</h3><p class=excerpt>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 the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript.</div></article></a><a href=/article/godot-gets-2d-skeletal-deform/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/c8f/8c1/5aec8f8c19c0b515935183.gif) href=/article/godot-gets-2d-skeletal-deform/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 4 May 2018</span></div><h3>Godot gets 2D skeletal deform</h3><p class=excerpt>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 separate parts. This would allow deforming such parts, for a more organic animation feel.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/5/>← Previous</a>
|
||||
<span class=by>karroffel </span><span class=date> - 7 May 2018</span></div><h3>GLES2 and GDNative, progress report #5</h3><p class=excerpt>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 the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/5/>← Previous</a>
|
||||
<a title="Blog - Progress Report - Page 4" href=https://godotengine.org/blog/progress-report/4/>4</a>
|
||||
<a title="Blog - Progress Report - Page 5" href=https://godotengine.org/blog/progress-report/5/>5</a>
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||||
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|
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<a title="Blog - Progress Report - Page 6" href=https://godotengine.org/blog/progress-report/6/>6</a>
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|
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|
||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/8/>Next →</a></div><div class=posts><a href=/article/godot-gets-csg-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/4d0/8c6/5ae4d08c674b5082905650.png) href=/article/godot-gets-csg-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/8/>Next →</a></div><div class=posts><a href=/article/godot-gets-2d-skeletal-deform/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/c8f/8c1/5aec8f8c19c0b515935183.gif) href=/article/godot-gets-2d-skeletal-deform/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 4 May 2018</span></div><h3>Godot gets 2D skeletal deform</h3><p class=excerpt>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 separate parts. This would allow deforming such parts, for a more organic animation feel.</div></article></a><a href=/article/godot-gets-csg-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ae/4d0/8c6/5ae4d08c674b5082905650.png) href=/article/godot-gets-csg-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 28 April 2018</span></div><h3>Godot gets CSG support</h3><p class=excerpt>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 amazing architecture to shine.</div></article></a><a href=/article/godot-google-summer-code-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/f38/7a8/5adf387a8d4f0692142419.png) href=/article/godot-google-summer-code-2018/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
|
||||
<span class=by>George Marques </span><span class=date> - 24 April 2018</span></div><h3>Godot in Google Summer of Code 2018</h3><p class=excerpt>Godot has been accepted into the Google Summer of Code program in 2018. This summer we will have 5 students working on new features to the engine.</div></article></a><a href=/article/handling-axis-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/bb4/fc8/5adbb4fc8b26e174840743.png) href=/article/handling-axis-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
|
||||
<span class=by>Gilles Roudiere </span><span class=date> - 22 April 2018</span></div><h3>Introducing the new axis handling system</h3><p class=excerpt>For the past months, popular demand has been growing for a way to propery 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 discussions), this problem has been solved, and it only took very little amount of changes to the current input mapping system!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/505/3b6/5ad5053b6e0ad093497368.png) href=/article/gles2-and-gdnative-progress-report-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt=karroffel loading=lazy>
|
||||
@@ -38,9 +40,7 @@ The first month I spent on getting started and familiar with the rendering in Go
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 4 February 2017</span></div><h3>Godot 3.0 new internals, progress report #4</h3><p class=excerpt>Most of the internal code in Godot was written over a decade ago, and many design decisions that were taken back then, did not stand the test of time. January was spent mostly updating Godot internals and breaking compatibility, now that we have the chance.</div></article></a><a href=/article/godots-new-renderer-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/7a0/005/5867a0005ade3286241109.jpg) href=/article/godots-new-renderer-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 31 December 2016</span></div><h3>Godot's new renderer, progress report #3</h3><p class=excerpt>It's been a month since the second progress report, and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented.</div></article></a><a href=/article/godots-new-renderer-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/584/4da/2c0/5844da2c08826494171869.png) href=/article/godots-new-renderer-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 4 December 2016</span></div><h3>Godot's new renderer, progress report #2</h3><p class=excerpt>It's been a month since the first [progress report](https://godotengine.org/article/godots-new-renderer-progress-report-1), and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature.</div></article></a><a href=/article/onward-new-3d-renderer/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/582/b4e/3d2/582b4e3d2aa2d842351907.jpg) href=/article/onward-new-3d-renderer/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 15 November 2016</span></div><h3>Onward to the new 3D renderer</h3><p class=excerpt>We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.</div></article></a><a href=/article/godots-new-renderer-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/581/887/929/5818879291fdb843399564.png) href=/article/godots-new-renderer-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 1 November 2016</span></div><h3>Godot's new renderer, progress report #1</h3><p class=excerpt>As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments when evaluating godot by potential users is that, for 2D, Godot is awesome but for 3D it's pretty far from the mainstream alternatives.
