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<span style=margin-left:.75rem;font-size:90%>Photo by Joshua Bemenderfer</span></figcaption><img src=/storage/blog/covers/godotcon-boston-2025-android-xr.webp title alt=" Photo by Joshua Bemenderfer" class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>What's New in Android & XR
</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/fredia.jpg alt="Fredia Huya-Kouadio" loading=lazy>
<span class=by>Fredia Huya-Kouadio</span></div><span class=date data-post-date="2025-06-23 18:00:00 +0000">23 June 2025</span></div><div class=tags><a href=/blog/events><div class="tag active">Events</div></a><a href=/blog/progress-report><div class="tag active">Progress Report</div></a></div></div><div class=article-body><h1 id=whats-new-in-xr--android>Whats New in XR & Android</h1><h2 id=godotcon-2025-recap>GodotCon 2025 recap</h2><p>A few weeks ago during <a href=https://conference.godotengine.org/2025/>GodotCon Boston 2025</a>, <a href=https://github.com/dsnopek>David Snopek</a>, <a href=https://github.com/devloglogan>Logan Lang</a> and <a href=https://github.com/m4gr3d>I</a> gave the latest updates on the state of Android and XR for the Godot engine.<p><em>Please note that the VOD isnt available yet. The link to the recording will be added to the article once available. In the meantime, you can access <a href="https://docs.google.com/presentation/d/1iIcmggtFyx0FMO-WLP9U2j3Mf_i5miw3Cn0pq-KJXx4/edit?slide=id.g34aac9b6122_2_45#slide=id.g34aac9b6122_2_45">the slides of the presentation</a>.</em><h1 id=android--xr-editor>Android & XR editor</h1><h2 id=android-editor>Android editor</h2><p><img alt="Android editor on phone" src=/storage/blog/godotcon-2025-android-xr/android-editor.webp><p>An update on the Android editor is long overdue. Since <a href=https://godotengine.org/article/android_godot_editor_play_store_beta_release/>its release in 2023</a>, the Android editor has been available on the <a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">Google Play store</a> and on <a href=https://godotengine.org/download/android/>Godots download page</a> with support for all Android devices (e.g.: phones, foldables, tablets, Chromebooks, and others).<p>Last fall, during GodotCon 2024, we announced that the Android editor had <strong>~850K device installs</strong> from the Google Play store. Over the last 6 months, installs grew by another <strong>~365K</strong> for a total of <strong>1.2M device installs</strong> by GodotCon (Boston) 2025. This corresponds to over <strong>~2000+ daily installs</strong> with over <strong>~90K monthly active users</strong>.<p><img alt="Android editor device installs 2025" src=/storage/blog/godotcon-2025-android-xr/godot-android-editor-device-install-2025.webp><p>From the Google Play store data, we made a few interesting observations worth diving into.<h3 id=most-installs-are-from-brazil--india>Most installs are from Brazil + India</h3><p>Brazil and India make up <strong>26%</strong> of installs with <strong>17%</strong> coming from Brazil and <strong>9%</strong> coming from India.<p><img alt="Android editor device installs percentage by country" src=/storage/blog/godotcon-2025-android-xr/godot-android-editor-countries-installs-2025.webp><p>From this data point, we can observe how the Android editor is helping to lower the barrier of entry to game dev by allowing users in Brazil, India, and other countries to make use of cheaper and more accessible Android devices for game development.<h3 id=most-installs-are-on-phones>Most installs are on phones!</h3><p>According to the data, ~87% of installs are on phones.<p><img alt="Android editor device installs by form-factor percentage" src=/storage/blog/godotcon-2025-android-xr/godot-android-editor-device-type-percentage-2025.webp><p>In the <a href=https://godotengine.org/article/android_godot_editor_play_store_beta_release/>Android editor release blog post</a>, we mention it being optimized for large form-factor devices (e.g.: foldables, tablets, Chromebooks), so we expected those types of devices to be driving the installs. However, from the data it can be seen that tablets and Chromebooks only make up <strong>~10.6%</strong> of installs. So while the experience is still unoptimized for phones, for a vast number of users, the Android editor has a valuable use and addresses a valid need on regular Android phones.<p>These data points are driving some of our upcoming work, as in future releases well strive to close the feature parity gap between the Android and desktop versions of the editor, as well as work to improve the Android editor development experience on small form-factor devices like phones.<h2 id=xr-editor>XR editor</h2><video autoplay loop muted playsinline title="Using Meta Quest seamless multitasking to modify XR game in real-time">
<source src=/storage/blog/godot-editor-horizon-store-early-access-release/xr_game_live_modifications.mp4?1 type=video/mp4></video><p><a href=https://godotengine.org/article/godot-editor-horizon-store-early-access-release/>Released in 2024</a> to <a href=https://www.uploadvr.com/godot-engine-standalone-on-quest-horizon-os/>great reception</a>, the XR editor is available on the <a href=https://www.meta.com/experiences/godot-game-engine/7713660705416473/>Meta Horizon store</a> and on <a href=https://godotengine.org/download/android/>Godots download page</a> with support for Quest 3, Quest 3S, and Quest Pro devices.<p>To date, the Godot XR editor is the <strong>only</strong> full game engine <strong>running entirely on standalone XR devices</strong> and providing users with the ability to <strong>develop apps and games with nothing but a standalone XR device</strong>. To highlight that fact, David & Logan recently completed <a href=https://dsnopek.itch.io/expedition-to-blobotopia>a game jam</a> <a href=https://dsnopek.itch.io/expedition-to-blobotopia/devlog/949090/making-a-godot-game-entirely-in-vr-gwj-81-devlog-nr-1>using nothing but the XR editor</a>!<p>Last fall during GodotCon 2024, the XR editor had ~<strong>4K device installs</strong> shortly after release. By GodotCon (Boston) 2025, device installs have grown to <strong>~18.5K</strong> with <strong>~2000 monthly active users</strong>.<p><img alt="Godot XR editor average monthly users" src=/storage/blog/godotcon-2025-android-xr/godot-xr-editor-avg-monthly-users-2025.webp><p>We have a lot planned to improve the user experience in order to make the XR editor a powerful, flexible tool for XR and game development, but first we need to improve the reach of the XR editor and make it cross-platform.<br>To that end, we are working to bring the Godot XR editor to <strong>Pico devices.</strong><p><img alt="Pico device" src=/storage/blog/godotcon-2025-android-xr/pico_device_image.webp><p>Early alpha builds can be found on our <a href=https://github.com/godotengine/godot-builds/releases>GitHub release page</a> with support for both <strong>Pico 4 and Pico 4 Ultra</strong> devices.<p>Weve heard loud and clear the feedback and requests for Quest 2 support, and thanks to recent performance improvements courtesy of W4 Games, were adding <strong>official support for Quest 2</strong> devices as well. You can now download the XR editor to your Quest 2 devices straight from the Meta Horizon store!<h1 id=hybrid-apps>Hybrid Apps</h1><p>Introduced in late 2023, Hybrid Apps are apps that can run both in <strong>Panel</strong> mode or in <strong>Immersive</strong> mode, and are able to <strong>transition between both modes at runtime</strong>. In Panel mode, the app can run side-by-side with other apps, allowing users to multitask. While in Immersive mode, the apps experience is the sole focus and the user is fully immersed in it.<p>The feature provides developers with several benefits:<ul><li>Developers can easily add immersive support to existing apps and games<li>Developers can leverage existing codebase and logic<li>Users can select the interaction mode theyre most comfortable with</ul><p>The Godot XR editor is itself a Hybrid App and has been able to leverage this feature to provide a unique development experience, allowing developers to transition back and forth between the editor window and their immersive projects. With the release of <a href=https://github.com/GodotVR/godot_openxr_vendors/releases/tag/4.0.0-stable>version 4 of the Godot OpenXR Vendors plugin</a>, were bringing the same capabilities to all developers in Godot 4.4.</p><video autoplay loop muted playsinline title="Kenney 3D platformer Hybrid App sample">
<source src=/storage/blog/godotcon-2025-android-xr/godot-hybrid-app-kenney-3d-platformer.mp4?1 type=video/mp4></video><p>By leveraging <strong>v4</strong> of the Godot OpenXR Vendors plugin, developers can build Hybrid Apps straight from the Godot editor. The feature supports all HorizonOS (Quest) devices, with support for Pico devices coming soon!<p>The feature dynamically enables or disables itself based on the target platform. For example, <strong>the same Godot project can run as a regular (panel) app when exported to regular Android devices. And it can run as a full Hybrid App when exported to standalone XR devices</strong>.<br>This allows developers to target multiple audiences, multiple platforms (Android, HorizonOS, PicoOS), and multiple stores (Google Play store, Meta Horizon store, Pico store) with the same project.<p>To learn more about the feature, please check out <a href=https://godotvr.github.io/godot_openxr_vendors/manual/hybrid_apps.html>the documentation</a>.<h1 id=integrating-with-android-apis>Integrating with Android APIs</h1><p>The Android platform has numerous APIs as well as a rich ecosystem of third-party libraries with wide and diverse functionality. Godot has long provided an <a href=https://docs.godotengine.org/en/stable/tutorials/platform/android/android_plugin.html>Android plugin system</a> which enables developers to create a Godot interface in order to access and use Android APIs or third-party libraries in their projects.<p>Writing an Android plugin however requires knowledge of Java or Kotlin code, which most Godot developers do not have. As such there are many Android APIs and third-party libraries that dont have a Godot plugin that Godot developers can interface with. In fact, this is one of the main reasons that developers cite for not being able to switch to Godot from other game engines.<p>To address this, weve introduced a couple of tools in Godot 4.4 to simplify the process for developers to <strong>access Android APIs and third-party libraries</strong>.<h2 id=javaclasswrapper-and-androidruntime-plugin>JavaClassWrapper and AndroidRuntime plugin</h2><p><strong>JavaClassWrapper</strong> is a Godot singleton which allows for creating instances of Java and Kotlin classes and calling methods on them using only GDScript, C#, or GDExtension.<p><strong>AndroidRuntime plugin</strong> is a built-in Godot Android plugin that provides access to various Android lifecycle and runtime objects.<p>Coupling the two together allows developers to access and use Android APIs without switching away from GDScript, or using any tools aside from Godot itself.<br>This is <strong>huge</strong> for the adoption of Godot for Android development, as it allows developers to quickly integrate Android functionality without having to make a Java or Kotlin plugin!<p>For example, this code snippet is all that developers need to access and use the <a href=https://developer.android.com/reference/android/os/Vibrator>Android Vibrator system service</a>:<div class="language-gdscript highlighter-rouge"><div class=highlight><pre class=highlight><code> <span class=c1># Retrieve the AndroidRuntime singleton</span>
