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<?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>
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<?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>
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<p>In Godot 4.6, IK is back in 3D!</p>
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<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture01.webp" alt="IK on the table" /></p>
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<p>Of course, “IK” means inverse kinematics.</p>
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<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>
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<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>
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<p>This blog post will explain that journey.</p>
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<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture02.webp" alt="Journey is begun" /></p>
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<h1 id="godot-44">Godot 4.4</h1>
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<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>
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<h2 id="skeletonmodifier3d--lookatmodifier3d">SkeletonModifier3D / LookAtModifier3D</h2>
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||||
<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>
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<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" />
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</video>
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<h2 id="retargetmodifier3d">RetargetModifier3D</h2>
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<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>
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<p>As this concern became a certainty, I attempted to preserve bone rests by implementing <code class="language-plaintext highlighter-rouge">RetargetModifier3D</code>.</p>
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<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-retarget-modifier-3d.webp" alt="Inspector of RetargetModifier3D" /></p>
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<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>
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<h1 id="godot-45">Godot 4.5</h1>
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<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>
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<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>
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<h2 id="springbonesimulator3d">SpringBoneSimulator3D</h2>
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<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" />
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</video>
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<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>
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<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-spring-bone-simulator-3d.webp" alt="Inspector of SpringBoneSimulator3D" /></p>
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<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>
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<h2 id="boneconstraint3d-and-3-child-classes">BoneConstraint3D (and 3 child classes)</h2>
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<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>
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<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>
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<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-bone-constraint-3d.webp" alt="Inspector of BoneConstraint3D" /></p>
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<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>
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<h1 id="godot-46">Godot 4.6</h1>
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<p>Finally, I began implementing IK in Godot 4.6.</p>
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<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" />
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</video>
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<h2 id="ikmodifier3d-and-7-child-classes">IKModifier3D (and 7 child classes)</h2>
|
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<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>
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<p>Therefore, <code class="language-plaintext highlighter-rouge">IKModifier3D</code> has the following child classes:</p>
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<ul>
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<li>IKModifier3D
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<ul>
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<li>TwoBoneIK3D</li>
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<li>ChainIK3D
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<ul>
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<li>SplineIK3D</li>
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<li>IterateIK3D
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<ul>
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<li>FABRIK3D</li>
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||||
<li>CCDIK3D</li>
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||||
<li>JacobianIK3D</li>
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</ul>
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</li>
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</ul>
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</li>
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</ul>
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</li>
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</ul>
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<p>When implementing those IKs, I made sure to keep them to the minimum functions.</p>
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<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>
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<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>
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||||
<p>The following are the improvements and additions made in Godot 4.6 to make the IK results look better.</p>
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<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>
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<p>This tweaking allows <code class="language-plaintext highlighter-rouge">BoneConstraint3D</code> to be used to perform these additional rotations.</p>
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<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" />
|
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</video>
|
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<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>
|
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<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>
|
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<p><code class="language-plaintext highlighter-rouge">BoneTwistDisperser3D</code> provides a simple way to achieve that process.</p>
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<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" />
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</video>
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||||
<h2 id="limitangularvelocitymodifier3d">LimitAngularVelocityModifier3D</h2>
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<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>
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||||
<p>However, it’s worth learning that there are two types of IK.</p>
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<h2 id="deterministic-ik">Deterministic IK</h2>
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||||
<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>
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||||
<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>
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||||
<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>
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||||
<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>
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||||
<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" />
|
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</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>
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||||
<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>
|
||||
<ul>
|
||||
<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>
|
||||
<li>Some organizing experience.</li>
|
||||
<li>Somewhere easy to travel to.</li>
|
||||
</ul>
|
||||
<p>Our GodotCon organizers would love to work with you and get you to successfully host an event.</p>
|
||||
<h1 id="the-support">The support</h1>
|
||||
<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>
|
||||
<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>
|
||||
Reference in New Issue
Block a user