|
||||
For Godot 3.0 (our new release being worked on) we are working hard to change this.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/6/>← Previous</a>
|
||||
<span class=by>Rémi Verschelde </span><span class=date> - 15 November 2016</span></div><h3>Onward to the new 3D renderer</h3><p class=excerpt>We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/6/>← Previous</a>
|
||||
<a title="Blog - Progress Report - Page 4" href=https://godotengine.org/blog/progress-report/4/>4</a>
|
||||
<a title="Blog - Progress Report - Page 5" href=https://godotengine.org/blog/progress-report/5/>5</a>
|
||||
<a title="Blog - Progress Report - Page 6" href=https://godotengine.org/blog/progress-report/6/>6</a>
|
||||
|
||||
@@ -13,7 +13,9 @@
|
||||
<a title="Blog - Progress Report - Page 5" href=https://godotengine.org/blog/progress-report/5/>5</a>
|
||||
<a title="Blog - Progress Report - Page 6" href=https://godotengine.org/blog/progress-report/6/>6</a>
|
||||
<a title="Blog - Progress Report - Page 7" href=https://godotengine.org/blog/progress-report/7/>7</a>
|
||||
<a class=active title="Blog - Progress Report - Page 8" href=https://godotengine.org/blog/progress-report/8/>8</a></div><div class=posts><a href=/article/making-shaders-more-accessible/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/85d/a5a/57f85da5a8026317996214.png) href=/article/making-shaders-more-accessible/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<a class=active title="Blog - Progress Report - Page 8" href=https://godotengine.org/blog/progress-report/8/>8</a></div><div class=posts><a href=/article/godots-new-renderer-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/581/887/929/5818879291fdb843399564.png) href=/article/godots-new-renderer-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 1 November 2016</span></div><h3>Godot's new renderer, progress report #1</h3><p class=excerpt>As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments when evaluating godot by potential users is that, for 2D, Godot is awesome but for 3D it's pretty far from the mainstream alternatives.
|
||||
For Godot 3.0 (our new release being worked on) we are working hard to change this.</div></article></a><a href=/article/making-shaders-more-accessible/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/85d/a5a/57f85da5a8026317996214.png) href=/article/making-shaders-more-accessible/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 6 October 2016</span></div><h3>Making shaders more accessible</h3><p class=excerpt>For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.</div></article></a><a href=/article/why-does-godot-use-servers-and-rids/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/85e/895/57e85e89581c7897117696.png) href=/article/why-does-godot-use-servers-and-rids/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 24 September 2016</span></div><h3>Why does Godot use Servers and RIDs?</h3><p class=excerpt>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, which Godot calls "severs", generally abstract some implementation or architecture.</div></article></a><a href=/article/change-image/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png) href=/article/change-image/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
<span class=by>Juan Linietsky </span><span class=date> - 22 September 2016</span></div><h3>A change of Image</h3><p class=excerpt>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, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).</div></article></a><a href=/article/godots-new-high-level-networking-preview/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57b/7d4/a03/57b7d4a0368f1273442154.png) href=/article/godots-new-high-level-networking-preview/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
|
||||
|
||||
@@ -13,7 +13,8 @@
|
||||
<a title="Blog - Progress Report - Page 3" href=https://godotengine.org/blog/progress-report/3/>3</a>
|
||||
<a title="Blog - Progress Report - Page 4" href=https://godotengine.org/blog/progress-report/4/>4</a>
|
||||
<a title="Blog - Progress Report - Page 5" href=https://godotengine.org/blog/progress-report/5/>5</a>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/2/>Next →</a></div><div class=posts><a href=/article/godot-xr-update-nov-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/november-2025-update-godot-xr-community.jpg) href=/article/godot-xr-update-nov-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<a class=pagination-next href=https://godotengine.org/blog/progress-report/2/>Next →</a></div><div class=posts><a href=/article/inverse-kinematics-returns-to-godot-4-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/inverse-kinematics-returns-to-godot-4-6.webp) href=/article/inverse-kinematics-returns-to-godot-4-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/tokage.png alt="Silc Renew" loading=lazy>
|
||||
<span class=by>Silc Renew </span><span class=date> - 16 December 2025</span></div><h3>Inverse Kinematics Returns to Godot 4.6</h3><p class=excerpt>Now Godot has Inverse Kinematics in 3D.</div></article></a><a href=/article/godot-xr-update-nov-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/november-2025-update-godot-xr-community.jpg) href=/article/godot-xr-update-nov-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<span class=by>Bastiaan Olij </span><span class=date> - 21 November 2025</span></div><h3>Godot XR update - November 2025</h3><p class=excerpt>MOAT XR, XR game jam results, new features, OpenXR inventory</div></article></a><a href=/article/godot-xr-update-aug-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/august-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-aug-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<span class=by>Bastiaan Olij </span><span class=date> - 2 September 2025</span></div><h3>Godot XR update - August 2025</h3><p class=excerpt>Upcoming XR game jam, using the XR editor, new release channels and the new Render Models API</div></article></a><a href=/article/godot-openxr-vendors-plugin-400/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-openxr-vendors-plugin-400.webp) href=/article/godot-openxr-vendors-plugin-400/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/dsnopek.webp alt="David Snopek" loading=lazy>