<span class=k>var</span> <span class=n>android_runtime</span> <span class=o>=</span> <span class=n>Engine</span><span class=o>.</span><span class=n>get_singleton</span><span class=p>(</span><span class=s2>"AndroidRuntime"</span><span class=p>)</span>
<span class=k>if</span> <span class=n>android_runtime</span><span class=p>:</span>
<span class=c1># Retrieve the Android Vibrator system service and check if the device supports it</span>
<span class=k>var</span> <span class=n>vibrator_service</span> <span class=o>=</span> <span class=n>android_runtime</span><span class=o>.</span><span class=n>getApplicationContext</span><span class=p>()</span><span class=o>.</span><span class=n>getSystemService</span><span class=p>(</span><span class=s2>"vibrator"</span><span class=p>)</span>
<span class=k>if</span> <span class=n>vibrator_service</span> <span class=ow>and</span> <span class=n>vibrator_service</span><span class=o>.</span><span class=n>hasVibrator</span><span class=p>():</span>
<span class=c1># Configure and run a VibrationEffect </span>
<span class=k>var</span> <span class=n>VibrationEffect</span> <span class=o>=</span> <span class=n>JavaClassWrapper</span><span class=o>.</span><span class=n>wrap</span><span class=p>(</span><span class=s2>"android.os.VibrationEffect"</span><span class=p>)</span>
<span class=k>var</span> <span class=n>effect</span> <span class=o>=</span> <span class=n>VibrationEffect</span><span class=o>.</span><span class=n>createOneShot</span><span class=p>(</span><span class=mi>500</span><span class=p>,</span> <span class=n>VibrationEffect</span><span class=o>.</span><span class=n>DEFAULT_AMPLITUDE</span><span class=p>)</span>
<span class=n>vibrator_service</span><span class=o>.</span><span class=n>vibrate</span><span class=p>(</span><span class=n>effect</span><span class=p>)</span>
</code></pre></div></div><p>To learn more about these new capabilities, please check out the <a href=https://docs.godotengine.org/en/latest/tutorials/platform/android/javaclasswrapper_and_androidruntimeplugin.html>documentation</a>.<h1 id=and-more>And more!</h1><p>Theres plenty more we covered in our GodotCon talk. For the full content, please check out <a href="https://docs.google.com/presentation/d/1iIcmggtFyx0FMO-WLP9U2j3Mf_i5miw3Cn0pq-KJXx4/edit?slide=id.g34aac9b6122_2_45#slide=id.g34aac9b6122_2_45">the slides of the presentation</a>.<p><em>Please note that the VOD isnt available yet. The link to the recording will be added to the article once available.</em><p>Many thanks to the <a href=https://www.meetup.com/bostongamedev/>Boston Game Dev</a> and the <a href=https://www.meetup.com/bostongamedev/events/298734856/>Boston Godot Users Group</a> for making this event happen.</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<?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>2025-06-21T22:41:23+00:00</updated><id>https://godotengine.org/</id><entry><title>Dev snapshot: Godot 4.5 beta 1</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/"/><updated>2025-06-18T22:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</id><summary>Godot 4.5 has entered beta and is now feature-complete!</summary><content type="html">&lt;p>The first beta release for the 4.5 release cycle has come at last, and with it a plethora of outstanding bugs to be squashed. Contributors are encouraged to focus exclusively on fixing &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5">regressions&lt;/a>, as we are now in feature-freeze and will not be merging new features at this stage of development (aside from a couple of pre-approved exceptions scheduled for beta 2).&lt;/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>2025-06-23T09:36:19+00:00</updated><id>https://godotengine.org/</id><entry><title>What's New in Android &amp; XR</title><link href="https://godotengine.org/article/godotcon-2025-xr-android-recap/"/><updated>2025-06-23T18:00:00+00:00</updated><id>https://godotengine.org/article/godotcon-2025-xr-android-recap/</id><summary>Recap of the Android &amp; XR updates during GodotCon 2025</summary><content type="html">&lt;h1 id="whats-new-in-xr--android">Whats New in XR &amp;amp; Android&lt;/h1>
&lt;h2 id="godotcon-2025-recap">GodotCon 2025 recap&lt;/h2>
&lt;p>A few weeks ago during &lt;a href="https://conference.godotengine.org/2025/">GodotCon Boston 2025&lt;/a>, &lt;a href="https://github.com/dsnopek">David Snopek&lt;/a>, &lt;a href="https://github.com/devloglogan">Logan Lang&lt;/a> and &lt;a href="https://github.com/m4gr3d">I&lt;/a> gave the latest updates on the state of Android and XR for the Godot engine.&lt;/p>
&lt;p>&lt;em>Please note that the VOD isnt available yet. The link to the recording will be added to the article once available. In the meantime, you can access &lt;a href="https://docs.google.com/presentation/d/1iIcmggtFyx0FMO-WLP9U2j3Mf_i5miw3Cn0pq-KJXx4/edit?slide=id.g34aac9b6122_2_45#slide=id.g34aac9b6122_2_45">the slides of the presentation&lt;/a>.&lt;/em>&lt;/p>
&lt;h1 id="android--xr-editor">Android &amp;amp; XR editor&lt;/h1>
&lt;h2 id="android-editor">Android editor&lt;/h2>
&lt;p>&lt;img alt="Android editor on phone" src="/storage/blog/godotcon-2025-android-xr/android-editor.webp" />&lt;/p>
&lt;p>An update on the Android editor is long overdue. Since &lt;a href="https://godotengine.org/article/android_godot_editor_play_store_beta_release/">its release in 2023&lt;/a>, the Android editor has been available on the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">Google Play store&lt;/a> and on &lt;a href="https://godotengine.org/download/android/">Godots download page&lt;/a> with support for all Android devices (e.g.: phones, foldables, tablets, Chromebooks, and others).&lt;/p>
&lt;p>Last fall, during GodotCon 2024, we announced that the Android editor had &lt;strong>~850K device installs&lt;/strong> from the Google Play store. Over the last 6 months, installs grew by another &lt;strong>~365K&lt;/strong> for a total of &lt;strong>1.2M device installs&lt;/strong> by GodotCon (Boston) 2025. This corresponds to over &lt;strong>~2000+ daily installs&lt;/strong> with over &lt;strong>~90K monthly active users&lt;/strong>.&lt;/p>
&lt;p>&lt;img alt="Android editor device installs 2025" src="/storage/blog/godotcon-2025-android-xr/godot-android-editor-device-install-2025.webp" />&lt;/p>
&lt;p>From the Google Play store data, we made a few interesting observations worth diving into.&lt;/p>
&lt;h3 id="most-installs-are-from-brazil--india">Most installs are from Brazil + India&lt;/h3>
&lt;p>Brazil and India make up &lt;strong>26%&lt;/strong> of installs with &lt;strong>17%&lt;/strong> coming from Brazil and &lt;strong>9%&lt;/strong> coming from India.&lt;/p>
&lt;p>&lt;img alt="Android editor device installs percentage by country" src="/storage/blog/godotcon-2025-android-xr/godot-android-editor-countries-installs-2025.webp" />&lt;/p>
&lt;p>From this data point, we can observe how the Android editor is helping to lower the barrier of entry to game dev by allowing users in Brazil, India, and other countries to make use of cheaper and more accessible Android devices for game development.&lt;/p>
&lt;h3 id="most-installs-are-on-phones">Most installs are on phones!&lt;/h3>
&lt;p>According to the data, ~87% of installs are on phones.&lt;/p>
&lt;p>&lt;img alt="Android editor device installs by form-factor percentage" src="/storage/blog/godotcon-2025-android-xr/godot-android-editor-device-type-percentage-2025.webp" />&lt;/p>
&lt;p>In the &lt;a href="https://godotengine.org/article/android_godot_editor_play_store_beta_release/">Android editor release blog post&lt;/a>, we mention it being optimized for large form-factor devices (e.g.: foldables, tablets, Chromebooks), so we expected those types of devices to be driving the installs. However, from the data it can be seen that tablets and Chromebooks only make up &lt;strong>~10.6%&lt;/strong> of installs. So while the experience is still unoptimized for phones, for a vast number of users, the Android editor has a valuable use and addresses a valid need on regular Android phones.&lt;/p>
&lt;p>These data points are driving some of our upcoming work, as in future releases well strive to close the feature parity gap between the Android and desktop versions of the editor, as well as work to improve the Android editor development experience on small form-factor devices like phones.&lt;/p>
&lt;h2 id="xr-editor">XR editor&lt;/h2>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Using Meta Quest seamless multitasking to modify XR game in real-time">
&lt;source src="/storage/blog/godot-editor-horizon-store-early-access-release/xr_game_live_modifications.mp4?1" type="video/mp4" />
&lt;/video>
&lt;p>&lt;a href="https://godotengine.org/article/godot-editor-horizon-store-early-access-release/">Released in 2024&lt;/a> to &lt;a href="https://www.uploadvr.com/godot-engine-standalone-on-quest-horizon-os/">great reception&lt;/a>, the XR editor is available on the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">Meta Horizon store&lt;/a> and on &lt;a href="https://godotengine.org/download/android/">Godots download page&lt;/a> with support for Quest 3, Quest 3S, and Quest Pro devices.&lt;/p>
&lt;p>To date, the Godot XR editor is the &lt;strong>only&lt;/strong> full game engine &lt;strong>running entirely on standalone XR devices&lt;/strong> and providing users with the ability to &lt;strong>develop apps and games with nothing but a standalone XR device&lt;/strong>. To highlight that fact, David &amp;amp; Logan recently completed &lt;a href="https://dsnopek.itch.io/expedition-to-blobotopia">a game jam&lt;/a> &lt;a href="https://dsnopek.itch.io/expedition-to-blobotopia/devlog/949090/making-a-godot-game-entirely-in-vr-gwj-81-devlog-nr-1">using nothing but the XR editor&lt;/a>!&lt;/p>
&lt;p>Last fall during GodotCon 2024, the XR editor had ~&lt;strong>4K device installs&lt;/strong> shortly after release. By GodotCon (Boston) 2025, device installs have grown to &lt;strong>~18.5K&lt;/strong> with &lt;strong>~2000 monthly active users&lt;/strong>.&lt;/p>
&lt;p>&lt;img alt="Godot XR editor average monthly users" src="/storage/blog/godotcon-2025-android-xr/godot-xr-editor-avg-monthly-users-2025.webp" />&lt;/p>
&lt;p>We have a lot planned to improve the user experience in order to make the XR editor a powerful, flexible tool for XR and game development, but first we need to improve the reach of the XR editor and make it cross-platform.&lt;br />
To that end, we are working to bring the Godot XR editor to &lt;strong>Pico devices.&lt;/strong>&lt;/p>
&lt;p>&lt;img alt="Pico device" src="/storage/blog/godotcon-2025-android-xr/pico_device_image.webp" />&lt;/p>
&lt;p>Early alpha builds can be found on our &lt;a href="https://github.com/godotengine/godot-builds/releases">GitHub release page&lt;/a> with support for both &lt;strong>Pico 4 and Pico 4 Ultra&lt;/strong> devices.&lt;/p>
&lt;p>Weve heard loud and clear the feedback and requests for Quest 2 support, and thanks to recent performance improvements courtesy of W4 Games, were adding &lt;strong>official support for Quest 2&lt;/strong> devices as well. You can now download the XR editor to your Quest 2 devices straight from the Meta Horizon store!&lt;/p>
&lt;h1 id="hybrid-apps">Hybrid Apps&lt;/h1>
&lt;p>Introduced in late 2023, Hybrid Apps are apps that can run both in &lt;strong>Panel&lt;/strong> mode or in &lt;strong>Immersive&lt;/strong> mode, and are able to &lt;strong>transition between both modes at runtime&lt;/strong>. In Panel mode, the app can run side-by-side with other apps, allowing users to multitask. While in Immersive mode, the apps experience is the sole focus and the user is fully immersed in it.&lt;/p>
&lt;p>The feature provides developers with several benefits:&lt;/p>
&lt;ul>
&lt;li>Developers can easily add immersive support to existing apps and games&lt;/li>
&lt;li>Developers can leverage existing codebase and logic&lt;/li>
&lt;li>Users can select the interaction mode theyre most comfortable with&lt;/li>
&lt;/ul>
&lt;p>The Godot XR editor is itself a Hybrid App and has been able to leverage this feature to provide a unique development experience, allowing developers to transition back and forth between the editor window and their immersive projects. With the release of &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/4.0.0-stable">version 4 of the Godot OpenXR Vendors plugin&lt;/a>, were bringing the same capabilities to all developers in Godot 4.4.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Kenney 3D platformer Hybrid App sample">
&lt;source src="/storage/blog/godotcon-2025-android-xr/godot-hybrid-app-kenney-3d-platformer.mp4?1" type="video/mp4" />
&lt;/video>
&lt;p>By leveraging &lt;strong>v4&lt;/strong> of the Godot OpenXR Vendors plugin, developers can build Hybrid Apps straight from the Godot editor. The feature supports all HorizonOS (Quest) devices, with support for Pico devices coming soon!&lt;/p>
&lt;p>The feature dynamically enables or disables itself based on the target platform. For example, &lt;strong>the same Godot project can run as a regular (panel) app when exported to regular Android devices. And it can run as a full Hybrid App when exported to standalone XR devices&lt;/strong>.&lt;br />
This allows developers to target multiple audiences, multiple platforms (Android, HorizonOS, PicoOS), and multiple stores (Google Play store, Meta Horizon store, Pico store) with the same project.&lt;/p>
&lt;p>To learn more about the feature, please check out &lt;a href="https://godotvr.github.io/godot_openxr_vendors/manual/hybrid_apps.html">the documentation&lt;/a>.&lt;/p>
&lt;h1 id="integrating-with-android-apis">Integrating with Android APIs&lt;/h1>
&lt;p>The Android platform has numerous APIs as well as a rich ecosystem of third-party libraries with wide and diverse functionality. Godot has long provided an &lt;a href="https://docs.godotengine.org/en/stable/tutorials/platform/android/android_plugin.html">Android plugin system&lt;/a> which enables developers to create a Godot interface in order to access and use Android APIs or third-party libraries in their projects.&lt;/p>
&lt;p>Writing an Android plugin however requires knowledge of Java or Kotlin code, which most Godot developers do not have. As such there are many Android APIs and third-party libraries that dont have a Godot plugin that Godot developers can interface with. In fact, this is one of the main reasons that developers cite for not being able to switch to Godot from other game engines.&lt;/p>
&lt;p>To address this, weve introduced a couple of tools in Godot 4.4 to simplify the process for developers to &lt;strong>access Android APIs and third-party libraries&lt;/strong>.&lt;/p>
&lt;h2 id="javaclasswrapper-and-androidruntime-plugin">JavaClassWrapper and AndroidRuntime plugin&lt;/h2>
&lt;p>&lt;strong>JavaClassWrapper&lt;/strong> is a Godot singleton which allows for creating instances of Java and Kotlin classes and calling methods on them using only GDScript, C#, or GDExtension.&lt;/p>
&lt;p>&lt;strong>AndroidRuntime plugin&lt;/strong> is a built-in Godot Android plugin that provides access to various Android lifecycle and runtime objects.&lt;/p>
&lt;p>Coupling the two together allows developers to access and use Android APIs without switching away from GDScript, or using any tools aside from Godot itself.&lt;br />
This is &lt;strong>huge&lt;/strong> for the adoption of Godot for Android development, as it allows developers to quickly integrate Android functionality without having to make a Java or Kotlin plugin!&lt;/p>
&lt;p>For example, this code snippet is all that developers need to access and use the &lt;a href="https://developer.android.com/reference/android/os/Vibrator">Android Vibrator system service&lt;/a>:&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code> &lt;span class="c1"># Retrieve the AndroidRuntime singleton&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">android_runtime&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">Engine&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">get_singleton&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"AndroidRuntime"&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">if&lt;/span> &lt;span class="n">android_runtime&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="c1"># Retrieve the Android Vibrator system service and check if the device supports it&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">vibrator_service&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">android_runtime&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">getApplicationContext&lt;/span>&lt;span class="p">()&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">getSystemService&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"vibrator"&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">if&lt;/span> &lt;span class="n">vibrator_service&lt;/span> &lt;span class="ow">and&lt;/span> &lt;span class="n">vibrator_service&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">hasVibrator&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="c1"># Configure and run a VibrationEffect &lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">VibrationEffect&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">JavaClassWrapper&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">wrap&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"android.os.VibrationEffect"&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">effect&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">VibrationEffect&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">createOneShot&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">500&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">VibrationEffect&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">DEFAULT_AMPLITUDE&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">vibrator_service&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">vibrate&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">effect&lt;/span>&lt;span class="p">)&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>To learn more about these new capabilities, please check out the &lt;a href="https://docs.godotengine.org/en/latest/tutorials/platform/android/javaclasswrapper_and_androidruntimeplugin.html">documentation&lt;/a>.&lt;/p>
&lt;h1 id="and-more">And more!&lt;/h1>
&lt;p>Theres plenty more we covered in our GodotCon talk. For the full content, please check out &lt;a href="https://docs.google.com/presentation/d/1iIcmggtFyx0FMO-WLP9U2j3Mf_i5miw3Cn0pq-KJXx4/edit?slide=id.g34aac9b6122_2_45#slide=id.g34aac9b6122_2_45">the slides of the presentation&lt;/a>.&lt;/p>
&lt;p>&lt;em>Please note that the VOD isnt available yet. The link to the recording will be added to the article once available.&lt;/em>&lt;/p>
&lt;p>Many thanks to the &lt;a href="https://www.meetup.com/bostongamedev/">Boston Game Dev&lt;/a> and the &lt;a href="https://www.meetup.com/bostongamedev/events/298734856/">Boston Godot Users Group&lt;/a> for making this event happen.&lt;/p></content><author><name>Fredia Huya-Kouadio</name></author><category term="Events"/><category term="Progress Report"/></entry><entry><title>Dev snapshot: Godot 4.5 beta 1</title><link href="https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/"/><updated>2025-06-18T22:00:00+00:00</updated><id>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</id><summary>Godot 4.5 has entered beta and is now feature-complete!</summary><content type="html">&lt;p>The first beta release for the 4.5 release cycle has come at last, and with it a plethora of outstanding bugs to be squashed. Contributors are encouraged to focus exclusively on fixing &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5">regressions&lt;/a>, as we are now in feature-freeze and will not be merging new features at this stage of development (aside from a couple of pre-approved exceptions scheduled for beta 2).&lt;/p>
&lt;p>For those interested in aiding us on our quest to squash any bugs that come up during this time, we encourage you to join our recent bug-hunting sprints. Helmed by our new head of the Bugsquad, &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a> has taken to hosting regular sprints for tackling various bugs within the Godot repo, organized such that everyone can easily gather behind a given theme to make chunks of fixes as seamlessly and speedily as possible. This will be our fourth sprint of this type, with an associated discussion &lt;a href="https://chat.godotengine.org/channel/dNtaAGsF2ifAjZ57P">already prepared&lt;/a>. See the &lt;a href="https://github.com/godotengine/godot-maintainers-docs/blob/main/bug-triage/introduction.md">Bug Triage Introduction&lt;/a> for more information, and join the &lt;a href="https://chat.godotengine.org/channel/bugsquad">&lt;code class="language-plaintext highlighter-rouge">#bugsquad&lt;/code>&lt;/a> and &lt;a href="https://chat.godotengine.org/channel/bugsquad-sprints">&lt;code class="language-plaintext highlighter-rouge">#bugsquad-sprints&lt;/code>&lt;/a> channels on our developer RocketChat to participate!&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also &lt;a href="https://editor.godotengine.org/releases/4.5.beta1/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
@@ -5112,394 +5186,4 @@ While engine maintainers try their best to ensure that each preview snapshot and
&lt;h2 id="support">Support&lt;/h2>
&lt;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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></content><author><name>Thaddeus Crews</name></author><category term="Pre-release"/></entry><entry><title>2024 Cherry-picks</title><link href="https://godotengine.org/article/2024-cherry-picks/"/><updated>2025-01-28T17:00:00+00:00</updated><id>https://godotengine.org/article/2024-cherry-picks/</id><summary>Over the course of 2024, the Godot project has amassed more new features and community highlights than any one person can keep track of. To ensure you did not miss anything essential, we have selected a few memorable moments and key updates to revisit together.</summary><content type="html">&lt;style>