|
||||
<span class=by>David Snopek </span><span class=date> - 22 July 2025</span></div><h3>Godot OpenXR Vendors Plugin v4</h3><p class=excerpt>What's new in the latest release of the Godot OpenXR Vendors plugin?</div></article></a><a href=/article/godotcon-2025-xr-android-recap/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-boston-2025-android-xr.webp) href=/article/godotcon-2025-xr-android-recap/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/fredia.jpg alt="Fredia Huya-Kouadio" loading=lazy>
|
||||
@@ -36,8 +37,7 @@
|
||||
<span class=by>Clay John </span><span class=date> - 16 January 2024</span></div><h3>Godot Rendering Priorities: January 2024</h3><p class=excerpt>4.2 brought a lot of improvements to Godot's renderer and ongoing work is paving the way for new features</div></article></a><a href=/article/progress-report-state-of-particles/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-state-of-particles.webp) href=/article/progress-report-state-of-particles/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
|
||||
<span class=by>Ilaria Cislaghi </span><span class=date> - 23 October 2023</span></div><h3>State of particles and future updates</h3><p class=excerpt>An update on the current state of the particle system in Godot, and some hints about what the future holds!</div></article></a><a href=/article/godot-xr-update-sep-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-xr-update-sep-2023.webp) href=/article/godot-xr-update-sep-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
|
||||
<span class=by>Bastiaan Olij </span><span class=date> - 11 September 2023</span></div><h3>Godot XR update - September 2023</h3><p class=excerpt>Updates on various things XR in Godot, a new version of the OpenXR plugin, a new version of the tools library and an update on Godot 4 support.</div></article></a><a href=/article/rendering-priorities-july-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-july-2023.webp) href=/article/rendering-priorities-july-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
<span class=by>Clay John </span><span class=date> - 9 August 2023</span></div><h3>Godot Rendering Priorities: July 2023</h3><p class=excerpt>The Godot rendering team continues to focus on stability, performance and usability</div></article></a><a href=/article/rendering-priorities-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-4-1.png) href=/article/rendering-priorities-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
|
||||
<span class=by>Clay John </span><span class=date> - 18 April 2023</span></div><h3>Godot 4.1 Rendering Priorities</h3><p class=excerpt>For 4.1 the rendering team will be focusing on performance, stability, and usability.</div></article></a></div><div class="flex pagination"><a class=active title="Blog - Progress Report" href=https://godotengine.org/blog/progress-report/>1</a>
|
||||
<span class=by>Clay John </span><span class=date> - 9 August 2023</span></div><h3>Godot Rendering Priorities: July 2023</h3><p class=excerpt>The Godot rendering team continues to focus on stability, performance and usability</div></article></a></div><div class="flex pagination"><a class=active title="Blog - Progress Report" href=https://godotengine.org/blog/progress-report/>1</a>
|
||||
<a title="Blog - Progress Report - Page 2" href=https://godotengine.org/blog/progress-report/2/>2</a>
|
||||
<a title="Blog - Progress Report - Page 3" href=https://godotengine.org/blog/progress-report/3/>3</a>
|
||||
<a title="Blog - Progress Report - Page 4" href=https://godotengine.org/blog/progress-report/4/>4</a>
|
||||
|
||||
175
rss.xml
@@ -1,4 +1,119 @@
|
||||
<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Dev snapshot: Godot 4.6 beta 1</title><link>https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/</link><summary>Godot 4.6 enters beta!</summary><description><p>It’s finally time for the 4.6 release cycle to feature its very first beta! Thanks to handling the feature freeze in <a href="/article/dev-snapshot-godot-4-6-dev-6">dev 6</a>, there are already been several bugs and regressions identified early and subsequently squashed. However, there are still more to iron out, so all contributors are encouraged to shift their focus to <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.6">regression fixes</a> exclusively.</p>
|
||||
<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Godot Engine Official</title><link/><description/><atom:link href="https://godotengine.org/rss.xml" rel="self" type="application/rss+xml"/><item><title>Inverse Kinematics Returns to Godot 4.6</title><link>https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/</link><summary>Now Godot has Inverse Kinematics in 3D.</summary><description><style>article .content img { background-color: initial; }</style>
|
||||
<p>In Godot 4.6, IK is back in 3D!</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture01.webp" alt="IK on the table" /></p>
|
||||
<p>Of course, “IK” means inverse kinematics.</p>
|
||||