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&lt;p>And with that, the 2024 season comes to an end. What a year it has been, with the number of Godot submissions in game jams rising to new heights, &lt;a href="https://godotengine.org/article/godot-foundation-update-dec-2024/">more people working for the Godot Foundation than ever before&lt;/a>, and most industry award shows featuring one if not more games made with Godot.&lt;/p>
&lt;p>A busy year inside the project as well. Too much to compile into a single article, unless you want to read pages of meeting notes and technical documentation. So instead, we chose to celebrate the past by looking back at one cherry-pick per month, something you might have missed during the scuffle but is worth learning about even now.&lt;/p>
&lt;p>This could be an event the team attended, a major project milestone being reached, or a fun moment online the Godot community gathered around. Likewise, we looked at the release dates of notable &lt;a href="https://steamdb.info/tech/Engine/Godot/">Godot games on Steam&lt;/a> and decided to introduce you to some favorites alongside our own organizational news. The separate tech highlight section might even introduce you to a feature or two you missed out on so far.&lt;/p>
&lt;p>But before we get started, let us sneak in an announcement: this blog post is part of our newsletter project, premiering this January. &lt;a href="https://godot.news/subscription/form">Subscribe to “The Nodeletter”&lt;/a> to get a regular digest of Godot Engine news directly in your email inbox!&lt;/p>
&lt;h1 id="tech-highlights">Tech Highlights&lt;/h1>
&lt;p>To be frank: there is no good way to summarize the work of hundreds of contributors across the span of an entire year without leaving out something important. The closest we can feasibly get are the &lt;a href="https://godotengine.org/releases/4.3/">Godot 4.3 release page&lt;/a>, and the newly published &lt;a href="https://godotengine.org/article/dev-snapshot-godot-4-4-beta-1/">Godot 4.4 beta 1 release notes&lt;/a>.&lt;/p>
&lt;p>For the purpose of this retrospective, we approached the engine maintainers directly, asking them to point us at one particularly compelling change they witnessed in their area of expertise. How many of these have you not heard about yet?&lt;/p>
&lt;h3 id="general">General&lt;/h3>
&lt;ul>
&lt;li>&lt;strong>2D:&lt;/strong> &lt;a href="https://docs.godotengine.org/en/stable/tutorials/2d/2d_parallax.html">2D parallax&lt;/a>&lt;/li>
&lt;li>&lt;strong>3D:&lt;/strong> &lt;a href="https://github.com/godotengine/godot/pull/92391">3D physics interpolation&lt;/a>&lt;/li>
&lt;li>&lt;strong>Core:&lt;/strong> &lt;a href="https://github.com/godotengine/godot/pull/78656">Typed dictionaries&lt;/a>&lt;/li>
&lt;li>&lt;strong>Editor:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#editor-layout-ux-improvements-project-manager">Project Manager refresh&lt;/a> and &lt;strong>Android Editor:&lt;/strong> &lt;a href="https://github.com/godotengine/godot/pull/93526">Binary export support&lt;/a>&lt;/li>
&lt;li>&lt;strong>Documentation:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#documenation-commenting-enabled-on-the-online-docs">Comment section added&lt;/a>&lt;/li>
&lt;/ul>
&lt;h3 id="platforms">Platforms&lt;/h3>
&lt;ul>
&lt;li>&lt;strong>Android:&lt;/strong> &lt;a href="https://github.com/godotengine/godot/pull/98350">Native file picker support&lt;/a>&lt;/li>
&lt;li>&lt;strong>Web:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#editor-layout-ux-improvements-project-manager">Single-threaded exports&lt;/a> and &lt;a href="https://godotengine.org/releases/4.3/#web-web-audio">audio samples&lt;/a>&lt;/li>
&lt;li>&lt;strong>Linux:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#display-wayland-support">Wayland support&lt;/a>&lt;/li>
&lt;li>&lt;strong>macOS/iOS:&lt;/strong> &lt;a href="https://godotengine.org/article/dev-snapshot-godot-4-4-dev-1/#metal-rendering-backend">Metal renderer&lt;/a>&lt;/li>
&lt;li>&lt;strong>Windows:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#display-d3d12-driver">Direct3D 12&lt;/a>&lt;/li>
&lt;/ul>
&lt;h3 id="systems">Systems&lt;/h3>
&lt;ul>
&lt;li>&lt;strong>Animation:&lt;/strong> &lt;a href="https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/">Feature migration from Godot 4.0 to 4.3&lt;/a>&lt;/li>
&lt;li>&lt;strong>Audio:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#highlights-interactive-music">Interactive music&lt;/a>&lt;/li>
&lt;li>&lt;strong>Import&lt;/strong>: &lt;a href="https://godotengine.org/article/introducing-the-improved-ufbx-importer-in-godot-4-3/">New ufbx importer&lt;/a>&lt;/li>
&lt;li>&lt;strong>Navigation:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#navigation-splitting-navigation-meshes-into-chunks">Chunk &amp;amp; obstacle baking&lt;/a>&lt;/li>
&lt;li>&lt;strong>Physics:&lt;/strong> &lt;a href="https://github.com/godotengine/godot/pull/99895">Jolt merged&lt;/a>&lt;/li>
&lt;li>&lt;strong>Rendering:&lt;/strong> &lt;a href="https://docs.godotengine.org/en/latest/tutorials/performance/pipeline_compilations.html">Ubershaders&lt;/a>&lt;/li>
&lt;li>&lt;strong>VFX:&lt;/strong> &lt;a href="https://godotengine.org/releases/4.3/#highlights-visual-shader">Visual Shader overhaul&lt;/a>&lt;/li>
&lt;li>&lt;strong>XR:&lt;/strong> &lt;a href="https://godotengine.org/article/godot-editor-horizon-store-early-access-release/">Godot Editor now available on the Meta Horizon Store&lt;/a>&lt;/li>
&lt;/ul>
&lt;h1 id="godot-engine-news">Godot Engine News&lt;/h1>
&lt;h2 id="january">January&lt;/h2>
&lt;p>&lt;img alt="The commit that open-sourced Godot" src="/storage/blog/2024-cherry-picks/commit.webp" />&lt;/p>
&lt;p>Nostalgia became the theme of January, as we compiled a small &lt;a href="https://x.com/godotengine/status/1754601111229497650">game showcase&lt;/a> leading up to Godots 10-year-anniversary (counting from the moment the engine was first open sourced). For every year from 2014 to 2024 we shared two gems found on Steam and itch.io with the community, celebrating an ever growing list of Godot releases since the beginnings of the project.&lt;/p>
&lt;p>Have a look at that &lt;a href="https://github.com/godotengine/godot/commit/0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac">monumental commit&lt;/a> all those years ago!&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="KinitoPET screenshot" src="/storage/blog/2024-cherry-picks/KinitoPET.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2075070/KinitoPET" target="_blank">
&lt;span>KinitoPET&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
Desktop pets have risen to new popularity in 2024. &lt;em>KinitoPET&lt;/em> combines this trend with the evergreen horror genre to bring you a unique experience about virtual assistants.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="february">February&lt;/h2>
&lt;p>As part of our social media expansion, we also created an &lt;a href="https://www.twitch.tv/godotengine_official">official Godot Engine account&lt;/a> on the streaming platform Twitch.&lt;/p>
&lt;p>Using it to check on Godot game development streamers resulted in &lt;a href="https://www.youtube.com/watch?v=Ed9xuwtmoUw">this funny compilation&lt;/a> — both the content creators and their viewers expressed happiness that the communities they had built were being recognized by us.&lt;/p>
&lt;p>Logically, the next step was to hand over the reins of the channel to some of these talented developers directly. You can find the &lt;a href="https://youtube.com/playlist?list=PLeG_dAglpVo5vWX06WyYThUOydLVmb1Iu&amp;amp;si=WBi8qIJEaSHh42NN">takeover recordings&lt;/a> on &lt;a href="https://www.youtube.com/@GodotEngineOfficial">our YouTube&lt;/a>.&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Windowkill screenshot" src="/storage/blog/2024-cherry-picks/Windowkill.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2726450/Windowkill/" target="_blank">
&lt;span>Windowkill&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
Another twist on “gaming directly on a desktop” came in the form of the action roguelike &lt;em>Windowkill&lt;/em>. The twin-stick shooter requires you to keep track of and fight the ever-closing game windows while evading enemies.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="march">March&lt;/h2>
&lt;p>In March, the Godot Foundation team assembled in San Francisco to meet community members at our biggest event booth yet, in the expo hall of the annual Game Developer Conference (GDC). We shared the space with our sponsor &lt;a href="https://www.w4games.com/">W4 Games&lt;/a> and an amazing lineup of &lt;a href="https://godotengine.org/article/gdc-2024-godot-games/">Godot-powered games&lt;/a> that we had the pleasure of inviting.&lt;/p>
&lt;p>&lt;img alt="Group picture at the GDC booth" src="/storage/blog/2024-cherry-picks/gdc.webp" />&lt;/p>
&lt;p>We had a great time, both on the event grounds and at our own gatherings, and made sure to recount our full experience in a &lt;a href="https://godotengine.org/article/gdc-2024-retrospective/">retrospective blog post&lt;/a> — see you this year?&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Backpack Battles screenshot" src="/storage/blog/2024-cherry-picks/Backpack%20Battles.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2427700/Backpack_Battles/" target="_blank">
&lt;span>Backpack Battles&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
&lt;em>Backpack Battles&lt;/em> decided to make inventory management the main game mechanic. The PvP auto-battler with a medieval fantasy theme has quickly gained popularity with content creators!
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="april">April&lt;/h2>
&lt;p>Towards the end of 2023 we &lt;a href="https://godotengine.org/article/collaboration-with-google-forge-2023/">announced a collaboration with Google and The Forge&lt;/a> to improve the performance of our Vulkan mobile backend. The work concluded in April, with the &lt;a href="https://github.com/godotengine/godot/pull/90284">matching PR&lt;/a> being split into the 4.3 and 4.4 releases.&lt;/p>
&lt;p>A few highlights:&lt;/p>
&lt;ul>
&lt;li>Usage of Unified Memory Architecture (UMA) buffers when available&lt;/li>
&lt;li>Add Android &lt;a href="https://developer.android.com/games/optimize/adpf/thermal">Thermal API&lt;/a> support&lt;/li>
&lt;li>Replace large push constants with dynamic uniform buffers&lt;/li>
&lt;li>Optimize descriptor sets and descriptor set batching&lt;/li>
&lt;li>Optimize swapchain operations&lt;/li>
&lt;li>Integrate &lt;a href="https://developer.android.com/games/sdk/frame-pacing">Swappy frame pacing&lt;/a> from the Google AGDK&lt;/li>
&lt;/ul>
&lt;p>Read more about the changes in our &lt;a href="https://godotengine.org/article/update-on-google-forge-2024/">collaboration update&lt;/a>.&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Of Life and Land screenshot" src="/storage/blog/2024-cherry-picks/Of%20Life%20and%20Land.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/1733110/Of_Life_and_Land/" target="_blank">
&lt;span>Of Life and Land&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
Build your own settlements in &lt;em>Of Life and Land&lt;/em> and experience different maps, scenarios, and rich simulations. Strategize with animals and nature in mind!
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="may">May&lt;/h2>
&lt;p>Did you know that we still update Godot 3? Not everyone upgraded their projects when the big codebase refresh happened last year, so by offering two versions alongside each other we aim to accommodate these existing games as well as the lower-end systems used by some developers.&lt;/p>
&lt;p>The feature freeze for 3.6 happened in May, leading up to the most recent &lt;a href="https://godotengine.org/article/godot-3-6-finally-released/">release in September&lt;/a>.&lt;/p>
&lt;p>Look at these shiny highlights:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://godotengine.org/article/godot-3-6-finally-released/#2d-physics-interpolation-gh-76252">2D physics interpolation&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/article/godot-3-6-finally-released/#2d-hierarchical-culling-gh-68738">2D hierarchical culling&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/article/godot-3-6-finally-released/#mesh-merging-gh-61568">Mesh merging&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/article/godot-3-6-finally-released/#discrete-level-of-detail-lod-gh-85437">Discrete level of detail (LOD)&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/article/godot-3-6-finally-released/#orm-materials-gh-76023">ORM materials&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/article/godot-3-6-finally-released/#text-to-speech-support-gh-61316">Text to speech&lt;/a>&lt;/li>
&lt;/ul>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Arctic Eggs screenshot" src="/storage/blog/2024-cherry-picks/Arctic%20Eggs.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2763670/Arctic_Eggs/" target="_blank">
&lt;span>Arctic Eggs&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
This game about cooking eggs in a cold climate found great reception on the internet. There is just something about the frustratingly fun mechanics of &lt;em>Arctic Eggs&lt;/em> that captured quite an audience — who are we to judge your taste?
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="june">June&lt;/h2>
&lt;p>Our annual community poll rolled around in June. We want to know who our users are, so we can learn about common needs and offer the best support possible.&lt;/p>
&lt;p>&lt;a href="https://docs.google.com/forms/d/1eicOppRQG2RFZ8CjIGFf5Kha5yklO854fV8-YFtlWxk/viewanalytics">This years poll&lt;/a> had more responses than ever before, once again proving the incredible growth the Godot community is experiencing.&lt;/p>
&lt;p>&lt;img alt="Poll results: programming languages" src="/storage/blog/2024-cherry-picks/poll1.webp" />
&lt;img alt="Poll results: donations" src="/storage/blog/2024-cherry-picks/poll2.webp" />&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Until Then screenshot" src="/storage/blog/2024-cherry-picks/Until%20Then.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/1574820/Until_Then/" target="_blank">
&lt;span>Until Then&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
Nominated for a plethora of awards, the visual novel &lt;em>Until Then&lt;/em> tells the emotional story of the highschooler Mark in polished pixel art. Build relationships, play minigames, use social media, and most importantly: solve the mystery at hand.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="july">July&lt;/h2>
&lt;p>The &lt;a href="https://www.makeship.com/products/godot-robot-plush">Godot robot plushies&lt;/a> took the internet by storm. In a collaboration with Makeship, we finally proved our infamous logos worth. Toothy grin and googly eyes translated adorably into the 3D medium. By the end of the campaign, almost 4,000 cuddly coding companions were headed towards new homes.&lt;/p>
&lt;p>Aside from the profits being funneled into the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a> and thereby opening an additional path to supporting the project financially, the plush also became a beloved community icon. Fanart was made, models of the robot were shared, and the character was granted countless cameos in games made with the engine.&lt;/p>
&lt;p>&lt;img alt="3D model of the Godot robot plush" src="/storage/blog/2024-cherry-picks/plush.webp" />
&lt;a href="https://fr3nkd.gumroad.com/l/vhfvy">CC0 model by FR3NKD&lt;/a>&lt;/p>
&lt;p>While the plush is currently sold out, we are working on bringing it back soon!&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Forgotten Mines screenshot" src="/storage/blog/2024-cherry-picks/Forgotten%20Mines.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2238630/Forgotten_Mines/" target="_blank">
&lt;span>Forgotten Mines&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
This tactical roguelite invites you to go on runs in the &lt;em>Forgotten Mines&lt;/em>. Turn-based mechanics and an RPG flavor round off the experience.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="august">August&lt;/h2>
&lt;p>Instead of our usual release blogposts, we tried something new for Godot 4.3: a fully fledged &lt;a href="https://godotengine.org/releases/4.3/">release page&lt;/a> detailing all the juicy features awaiting you.&lt;/p>
&lt;p>Highlights of the biggest release yet:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://godotengine.org/releases/4.3/#highlights-interactive-music">Interactive music&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/releases/4.3/#highlights-2d-physics-interpolation">2D physics interpolation&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/releases/4.3/#highlights-new-tilemaplayer-node">TileMapLayer nodes&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/releases/4.3/#highlights-visual-shader">Overhauled visual shader editor&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/releases/4.3/#highlights-general-multi-threading-improvements">Multi-threading improvements&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://godotengine.org/releases/4.3/#highlights-single-threaded-web-export">Single-threaded web exports&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>All in all, &lt;strong>3,520 commits from 521 contributors&lt;/strong> came together in this shared effort!&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Megaloot screenshot" src="/storage/blog/2024-cherry-picks/Megaloot.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2440380/Megaloot/" target="_blank">
&lt;span>Megaloot&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
More inventory management mechanics come to you in the form of &lt;em>Megaloot&lt;/em>, a roguelite allowing for diverse and powerful builds each run. Looting strategically is key.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="september">September&lt;/h2>
&lt;p>As an open-source community, the Godot project thrives in matters of community maintained extensions. To ensure that valuable knowledge does not get lost once a creator decides to step down, we opened a new GitHub organization called &lt;a href="https://github.com/godot-sdk-integrations">Godot SDK Integrations&lt;/a> to host such projects.&lt;/p>
&lt;p>Read more in our detailed &lt;a href="https://godotengine.org/article/godot-sdk-integrations/">blogpost on the topic&lt;/a>.&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Halls of Torment screenshot" src="/storage/blog/2024-cherry-picks/Halls%20of%20Torment.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2218750/Halls_of_Torment/" target="_blank">
&lt;span>Halls of Torment&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
Survive monster hordes in this bullet hell roguelite set in the underworld. &lt;em>Halls of Torment&lt;/em> is also available on Steam Deck and Android for gaming on the go!
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="october">October&lt;/h2>
&lt;p>We listened to the feedback of last years &lt;a href="https://conference.godotengine.org/past/">GodotCon&lt;/a> attendees and did the unthinkable: doubling the ticket amount once more, allowing 600 people onto the premises.&lt;/p>
&lt;p>On top of that, we introduced a game showcase and activities to the event schedule. Increasing our scope like so, we hoped to invite a wider variety of visitors to enjoy mingling with other community members and facilitate networking.&lt;/p>
&lt;p>Read the full &lt;a href="https://godotengine.org/article/review-godotcon24/">GodotCon 2024 review&lt;/a> to reminisce together with us or (re-)watch the &lt;a href="https://www.youtube.com/watch?v=hKLl03A9Kws&amp;amp;list=PLeG_dAglpVo6TS0q858NajyeglRuvb7hs&amp;amp;index=12">talks on YouTube&lt;/a>.&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Psychopomp GOLD screenshot" src="/storage/blog/2024-cherry-picks/Psychopomp%20GOLD.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/3243190/Psychopomp_GOLD/" target="_blank">
&lt;span>Psychopomp GOLD&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
Atmospheric psychological horror awaits you in the catacombs of &lt;em>Psychopomp&lt;/em>. Solve the secrets of these new levels or mod your own.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="november">November&lt;/h2>
&lt;p>Watch this years &lt;a href="https://www.youtube.com/watch?v=n1Lon_Q2T18">Godot Engine showreel&lt;/a> and join us in awe of the variety of projects being created by this community. Every year our expectations are exceeded all over again!&lt;/p>
&lt;p>Submissions are handled via our own &lt;a href="https://showreel.godotengine.org/about">showreel page&lt;/a> and always &lt;a href="https://godotengine.org/article/submissions-open-godot-2024-showreel/">announced on our blog&lt;/a>, so keep a close eye on those if you are interested in pitching your own game for the next one.&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Unrailed 2: Back on Track screenshot" src="/storage/blog/2024-cherry-picks/Unrailed%202%20Back%20on%20Track.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2211170/Unrailed_2_Back_on_Track/" target="_blank">
&lt;span>Unrailed 2: Back on Track&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
The second installment of this railroad construction game is made in Godot. Enjoy co-op gaming and procedurally generated worlds in &lt;em>Unrailed 2&lt;/em>.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;h2 id="december">December&lt;/h2>
&lt;p>The &lt;a href="https://github.com/godotengine/godot">Godot Engine GitHub repository&lt;/a> is not only the most popular one in the game development category and has been starred 92,300 times at the time of writing, but we also reached yet another milestone this December: &lt;a href="https://github.com/godotengine/godot/issues/100000">crossing the threshold of 100,000 issues&lt;/a>.&lt;/p>
&lt;p>To celebrate the occasion (and snatch the coveted number) our Release Manager wrote a &lt;a href="https://godotengine.org/article/beyond-100000-you-re-breathtaking/">heartwarming blogpost&lt;/a> that cannot be done justice by summarizing — so go read it for yourself!&lt;/p>
&lt;div class="year-2024-game">
&lt;div class="year-2024-game-image">
&lt;img alt="Ballionaire screenshot" src="/storage/blog/2024-cherry-picks/Ballionaire.webp" />
&lt;/div>
&lt;div class="year-2024-game-box">
&lt;div class="year-2024-game-box-title">
&lt;a href="https://store.steampowered.com/app/2667120/Ballionaire/" target="_blank">
&lt;span>Ballionaire&lt;/span>
&lt;/a>
&lt;/div>
&lt;div class="year-2024-game-box-description">
&lt;p>
The “autobonker” &lt;em>Ballionaire&lt;/em> shows how fun physics can be. Assemble your pachinko boards strategically and watch the effects go wild.