<p>If you have experience with Godot 3.x, you might remember that IK was removed during the upgrade to 4.0. I explained in a <a href="/article/design-of-the-skeleton-modifier-3d/">previous blog post</a> that it was removed because the old skeleton API design had issues and needed reworking.</p>
|
||||
<p>Then, you might wonder if it was theoretically possible to implement IK alongside the <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> implementation in 4.4. However, we had to avoid adding immature features and then hastily removing it again. To implement IK, we staged the elements for the entire IK across three versions.</p>
|
||||
<p>This blog post will explain that journey.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture02.webp" alt="Journey is begun" /></p>
|
||||
<h1 id="godot-44">Godot 4.4</h1>
|
||||
<p>In Godot 4.4, I implemented the base class for <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>, along with two new modifiers, <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> and <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.</p>
|
||||
<h2 id="skeletonmodifier3d--lookatmodifier3d">SkeletonModifier3D / LookAtModifier3D</h2>
|
||||
<p><code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> was the minimal implementation to verify that the <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> design was correct. <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code> could be considered equivalent to one-bone IK, so it was suitable as a test case.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-look-at-modifier-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h2 id="retargetmodifier3d">RetargetModifier3D</h2>
|
||||
<p>However, when implementing <code class="language-plaintext highlighter-rouge">LookAtModifier3D</code>, I confirmed that users must specify the bone axis based on the bone rest. It was my initial concern that the retarget feature implemented in 4.0 discarded the bone rests of the imported skeleton.</p>
|
||||
<p>As this concern became a certainty, I attempted to preserve bone rests by implementing <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-retarget-modifier-3d.webp" alt="Inspector of RetargetModifier3D" /></p>
|
||||
<p>It was fortunate for me that the processing order design of <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code> matched the requirements for implementing <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.</p>
|
||||
<h1 id="godot-45">Godot 4.5</h1>
|
||||
<p>In Godot 4.5, I implemented <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code> and <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> (and its three child classes <code class="language-plaintext highlighter-rouge">AimModifier3D</code>, <code class="language-plaintext highlighter-rouge">ConvertTransformModifier3D</code> and <code class="language-plaintext highlighter-rouge">CopyTransformModifier3D</code>).</p>
|
||||
<p>By the way, I’m involved in a project that utilizes a 3D character model format known as <a href="https://vrm.dev/">VRM</a>. VRM has implementations of <a href="https://vrm.dev/en/vrm1/springbone/">SpringBone</a> and <a href="https://vrm.dev/en/vrm1/constraint/">Constraint</a> as model-specific configurations that can be ported to cross-platform environments, so ensuring compatibility with these was one of the purposes.</p>
|
||||
<h2 id="springbonesimulator3d">SpringBoneSimulator3D</h2>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-spring-bone-simulator-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p>One challenging part of implementing <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code> was creating the bone chain internally. Specifically, by setting the root bone as the ancestor and the end bone as the descendant, we could retrieve the bones between them and automatically construct the joint array.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-spring-bone-simulator-3d.webp" alt="Inspector of SpringBoneSimulator3D" /></p>
|
||||
<p>Compared to users manually creating these arrays, this approach reduced user operations and validation on the core side, making it beneficial for both ends.</p>
|
||||
<h2 id="boneconstraint3d-and-3-child-classes">BoneConstraint3D (and 3 child classes)</h2>
|
||||
<p><code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> is a feature that allows bones to interact with other bones. The actual behavior and calculations it provides are simple.</p>
|
||||
<p>What was challenging here was the design for a base class containing a virtual struct array as a member and extending that struct in a child class. This topic is a bit more advanced for beginner coders, but when using struct arrays as properties in Godot, you need to implement a slightly tricky approach.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-bone-constraint-3d.webp" alt="Inspector of BoneConstraint3D" /></p>
|
||||
<p>I already had the design idea that IK would have a base class similar to <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code>, with child classes extending the structure to implement the actual solver. So, I was confident that merging and establishing that method at this point would be beneficial for IK.</p>
|
||||
<h1 id="godot-46">Godot 4.6</h1>
|
||||
<p>Finally, I began implementing IK in Godot 4.6.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-ik-modifier-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h2 id="ikmodifier3d-and-7-child-classes">IKModifier3D (and 7 child classes)</h2>
|
||||
<p>As a first step, I defined <code class="language-plaintext highlighter-rouge">IKModifier3D</code> and <code class="language-plaintext highlighter-rouge">ChainIK3D</code> by reusing <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> and <code class="language-plaintext highlighter-rouge">SpringBoneSimulator3D</code>. After that, I implemented the process for moving joints called the IK solver.</p>
|
||||
<p>Therefore, <code class="language-plaintext highlighter-rouge">IKModifier3D</code> has the following child classes:</p>
|
||||
<ul>
|
||||
<li>IKModifier3D
|
||||
<ul>
|
||||
<li>TwoBoneIK3D</li>
|
||||
<li>ChainIK3D
|
||||
<ul>
|
||||
<li>SplineIK3D</li>
|
||||
<li>IterateIK3D
|
||||
<ul>
|
||||
<li>FABRIK3D</li>
|
||||
<li>CCDIK3D</li>
|
||||
<li>JacobianIK3D</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<p>When implementing those IKs, I made sure to keep them to the minimum functions.</p>
|
||||
<p>Some IK systems outside of Godot might have additional “processing to make the IK results look better”, separate from the core calculation algorithm that rotates the bones. In the rich IK system, the IK class may include them and can enable their processing by their bool property.</p>
|
||||
<p>Then, I believed separating them would help maintain maintainability and extendability. In other words, if only the “processing to make the IK results look better” can be reused, when users want to implement custom IK, they only need to implement a minimal IK solver.</p>
|
||||
<p>The following are the improvements and additions made in Godot 4.6 to make the IK results look better.</p>
|
||||
<h2 id="tweak-boneconstraint3d">Tweak BoneConstraint3D</h2>
|
||||
<p>For example, there are cases where Twist is applied before IK calculation, or where the end bone is directed toward the IK target after IK calculation.</p>
|
||||
<p>In Godot 4.5, the <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> could only assign bones as reference objects, but in 4.6, it can now assign [Node3D] objects.</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-new-bone-constraint-3d.webp" alt="Inspector of new BoneConstraint3D" /></p>
|
||||
<p>This tweaking allows <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> to be used to perform these additional rotations.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-bone-constraint-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p><a href="/storage/blog/inverse-kinematics-returns-to-godot-4-6/adjusted-ik-3d-demo.zip">adjusted-ik-3d-demo.zip</a></p>
|
||||
<h2 id="bonetwistdisperser3d">BoneTwistDisperser3D</h2>
|
||||
<p>In theory, using <code class="language-plaintext highlighter-rouge">ConvertTransform3D</code> allows you to apply the rotation of descendant bones to their ancestors. However, the process for setting this up properly was somewhat complex and could only be handled by advanced users.</p>
|
||||
<p><code class="language-plaintext highlighter-rouge">BoneTwistDisperser3D</code> provides a simple way to achieve that process.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-bone-twist-disperser-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h2 id="limitangularvelocitymodifier3d">LimitAngularVelocityModifier3D</h2>
|
||||
<p><code class="language-plaintext highlighter-rouge">LimitAngularVelocityModifier3D</code> is a modifier that limits angular velocity. The behavior is quite simple, so it doesn’t need much explanation.</p>
|
||||
<p>However, it’s worth learning that there are two types of IK.</p>
|
||||
<h2 id="deterministic-ik">Deterministic IK</h2>
|
||||
<p>In computer science, “deterministic” means that the result is always the same for a given input. In particular, for game applications like Godot, the term means that the result does not depend on the state of the previous frame. Incidentally, since <code class="language-plaintext highlighter-rouge">AnimationMixer</code> already has a <a href="/article/migrating-animations-from-godot-4-0-to-4-3/#deterministic-blending">deterministic option</a>, that immediately made me decide to adopt this term.</p>
|
||||
<p><code class="language-plaintext highlighter-rouge">TwoBoneIK3D</code> and <code class="language-plaintext highlighter-rouge">SplineIK3D</code> are always deterministic. However, in <code class="language-plaintext highlighter-rouge">IterateIK3D</code>, whether it is deterministic depends on the options.</p>
|
||||
<p><code class="language-plaintext highlighter-rouge">IterateIK3D</code> repeats the routine provided by the solver to approach the end bone toward its goal. At this point, the number of repetitions per frame depends on the option.</p>
|
||||
<p>When the deterministic option is disabled, it means that the iteration is performed by carrying over the state from the previous frame. In this case, even with a small number of iterations per frame, the end bone can reach the goal eventually as frames progress.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-non-deterministic-ik-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p>In contrast, when the deterministic option is enabled, the previous frame’s state is not carried over. Therefore, if the number of iterations per frame is small, the end bone may never reach its goal.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-deterministic-ik-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p>However, if you want to ensure consistent results depending on the relative position between the IK target and the skeleton, the deterministic option is useful. For example, it is ideal for online applications where only the coordinates of the IK target are shared to synchronize the model’s pose.</p>
|
||||