&lt;/p>
&lt;/div>
&lt;/div>
&lt;/div>
&lt;p>Concluding our walk through memory lane, the only thing left to say is &lt;strong>thank you&lt;/strong>. To those of you who contribute to the engine by code, donations, or growing the community through content creation. To our users, who help promote the project with their own success and battletest new features in real time. We also want to once again thank our &lt;a href="https://fund.godotengine.org/#credits">corporate sponsors&lt;/a> for believing in what we do. Lastly, I want to give a shoutout to my wonderful colleagues, for if they werent so incredibly dedicated to organizing and maintaining a collaboration this big, none of this would be possible either.&lt;/p>
&lt;p>Dont forget to sign up for &lt;a href="https://godot.news/subscription/form">“The Nodeletter”&lt;/a>, to receive more summaries and highlights like these, but up to twice a month!&lt;/p>
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@@ -11,7 +11,8 @@
<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/release-candidate-godot-3-5-rc-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/a9c/ae7/62da9cae740e1718795386.jpg) href=/article/release-candidate-godot-3-5-rc-7/></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/11/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-5-rc-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/27e/c1a/62e27ec1a7b70942257259.jpg) href=/article/release-candidate-godot-3-5-rc-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 8</h3><p class=excerpt>The 3.5-stable release is just around the corner! We fixed a few more regressions for Android scoped storage and UWP accumulated input, so another Release Candidate is needed to validate those finishing touches.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/a9c/ae7/62da9cae740e1718795386.jpg) href=/article/release-candidate-godot-3-5-rc-7/></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>&nbsp;-&nbsp;22 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 7</h3><p class=excerpt>Yet another Release Candidate for the upcoming 3.5 release, to validate a handful of regression fixes, notably for mobile devices (iOS input, Android I/O, Android S3TC compression support).</div></article></a><a href=/article/release-candidate-godot-3-4-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/72a/b98/62d72ab98966b435331205.jpg) href=/article/release-candidate-godot-3-4-5-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 July 2022</span></div><h3>Release candidate: Godot 3.4.5 RC 1</h3><p class=excerpt>While Godot 3.5 is nearing a stable release, we still want to provide relevant bug fixes to users of the current 3.4 stable branch who might not be ready to upgrade right away. It's been a long time since the release of Godot 3.4.4, and there are a few important fixes coming up in Godot 3.4.5.</div></article></a><a href=/article/godot-consoles-all-you-need-know/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/161/b64/62d161b640268831834229.png) href=/article/godot-consoles-all-you-need-know/></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>&nbsp;-&nbsp;15 July 2022</span></div><h3>Godot and consoles, all you need to know</h3><p class=excerpt>The topic of running Godot games on consoles pops up very often. In this article you will find information about how console development works, the challenges that Godot faces for supporting those platforms and which alternatives exist to publish your games for them.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62d/084/d0c/62d084d0cc864053656938.jpg) href=/article/dev-snapshot-godot-4-0-alpha-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>
@@ -34,8 +35,7 @@
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 April 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 7</h3><p class=excerpt>This new 4.0 alpha 7 comes with one week delay on our every-other-week release schedule, but that means it got time for even more features and bug fixes to be finalized, reviewed and merged.</div></article></a><a href=/article/godot-sprint-and-user-meeting-barcelona-june-2022/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/626/a6c/7d0/626a6c7d07e5f570805755.png) href=/article/godot-sprint-and-user-meeting-barcelona-june-2022/></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>
<span class=by>Joan Fons </span><span class=date>&nbsp;-&nbsp;28 April 2022</span></div><h3>Godot Sprint and User Meeting Barcelona June 2022</h3><p class=excerpt>After a couple of years of online-only events, we are bringing back some in-person Godot events. More precisely, today we are announcing two events taking place at Barcelona: a Godot Sprint for contributors (June 2nd & 3rd) and a Godot User Meeting (June 4th). Both events will be free of charge.</div></article></a><a href=/article/dev-snapshot-godot-3-5-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/625/9ea/bf7/6259eabf7e2bb855765148.jpg) href=/article/dev-snapshot-godot-3-5-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 April 2022</span></div><h3>Dev snapshot: Godot 3.5 beta 4</h3><p class=excerpt>Another beta build on the road to Godot 3.5. Things are shaping up nicely and we should soon be able to go for a Release Candidate.</div></article></a><a href=/article/godot-showcase-2dynamic-games-lumencraft/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/625/6ff/331/6256ff331f974859299358.jpg) href=/article/godot-showcase-2dynamic-games-lumencraft/></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>&nbsp;-&nbsp;13 April 2022</span></div><h3>Godot Showcase - Lumencraft developer talks about his experience</h3><p class=excerpt>We interviewed Leszek Nowak from 2Dynamic Games about their game Lumencraft, which is made with Godot.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/da1/f3c/624da1f3cff67769282589.jpg) href=/article/dev-snapshot-godot-4-0-alpha-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>&nbsp;-&nbsp; 6 April 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 6</h3><p class=excerpt>Another alpha build for Godot 4.0 with its share of bugs fixes, as well as a few nifty features such as new .blend and FBX importers, lots of noise features with FastNoiseLite, more GDExtension features, input fixes, and more.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;13 April 2022</span></div><h3>Godot Showcase - Lumencraft developer talks about his experience</h3><p class=excerpt>We interviewed Leszek Nowak from 2Dynamic Games about their game Lumencraft, which is made with Godot.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/12/>Next →</a></div><div class=posts><a href=/article/turn-android-app-quest-vr-app-3-steps/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/5ba/665/6245ba665ff5d449805122.jpg) href=/article/turn-android-app-quest-vr-app-3-steps/></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>
<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-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/da1/f3c/624da1f3cff67769282589.jpg) href=/article/dev-snapshot-godot-4-0-alpha-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>&nbsp;-&nbsp; 6 April 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 6</h3><p class=excerpt>Another alpha build for Godot 4.0 with its share of bugs fixes, as well as a few nifty features such as new .blend and FBX importers, lots of noise features with FastNoiseLite, more GDExtension features, input fixes, and more.</div></article></a><a href=/article/turn-android-app-quest-vr-app-3-steps/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/5ba/665/6245ba665ff5d449805122.jpg) href=/article/turn-android-app-quest-vr-app-3-steps/></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>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;31 March 2022</span></div><h3>Turn an Android App into a Godot Quest VR App in 3 Steps</h3><p class=excerpt>Thanks to the XRApp framework, it is now easier to deploy Godot projects to mixed reality platforms on Android.</div></article></a><a href=/article/dev-snapshot-godot-3-5-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/624/478/e18/624478e1847b4256833354.jpg) href=/article/dev-snapshot-godot-3-5-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 March 2022</span></div><h3>Dev snapshot: Godot 3.5 beta 3</h3><p class=excerpt>We're starting to iterate faster with 3.5 beta builds until we're confident that the new features are working as intended. This new beta adds an initial Android editor port, as well as a fix for low processor usage mode on Android.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/623/c78/5f2/623c785f207e4505667472.jpg) href=/article/dev-snapshot-godot-4-0-alpha-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>&nbsp;-&nbsp;24 March 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 5</h3><p class=excerpt>Another couple of weeks, another alpha build for Godot 4.0!</div></article></a><a href=/article/maintenance-release-godot-3-4-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/623/b2e/4c9/623b2e4c9a477201375674.jpg) href=/article/maintenance-release-godot-3-4-4/></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>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;12 January 2022</span></div><h3>Godot Showcase - RPG in a Box developer talks about his experience</h3><p class=excerpt>We interviewed Justin Arnold about his project RPG in a Box, which is an engine made with Godot that lets you easily create 3D grid-based, voxel-style RPGs, adventure games, and more!</div></article></a><a href=/article/godot-engine-receiving-new-grant-meta-reality-labs/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61c/334/684/61c3346840ff8863294393.png) href=/article/godot-engine-receiving-new-grant-meta-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 December 2021</span></div><h3>Godot Engine receiving a new grant from Meta's Reality Labs</h3><p class=excerpt>We are delighted to announce that the Godot Engine project is receiving a new grant from Meta's Reality Labs to support our work on the XR capabilities of the engine.</div></article></a><a href=/article/maintenance-release-godot-3-4-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61c/308/fac/61c308facf562571710350.jpg) href=/article/maintenance-release-godot-3-4-2/></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>&nbsp;-&nbsp;22 December 2021</span></div><h3>Maintenance release: Godot 3.4.2</h3><p class=excerpt>A macOS rendering regression found its way into the recent 3.4.1 release, so we're publishing Godot 3.4.2 as a hotfix to solve it, as well as a few other minor issues.</div></article></a><a href=/article/maintenance-release-godot-3-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/c80/187/61bc801870274751729596.jpg) href=/article/maintenance-release-godot-3-4-1/></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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 December 2021</span></div><h3>Maintenance release: Godot 3.4.1</h3><p class=excerpt>Godot 3.4.1 is the first maintenance release in the 3.4 stable branch, fixing a number of issues (including some 3.4 regressions) while preserving compatibility with 3.4-stable. Alongside general bugfixing, it improves Godot's compatibility with Windows 11's new Windows Terminal, which prevented starting the Godot editor from the project manager.</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/9cc/311/61b9cc311bc89101425616.jpg) href=/article/release-candidate-godot-3-4-1-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 3</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/10/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 December 2021</span></div><h3>Maintenance release: Godot 3.4.1</h3><p class=excerpt>Godot 3.4.1 is the first maintenance release in the 3.4 stable branch, fixing a number of issues (including some 3.4 regressions) while preserving compatibility with 3.4-stable. Alongside general bugfixing, it improves Godot's compatibility with Windows 11's new Windows Terminal, which prevented starting the Godot editor from the project manager.</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/release-candidate-godot-3-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/084/812/61b084812e344703227170.jpg) href=/article/release-candidate-godot-3-4-1-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>
<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-1-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/9cc/311/61b9cc311bc89101425616.jpg) href=/article/release-candidate-godot-3-4-1-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 3</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61b/084/812/61b084812e344703227170.jpg) href=/article/release-candidate-godot-3-4-1-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 December 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 2</h3><p class=excerpt>Godot 3.4 was released a month ago, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/multiplayer-changes-godot-4-0-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61a/27f/881/61a27f8816a4e934017559.png) href=/article/multiplayer-changes-godot-4-0-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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;27 November 2021</span></div><h3>Multiplayer in Godot 4.0: Scene Replication (part 1)</h3><p class=excerpt>The long-awaited first post about the multiplayer replication system in development for Godot 4.0 is here! Check out the design goals, concepts, initial prototype, and as always, stay tuned for more!</div></article></a><a href=/article/release-candidate-godot-3-4-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/61a/0ed/116/61a0ed1162434271575060.jpg) href=/article/release-candidate-godot-3-4-1-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>&nbsp;-&nbsp;26 November 2021</span></div><h3>Release candidate: Godot 3.4.1 RC 1</h3><p class=excerpt>Godot 3.4 was released earlier this month, and it went fairly smoothly! But no software release is perfect and the upcoming 3.4.1 maintenance release will iron out some more bugs to make the Godot 3.4 experience even better.</div></article></a><a href=/article/announcing-2021-godot-games-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/fef/05a/618fef05ae03d489116981.png) href=/article/announcing-2021-godot-games-showreel/></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>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;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/dev-snapshot-godot-3-4-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/614/c51/9dd/614c519dd6d84245838038.jpg) href=/article/dev-snapshot-godot-3-4-beta-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>&nbsp;-&nbsp;22 September 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 5</h3><p class=excerpt>A new beta build towards Godot 3.4, with a month's worth of bugfixes and backported features. Notable additions are the promotion of object validity checks to release builds, initial support for Android Play Asset Delivery, and a new ACES Fitted high quality tonemapper.</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>