<p>As a point to note, deterministic IK cannot avoid causing rotation with large angular velocities by its design. It goes without saying that <code class="language-plaintext highlighter-rouge">LimitAngularVelocityModifier3D</code> is useful for smoothing this out.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-limit-angular-velocity-modifier-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<h1 id="looking-back-on-the-journey">Looking back on the journey</h1>
|
||||
<p>Between versions 4.4 and 4.6, excluding migrations, including base classes, 19 new <code class="language-plaintext highlighter-rouge">SkeletonModifier</code>s have been implemented!</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-skeleton-modifier-3d.webp" alt="Inspector of SkeletonModifier3D" /></p>
|
||||
<p>There are many possibilities depending on how you combine them. So we have a plan to add detailed explanations and tutorials to the documentation in the future, but since that is expected to be quite large, we will need more time…</p>
|
||||
<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture03.webp" alt="Rest tasks" /></p>
|
||||
<p>For now, I’ll show you just one example in advance. This setup emulates the old <code class="language-plaintext highlighter-rouge">SkeletonIK3D</code>’s magnet option.</p>
|
||||
<video autoplay="" loop="" muted="" playsinline="">
|
||||
<source src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/preview-magnet-ik-3d.webm?1" type="video/webm" />
|
||||
</video>
|
||||
<p><a href="/storage/blog/inverse-kinematics-returns-to-godot-4-6/magnet-ik-3d-demo.zip">magnet-ik-3d-demo.zip</a></p>
|
||||
<p>As you can see from that example, it was just a 2-path deterministic FABRIK. As explained above, it was also “processing to make the IK results look better”, and I think you can understand that the process could be separated.</p>
|
||||
<p>At last, I wish you all the best in creating fun games using <code class="language-plaintext highlighter-rouge">SkeletonModifier3D</code>s.</p>
|
||||
<h2 id="support">Support</h2>
|
||||
<p>Godot is a non-profit, open-source game engine developed by hundreds of contributors in their free time, as well as a handful of part or full-time developers hired thanks to <a href="https://fund.godotengine.org/">generous donations from the Godot community</a>. A big thank you to everyone who has contributed <a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time</a> or <a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support</a> to the project!</p>
|
||||
<p>If you’d like to support the project financially and help us secure our future hires, you can do so using the <a href="https://fund.godotengine.org/">Godot Development Fund</a> platform managed by <a href="https://godot.foundation/">Godot Foundation</a>. There are also several <a href="/donate">alternative ways to donate</a> which you may find more suitable.</p></description><category>Progress Report</category><guid>https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/</guid><dc:creator>Silc Renew</dc:creator><pubDate>Tue, 16 Dec 2025 10:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/inverse-kinematics-returns-to-godot-4-6.webp</image></item><item><title>Dev snapshot: Godot 4.6 beta 1</title><link>https://godotengine.org/article/dev-snapshot-godot-4-6-beta-1/</link><summary>Godot 4.6 enters beta!</summary><description><p>It’s finally time for the 4.6 release cycle to feature its very first beta! Thanks to handling the feature freeze in <a href="/article/dev-snapshot-godot-4-6-dev-6">dev 6</a>, there are already been several bugs and regressions identified early and subsequently squashed. However, there are still more to iron out, so all contributors are encouraged to shift their focus to <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.6">regression fixes</a> exclusively.</p>
|
||||
<p>For those interested in aiding us on our quest to squash any bugs that come up during this time, we once again encourage you to join our bug-hunting sprints. Anyone interested should read the <a href="https://github.com/godotengine/godot-maintainers-docs/blob/main/bug-triage/introduction.md">Bug Triage Introduction</a> for more information, and join the <a href="https://chat.godotengine.org/channel/bugsquad"><code class="language-plaintext highlighter-rouge">#bugsquad</code></a> and <a href="https://chat.godotengine.org/channel/bugsquad-sprints"><code class="language-plaintext highlighter-rouge">#bugsquad-sprints</code></a> channels on our developer RocketChat to participate!</p>
|
||||
<p>Please consider <a href="#support">supporting the project financially</a>, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.</p>
|
||||
<p><a href="#downloads">Jump to the <strong>Downloads</strong> section</a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the <a href="https://editor.godotengine.org/releases/4.6.beta1/"><strong>Web editor</strong></a>, the <a href="https://www.meta.com/s/h9JcJGHfg"><strong>XR editor</strong></a>, or the <a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4"><strong>Android editor</strong></a> for this release. If you are interested in the latter, please request to join <a href="https://groups.google.com/g/godot-testers">our testing group</a> to get access to pre-release builds.</p>
|
||||
@@ -3770,60 +3885,4 @@ While engine maintainers try their best to ensure that each preview snapshot and
|
||||
<h2 id="support">Support</h2>
|
||||
<p>Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to <a href="https://fund.godotengine.org/">generous donations from the Godot community</a>. A big thank you to everyone who has contributed <a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time</a> or <a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support</a> to the project!</p>
|
||||
<p>If you’d like to support the project financially and help us secure our future hires, you can do so using the <a href="https://fund.godotengine.org/">Godot Development Fund</a>.</p>
|
||||
<p><a class="btn" href="https://fund.godotengine.org/">Donate now</a></p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-5-1-rc-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Thu, 02 Oct 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-5-1-rc-1.webp</image></item><item><title>Looking back at GodotCon US 2025</title><link>https://godotengine.org/article/godotcon-us-2025-wrapup/</link><summary>It's time for a summary of GodotCon Boston now that all talks are available on Youtube.</summary><description><p>As you might know, this year we hosted our first US-based GodotCon in Boston. Taking place at the tail end of spring, this was three solid days focused solely on making games with the Godot Engine. Our first day had hands-on workshops followed by two days of talks. For our inaugural event we had:</p>
|
||||
<ul>
|
||||
<li>Over 300 attendees.</li>
|
||||
<li>Over 100 proposals.</li>
|
||||
<li>38 talks.</li>
|
||||
<li>14 showcases.</li>
|
||||
<li>3 great days.</li>
|
||||
</ul>
|
||||
<p>GodotCon was run by members of the Boston Godot User Group and Boston Game Dev in co-ordination with the Godot Foundation during <a href="https://gamedev.boston/">Boston Gamedev Week</a>. From May 5th to May 7th we had three days of Godot-focused content at the Microsoft New England Research and Development Center (NERD Center!). A huge thanks to Microsoft for generously donating the space. This would not have been possible without them and their commitment to supporting non-profits and open-source software.</p>
|
||||
<p><img src="/storage/blog/godotcon-us-2025/56bdd110020250506091817.webp" alt="Emi giving the opening keynote at the Microsoft NERD Center." /></p>
|
||||
<p>And while we’re at it, a huge thanks to all of our sponsors: <a href="https://www.arm.com/">Arm Technology</a>, <a href="https://www.endlessglobal.com/the-endless-foundation">Endless Foundation</a>, <a href="https://www.w4games.com/">W4 Games</a>, <a href="https://mikeklubnika.com/">Mike Klubnika</a>, <a href="https://xogot.com/">Xogot</a>, <a href="https://www.binarysolo.com/">Binary Solo</a>, and <a href="https://dislamedia.com/">Disla Media</a>. Without them a conference like this would not be possible.</p>
|
||||
<h2 id="the-format">The format</h2>
|
||||
<p>For our first US-based GodotCon, we committed to three days of programming. The first day we had five different workshops that covered a host of interesting topics. <a href="https://www.youtube.com/watch?v=tK2ACXUGcrY">Travis Hunter</a> walked folks through their first multiplayer experience with an incredibly fun grand finale where everyone got to play their game together. <a href="https://www.youtube.com/watch?v=JqL_oZ9SG7Q">Scott Doxey</a> showed us how to make a gdextension, end-to-end. <a href="https://www.youtube.com/watch?v=wWD7OCx7tNs">Simon</a> taught us way more than we ever needed to know about how Markov Chains work and how we can apply that to our projects. <a href="https://www.youtube.com/watch?v=k1GvvrkIq-8">Jesse (CoderNunk)</a> gave us a method for doing anime-style 3D characters using Blender. <a href="https://www.youtube.com/watch?v=f0CsbuHDr44">Nicholas O’Brien</a> went into incredible depth on narrative design.</p>
|
||||
<p>On days 2 and 3, we got an amazing batch of talks and updates. You may have heard <a href="https://www.youtube.com/watch?v=u_WMJG0menc">Adam</a> talk about how the team got C# web exports working. <a href="https://www.youtube.com/watch?v=fiyf4XPanf4">Acerola</a> took us super in-depth with Compositor Effects. We got a inside look at converting <a href="https://www.youtube.com/watch?v=MEZoKKAoUAU">Domekeeper to multiplayer</a>. And some dufus even talked about <a href="https://www.youtube.com/watch?v=qoCWp_oP9Ng">making games on your phone</a>. All in all, there was a wide berth of topics from folks from the entire Godot community.</p>
|
||||
<p><img src="/storage/blog/godotcon-us-2025/56bdd11001234567891233.webp" alt="Julian, AKA StayAtHomeDev, talking about growing a YouTube audience." /></p>
|
||||
<p>We’re happy to say that we have finally released all of the videos from GodotCon for free on YouTube; everything from lightning talks to workshops!</p>
|
||||
<p><a href="https://www.youtube.com/watch?v=fiyf4XPanf4&amp;list=PLeG_dAglpVo5oOrjQqDTMQadVDqe1Zsom">🔗 Watch them all here</a></p>
|
||||
<h2 id="the-showcase">The showcase</h2>
|
||||
<p>In addition to the talks and workshops, we were able to put on a small games showcase.</p>
|
||||
<p><img src="/storage/blog/godotcon-us-2025/56bdd1100171748217.jpg" alt="Shot of the Garage, our showcase venue, filled with people playing games." /></p>
|
||||
<p>In no particular order:</p>
|
||||
<ul>
|
||||
<li><a href="https://store.steampowered.com/app/1941420/Burrito_Bear/">Burrito Bear by SpaceOrca</a>: Eat burritos, avoid garbage in three bold, beautiful, shiny dimensions.</li>
|
||||
<li><a href="https://store.steampowered.com/app/3660860/Turnip_Boy_Steals_the_Mail/">Turnip Boy Steals the Mail by Snoozy Kanoo</a>: A free new Turnip Boy adventure.</li>
|
||||
<li><a href="https://store.steampowered.com/app/1712700/Memori/">Memori by PracticalNPC</a>: A precision pixel platformer with challenging puzzles.</li>
|
||||
<li><a href="https://store.steampowered.com/app/2477750/Dunderbeck/">Dunderbeck by RUST LTD</a>: Fight, build, and eat your way across the mythical land of Cincinatti.</li>