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp;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/maintenance-release-godot-3-3-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/e5d/cfc/611e5dcfc09f2518746576.png) href=/article/maintenance-release-godot-3-3-3/></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>&nbsp;-&nbsp;19 August 2021</span></div><h3>Maintenance release: Godot 3.3.3</h3><p class=excerpt>Godot 3.3.3 is a maintenance release and a recommend update for all 3.3.x users. It includes important bug fixes, as well as support for new Google Play requirements for Android games.</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/e44/723/611e447232422337080043.jpg) href=/article/dev-snapshot-godot-3-4-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 August 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 4</h3><p class=excerpt>Another beta build for the upcoming Godot 3.4, which adds partial support for Android scoped storage and API level 30, better input responsiveness on Android, various physics and rendering fixes, and more!</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>&nbsp;-&nbsp;19 August 2021</span></div><h3>Maintenance release: Godot 3.3.3</h3><p class=excerpt>Godot 3.3.3 is a maintenance release and a recommend update for all 3.3.x users. It includes important bug fixes, as well as support for new Google Play requirements for Android games.</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-3-3-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/ab1/02a/611ab102a5d72741292286.jpg) href=/article/release-candidate-godot-3-3-3-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>
<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/e44/723/611e447232422337080043.jpg) href=/article/dev-snapshot-godot-3-4-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 August 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 4</h3><p class=excerpt>Another beta build for the upcoming Godot 3.4, which adds partial support for Android scoped storage and API level 30, better input responsiveness on Android, various physics and rendering fixes, and more!</div></article></a><a href=/article/release-candidate-godot-3-3-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/611/ab1/02a/611ab102a5d72741292286.jpg) href=/article/release-candidate-godot-3-3-3-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 August 2021</span></div><h3>Release candidate: Godot 3.3.3 RC 2</h3><p class=excerpt>Another release candidate for the upcoming Godot 3.3.3, notably with Android builds now targeting the API level 30 (Android 11), which is required for new games on Google Play (and will be required for updates starting November 2021).</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/d3d/7c7/610d3d7c75b4e999613924.jpg) href=/article/dev-snapshot-godot-3-4-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 August 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 3</h3><p class=excerpt>We released 3.4 beta 2 ten days ago as a first testing build for the upcoming Godot 3.4 (yes, beta 1 was skipped). Since then, many bugs have been fixed, including some related to upgrading our build environments. This beta 3 should be a lot stabler.</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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp; 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/release-candidate-godot-3-3-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/a74/76f/610a7476f0ddd438980306.jpg) href=/article/release-candidate-godot-3-3-3-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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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 May 2021</span></div><h3>Release candidate: Godot 3.3.1 RC 2</h3><p class=excerpt>The first release candidate for Godot 3.3.1 had positive reception, but more important fixes have been merged in the meantime and warrant a second release candidate.</div></article></a><a href=/article/announcing-gogodotjam/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/609/ab0/e5d/609ab0e5d9b60364021896.png) href=/article/announcing-gogodotjam/></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>&nbsp;-&nbsp;11 May 2021</span></div><h3>Announcing Go Godot Jam</h3><p class=excerpt></div></article></a><a href=/article/release-candidate-godot-3-3-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/609/941/01d/60994101d3862403610937.jpg) href=/article/release-candidate-godot-3-3-1-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 May 2021</span></div><h3>Release candidate: Godot 3.3.1 RC 1</h3><p class=excerpt>There are a number of important bug fixes queued in the 3.3 stable branch for an upcoming Godot 3.3.1 release, so here's a first Release Candidate to test and validate them.</div></article></a><a href=/article/godot-3-3-has-arrived/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/608/097/1a7/6080971a7203c431406770.png) href=/article/godot-3-3-has-arrived/></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>&nbsp;-&nbsp;21 April 2021</span></div><h3>Godot 3.3 has arrived, with a focus on optimization and reliability</h3><p class=excerpt>All Godot contributors are delighted to release our latest milestone today, Godot 3.3, after more than 7 months of development! This release was initially planned as a 3.2.4 update to the 3.2 branch, but it grew to become a feature-packed update well worth of opening a new stable branch.</div></article></a><a href=/article/godot-showcase-john-watson-gravity-ace/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/b66/7e9/607b667e93a46491184773.png) href=/article/godot-showcase-john-watson-gravity-ace/></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>&nbsp;-&nbsp;18 April 2021</span></div><h3>Godot Showcase - Gravity Ace developer talks about his experience</h3><p class=excerpt>This week, we are interviewing John Watson about Gravity Ace, a 2D multi-directional gravity shooter. It was released in October 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/12/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 April 2021</span></div><h3>Godot 3.3 has arrived, with a focus on optimization and reliability</h3><p class=excerpt>All Godot contributors are delighted to release our latest milestone today, Godot 3.3, after more than 7 months of development! This release was initially planned as a 3.2.4 update to the 3.2 branch, but it grew to become a feature-packed update well worth of opening a new stable branch.</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 class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/199/55d/60719955d6579766750202.png) href=/article/godot-web-progress-report-7/></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>
<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/godot-showcase-john-watson-gravity-ace/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/b66/7e9/607b667e93a46491184773.png) href=/article/godot-showcase-john-watson-gravity-ace/></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>&nbsp;-&nbsp;18 April 2021</span></div><h3>Godot Showcase - Gravity Ace developer talks about his experience</h3><p class=excerpt>This week, we are interviewing John Watson about Gravity Ace, a 2D multi-directional gravity shooter. It was released in October 2020 in early access and is available on Windows and Linux.</div></article></a><a href=/article/godot-web-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/199/55d/60719955d6579766750202.png) href=/article/godot-web-progress-report-7/></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>&nbsp;-&nbsp;16 April 2021</span></div><h3>Godot Web progress report #7: Virtual keyboard on the Web, better HTTPClient</h3><p class=excerpt>Experimental virtual keyboard support coming to Godot HTML5 exports, along with improved support to many HTTP-based APIs.</div></article></a><a href=/article/release-candidate-godot-3-3-rc-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/71c/2db/60771c2db6fd6123159683.jpg) href=/article/release-candidate-godot-3-3-rc-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>&nbsp;-&nbsp;14 April 2021</span></div><h3>Release candidate: Godot 3.3 RC 9</h3><p class=excerpt>Yet another Release Candidate for Godot 3.3! Fixes a few more issues reported against recent RC builds, bringing us to a state that we're happy to release as stable. So that's what the next build should be (Famous Last Words™)!</div></article></a><a href=/article/tiles-editor-progress-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/066/eee/607066eee70c4289567474.png) href=/article/tiles-editor-progress-3/></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>&nbsp;-&nbsp;12 April 2021</span></div><h3>Tiles editor progress report #3</h3><p class=excerpt>A new progress report on the TileMap and TIleSet editors rework.</div></article></a><a href=/article/release-candidate-godot-3-3-rc-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/c74/84a/606c7484a882d322344009.jpg) href=/article/release-candidate-godot-3-3-rc-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>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;18 February 2021</span></div><h3>Godot Showcase - Hive Time developer Cheeseness talks about his experience</h3><p class=excerpt>We've invited Cheeseness to talk about his project, Hive Time. it was released in December 2019 and is available on Windows, macOS and Linux.</div></article></a><a href=/article/guest-post-small-team-big-project-building-moonwards/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/f16/4a1/600f164a1426d584796163.jpg) href=/article/guest-post-small-team-big-project-building-moonwards/></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>&nbsp;-&nbsp;15 February 2021</span></div><h3>Guest post - “Small Team, Big Project”: Building Moonwards</h3><p class=excerpt>Moonwards is an in-development open source sandbox MMO built with Godot. In this guest post, some members of the Moonwards team give us insights into how they approach building such a complex project with Godot.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/602/6b9/52a/6026b952a0592398901696.jpg) href=/article/release-candidate-godot-3-2-4-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 February 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 2</h3><p class=excerpt>Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it's now time for a RC 2 build to give it another round of testing before the stable release!</div></article></a><a href=/article/godot-engine-receives-120000-grant-from-kefir/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/602/3eb/707/6023eb707ee89657560854.png) href=/article/godot-engine-receives-120000-grant-from-kefir/></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>&nbsp;-&nbsp;10 February 2021</span></div><h3>Godot Engine receives $120,000 grant from game development studio Kefir</h3><p class=excerpt>We are delighted to announce that the game development studio Kefir is giving the Godot Engine project a USD 120,000 grant to fund further development of our free and open source game engine.</div></article></a><a href=/article/tiles-editor-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/d5d/1e6/601d5d1e6adec835022302.png) href=/article/tiles-editor-progress-report-2/></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>&nbsp;-&nbsp; 5 February 2021</span></div><h3>Tiles editor progress report #2</h3><p class=excerpt>The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 February 2021</span></div><h3>Godot Engine receives $120,000 grant from game development studio Kefir</h3><p class=excerpt>We are delighted to announce that the game development studio Kefir is giving the Godot Engine project a USD 120,000 grant to fund further development of our free and open source game engine.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</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>
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<a title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/godot-web-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/c12/f25/601c12f25ba04034388411.png) href=/article/godot-web-progress-report-5/></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>
<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/tiles-editor-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/d5d/1e6/601d5d1e6adec835022302.png) href=/article/tiles-editor-progress-report-2/></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>&nbsp;-&nbsp; 5 February 2021</span></div><h3>Tiles editor progress report #2</h3><p class=excerpt>The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.</div></article></a><a href=/article/godot-web-progress-report-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/c12/f25/601c12f25ba04034388411.png) href=/article/godot-web-progress-report-5/></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>&nbsp;-&nbsp; 4 February 2021</span></div><h3>Web Editor release candidate, HTML5 gamepads and more!</h3><p class=excerpt>The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box.</div></article></a><a href=/article/new-communication-platform-godot-contributors/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/ad2/3e5/601ad23e55ddd872740322.png) href=/article/new-communication-platform-godot-contributors/></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>&nbsp;-&nbsp; 3 February 2021</span></div><h3>New communication platform for Godot contributors</h3><p class=excerpt>Godot contributors are moving from good old IRC to a new self-hosted chat platform based on Rocket.Chat! It provides many modern features that will enable a better communication flow between contributors, as well as providing a central place for all team or topic-specific discussion channels around Godot development.</div></article></a><a href=/article/godot-40-optimization-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/9da/560/6019da560b8db978357511.png) href=/article/godot-40-optimization-progress-report/></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>&nbsp;-&nbsp; 2 February 2021</span></div><h3>Godot 4.0 optimization progress report</h3><p class=excerpt>As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times.</div></article></a><a href=/article/release-candidate-godot-3-2-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/601/2b1/5cc/6012b15cc7e62358528785.jpg) href=/article/release-candidate-godot-3-2-4-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>Julian Murgia </span><span class=date>&nbsp;-&nbsp; 3 December 2020</span></div><h3>Call for participation to Online GodotCon 2021</h3><p class=excerpt>Given the international situation, we are going online for our next Godot conference in 2021! Online GodotCon 2021 will happen on the 23rd of January 2021, with pre-recorded talks and then live Q&As with the speakers, as well as a dedicated chat platform for attendees to socialize together. We're now asking all interested users to send us proposals for talks, demos, etc. for the event.</div></article></a><a href=/article/tiles-editor-rework/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/66e/e08/5fc66ee08ee7b547877260.gif) href=/article/tiles-editor-rework/></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>&nbsp;-&nbsp; 1 December 2020</span></div><h3>Tiles editor progress report #1</h3><p class=excerpt>As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going.</div></article></a><a href=/article/godots-2d-engine-gets-several-improvements-upcoming-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/2a1/782/5fc2a17821989501808749.png) href=/article/godots-2d-engine-gets-several-improvements-upcoming-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;28 November 2020</span></div><h3>Godot's 2D engine gets several improvements for upcoming 4.0</h3><p class=excerpt>While the focus of Godot 4.0 Vulkan rewrite has largely been improvements to the 3D engine, the 2D side will also see several improvements.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/0f4/eac/5fc0f4eac186e790380821.jpg) href=/article/dev-snapshot-godot-3-2-4-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 3</h3><p class=excerpt>This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip.</div></article></a><a href=/article/betsy-gpu-texture-compressor/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/e92/016/5fbe920160a53834592537.jpg) href=/article/betsy-gpu-texture-compressor/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Matias Goldberg" loading=lazy>