|
||||
<li><a href="https://store.steampowered.com/app/2840590/no_signal/">no signal by exodrifter</a>: An emotional point-and-click hard sci-fi adventure.</li>
|
||||
<li><a href="https://store.steampowered.com/app/3293350/Dantes_9/">Dante’s 9 by John D</a>: A roguelite action-platformer fused with a deckbuilder.</li>
|
||||
<li><a href="https://store.steampowered.com/app/3186280/Dukkido/">Dukkido by MariSuCho</a>: A physics-based action-RTS, featuring large handcrafted levels and dungeons.</li>
|
||||
<li><a href="https://store.steampowered.com/app/3211750/Neongarten/">Neongarten by Moonroof Studios</a>: A minimalist cyberpunk city builder.</li>
|
||||
<li><a href="https://www.comfymitten.games/devlog/turntide-tales">TurnTide Tales by Comfy Mitten</a>: An epic swashbuckling adventure across the high seas with a daring crew.</li>
|
||||
</ul>
|
||||
<p><img src="/storage/blog/godotcon-us-2025/56bdd11005214.webp" alt="Someone playing on a controller at the Turnip Boy Steals the Mail table." /></p>
|
||||
<p>We also had some other cool stuff on display!</p>
|
||||
<ul>
|
||||
<li><a href="https://xogot.com/">Xogot</a>: The Godot editor on an iPad native interface.</li>
|
||||
<li><a href="https://www.youtube.com/watch?v=b-NQg4g9o0Q">Sweet Spot</a>: An interactive art exhibit by Michael Berthaud.</li>
|
||||
<li><a href="https://migeran.com/">Godot Beyond Games</a>: Migeran showed their AR / VR / XR / Mobile / Web / Robotics uses of Godot Engine for non-game work.</li>
|
||||
<li><a href="https://www.endlessglobal.com/foundation/access">Endless Access</a>: An education platform with lots of neat Godot integrations.</li>
|
||||
</ul>
|
||||
<p>Many thanks go to our small group of volunteers who helped everything run smoothly. Volunteers who did tons of design work. Volunteers who helped talks run smoothly. Volunteers who basically lived at the badge and merch tables and helped us pack our awesome swag bags.</p>
|
||||
<p><img src="/storage/blog/godotcon-us-2025/56bdd110020250508221757.webp" alt="A table of goods collected at GodotCon. Godot branded tote, Buckshot Roulette sticker packs, cards and stickers from the showcase games, badge, pins, and the GodotCon Anthology Mixtape" /><img src="/storage/blog/godotcon-us-2025/56bdd11005193.webp" alt="A close-up shot of the GodotCon T-shirt that was for sale." /></p>
|
||||
<p>(Speaking of swag bags, how cool was our awesome Anthology “cassette” that included games, demos, and experiments by our speakers and showcasers!?)</p>
|
||||
<p><img src="/storage/blog/godotcon-us-2025/56bdd110020250506231922551.webp" alt="A glamour shot of the GodotCon Anthology Mixtape." /></p>
|
||||
<h1 id="the-future">The future</h1>
|
||||
<p>When we first mentioned GodotCon Boston, folks were disappointed at the thought of missing a Godot event in Europe. Well, let that thought drift away. Although the name might be different, we’ve got Europe’s Godot Engine event, <a href="https://godotfest.com/">GodotFest happening in November</a>, and the Godot Foundation has already started organizing the GodotCon EU 2026. Get your tickets for GodotFest now! The prices were just lowered, but they go up starting in October.</p>
|
||||
<p><em>But what about GodotCon in the US!?</em></p>
|
||||
<p>You’re hearing it here first. GodotCon US will take place in <strong>Boston</strong> again next year. Putting on GodotCon to this level takes a large effort. The Boston Godot User Group put on a well-organized event. This time they have an entire year to prepare for something even bigger and better.</p>
|
||||
<p><em>Do you want to put on the next GodotCon in your city?</em> Let’s make it happen! Reach out and get a conversation started. GodotCon loves to travel, but there are a few things we’d prefer to see from a potential GodotCon site:</p>
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<ul>
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<li>An experienced, dedicated game development group. It’s hard to trust a group that hasn’t been around for a year to stick together for another. (Besides, you need a large pool of volunteers!)</li>
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<li>Some organizing experience.</li>
|
||||
<li>Somewhere easy to travel to.</li>
|
||||
</ul>
|
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<p>Our GodotCon organizers would love to work with you and get you to successfully host an event.</p>
|
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<h1 id="the-support">The support</h1>
|
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<p>If you’d like to help keep GodotCon running, please consider <a href="https://fund.godotengine.org/">supporting the Godot Foundation</a>. Our goal for these events is always to try and keep the cost low so that more of the community can participate. Financial support from the Godot Foundation and sponsorships helps us to do so.</p></description><category>Events</category><guid>https://godotengine.org/article/godotcon-us-2025-wrapup/</guid><dc:creator>Chad Stewart</dc:creator><pubDate>Wed, 01 Oct 2025 14:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/godotcon-us-2025/looking-back-godotcon-2025.webp</image></item></channel></rss>
|
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<p><a class="btn" href="https://fund.godotengine.org/">Donate now</a></p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-5-1-rc-1/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Thu, 02 Oct 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-5-1-rc-1.webp</image></item></channel></rss>
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