<span class=by>Matias Goldberg </span><span class=date>&nbsp;-&nbsp;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></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>&nbsp;-&nbsp;27 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 3</h3><p class=excerpt>This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip.</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 class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/540/f13/5fb540f133068076528179.jpg) href=/article/dev-snapshot-godot-3-2-4-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>
<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/betsy-gpu-texture-compressor/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/e92/016/5fbe920160a53834592537.jpg) href=/article/betsy-gpu-texture-compressor/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Matias Goldberg" loading=lazy>
<span class=by>Matias Goldberg </span><span class=date>&nbsp;-&nbsp;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/dev-snapshot-godot-3-2-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/540/f13/5fb540f133068076528179.jpg) href=/article/dev-snapshot-godot-3-2-4-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>&nbsp;-&nbsp;18 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 2</h3><p class=excerpt>While development keeps going at full speed towards Godot 4.0, a lot of work is also being done on the `3.2` branch for the upcoming Godot 3.2.4: better FBX, 2D transform snapping, configurable amount of lights per object, and more! And of course, lots of bug and regression fixes since the previous beta build.</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>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Gordon MacPherson </span><span class=date>&nbsp;-&nbsp; 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>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;29 July 2020</span></div><h3>GSoC 2020 - Progress report #1</h3><p class=excerpt>Godot is participating again in the Google Summer of Code program for its 2020 edition. 6 projects have been selected back in May, and the 6 students and their mentors have now been working on their projects for close to two months. We omitted to announce the projects formally, but this first progress report written by each student will make up for it by giving a direct glimpse into their work.</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f2/06d/a44/5f206da44f3b1661449838.jpg) href=/article/release-candidate-godot-3-2-3-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 2</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-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f1/af6/371/5f1af6371d735642621411.jpg) href=/article/release-candidate-godot-3-2-3-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>&nbsp;-&nbsp;24 July 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 1</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/announcing-monthly-live-q/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f1/85c/9f2/5f185c9f27c96795702459.png) href=/article/announcing-monthly-live-q/></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>&nbsp;-&nbsp;22 July 2020</span></div><h3>Announcing the monthly Live Q&A!</h3><p class=excerpt>What has been an idea (and something many community members suggested for a long time) is now a reality. We will be hosting a Live Q&A session with Godot core contributors the last week of each month.</div></article></a><a href=/article/dev-snapshot-godot-3-2-3-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f1/564/d56/5f1564d569884631328374.jpg) href=/article/dev-snapshot-godot-3-2-3-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>&nbsp;-&nbsp;20 July 2020</span></div><h3>Dev snapshot: Godot 3.2.3 beta 1</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/15/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 July 2020</span></div><h3>Announcing the monthly Live Q&A!</h3><p class=excerpt>What has been an idea (and something many community members suggested for a long time) is now a reality. We will be hosting a Live Q&A session with Godot core contributors the last week of each month.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
<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/18/>Next →</a></div><div class=posts><a href=/article/godot-community-poll-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/c5e/633/5f0c5e633f71e265929241.png) href=/article/godot-community-poll-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>
<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-3-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f1/564/d56/5f1564d569884631328374.jpg) href=/article/dev-snapshot-godot-3-2-3-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>&nbsp;-&nbsp;20 July 2020</span></div><h3>Dev snapshot: Godot 3.2.3 beta 1</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-community-poll-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/c5e/633/5f0c5e633f71e265929241.png) href=/article/godot-community-poll-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;13 July 2020</span></div><h3>Godot community poll 2020</h3><p class=excerpt>It's this time of the year again! Help us better understand who is using Godot, what are your needs and towards where Godot usage is trending by completing the anonymous community poll!</div></article></a><a href=/article/help-us-reach-next-funding-goal-ensure-continued-c-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/88d/f52/5f088df523902915752287.png) href=/article/help-us-reach-next-funding-goal-ensure-continued-c-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>&nbsp;-&nbsp;10 July 2020</span></div><h3>Help us reach the next funding goal to ensure continued C# support</h3><p class=excerpt>During the past year, Ignacio Etcheverry worked on significantly improving C# support and its integration in Godot, adding support for Android, HTML5 and iOS, as well as popular third party IDEs. This was financed thanks to a generous donation from Microsoft. Unfortunately, due to the Covid situation, the renewal of this grant has been suspended and is uncertain.</div></article></a><a href=/article/donation-changes/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/611/604/5f06116044778216695928.png) href=/article/donation-changes/></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>&nbsp;-&nbsp; 8 July 2020</span></div><h3>Donation changes</h3><p class=excerpt>The project situation changed a lot for the better in the past few months, with a steady growth in the amount of users and contributors, and a nice boost to our funding situation, freeing donation funds for new purposes. Therefore, we discussed with core contributors that this is a good time to change how the project manages donations, and give our whole crowdfunding a much-needed update.</div></article></a><a href=/article/gdscript-progress-report-type-checking-back/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/390/8aa/5f03908aa71d6900240172.png) href=/article/gdscript-progress-report-type-checking-back/></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>
@@ -35,8 +36,7 @@ This new RC 1 build should be quite stable and we hope that many Godot 3.2.x use
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 May 2020</span></div><h3>Vulkan progress report #7</h3><p class=excerpt>It's been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.</div></article></a><a href=/article/announcing-2020-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ea/435/3b5/5ea4353b508ad758750279.png) href=/article/announcing-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;25 April 2020</span></div><h3>Announcing the 2020 showreel!</h3><p class=excerpt>The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, and it was even more difficult as wehad had record submission amount (over 200) so, this time, several core contributors took the work of ranking and voting them to decide which would make up the final reel.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/c16/331/5e9c16331c02c557914246.png) href=/article/dev-snapshot-godot-3-2-2-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 April 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 1</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it's time to integrate some of the new features that didn't make it into the 3.2 merge window. Notably, Godot 3.2.2 is going to add three major features: C# support for the iOS platform, 2D batching for the GLES2 renderer, and a re-architecture of the Android plugin system.</div></article></a><a href=/article/godot-40-gets-global-and-instance-shader-uniforms/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/927/545/5e9927545d809505894099.png) href=/article/godot-40-gets-global-and-instance-shader-uniforms/></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>&nbsp;-&nbsp;17 April 2020</span></div><h3>Godot 4.0 gets global and per-instance shader uniforms</h3><p class=excerpt>Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.</div></article></a><a href=/article/gles2-renderer-optimization-2d-batching/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/e58/0c6/5e8e580c63d1e981395802.png) href=/article/gles2-renderer-optimization-2d-batching/></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>&nbsp;-&nbsp; 9 April 2020</span></div><h3>GLES2 renderer optimization - 2D batching</h3><p class=excerpt>While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;17 April 2020</span></div><h3>Godot 4.0 gets global and per-instance shader uniforms</h3><p class=excerpt>Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.</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/csharp-ios-signals-events/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/92c/7b8/5e892c7b82886061410800.png) href=/article/csharp-ios-signals-events/></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>
<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/gles2-renderer-optimization-2d-batching/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/e58/0c6/5e8e580c63d1e981395802.png) href=/article/gles2-renderer-optimization-2d-batching/></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>&nbsp;-&nbsp; 9 April 2020</span></div><h3>GLES2 renderer optimization - 2D batching</h3><p class=excerpt>While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.</div></article></a><a href=/article/csharp-ios-signals-events/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/92c/7b8/5e892c7b82886061410800.png) href=/article/csharp-ios-signals-events/></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>&nbsp;-&nbsp; 6 April 2020</span></div><h3>C# progress report: iOS and signals as events</h3><p class=excerpt>Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.</div></article></a><a href=/article/core-refactoring-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e7/f74/307/5e7f74307ce34896455561.jpeg) href=/article/core-refactoring-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>&nbsp;-&nbsp;28 March 2020</span></div><h3>Core refactoring progress report #2</h3><p class=excerpt>As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.</div></article></a><a href=/article/custom-sky-shaders-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e7/7f2/a75/5e77f2a75cf79778591830.png) href=/article/custom-sky-shaders-godot-4-0/></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>&nbsp;-&nbsp;23 March 2020</span></div><h3>Custom sky shaders in Godot 4.0</h3><p class=excerpt></div></article></a><a href=/article/student-applications-gsoc-2020-open-today/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/f7f/ea9/5e6f7fea96f53548347643.png) href=/article/student-applications-gsoc-2020-open-today/></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>&nbsp;-&nbsp;24 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 3</h3><p class=excerpt>Third time's the charm, as they say! This third Release Candidate brings a number of bug fixes which have been contributed in the past week and are worth having in the upcoming 3.2 release. This new build should help validate them while also giving some more time to testers to find potential other regressions from Godot 3.1. The stable 3.2 release is now just around the corner :)</div></article></a><a href=/article/release-candidate-godot-3-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/578/b23/5e2578b233ae6013693652.jpg) href=/article/release-candidate-godot-3-2-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>&nbsp;-&nbsp;20 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 2</h3><p class=excerpt>At long last, Godot 3.2 is nearing completion and we are happy to publish this second Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. RC 2 fixes a regression for some users with the GLES3 renderer, which preventing opening a project using the default environment due to heavy calculations for the irradience map generation.</div></article></a><a href=/article/release-candidate-godot-3-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e2/16e/22e/5e216e22e4743255974590.jpg) href=/article/release-candidate-godot-3-2-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 January 2020</span></div><h3>Release candidate: Godot 3.2 RC 1</h3><p class=excerpt>At long last, Godot 3.2 is nearing completion and we are happy to publish this first Release Candidate, to encourage a broad testing of what should become Godot 3.2-stable in coming days. Godot 3.2 ends up being much bigger than we originally intended, but the 10 months of development amount to a major release that will be well worth upgrading to for any Godot user.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e1/9ae/32b/5e19ae32b8b87812018580.png) href=/article/dev-snapshot-godot-3-2-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>&nbsp;-&nbsp;11 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 6</h3><p class=excerpt>After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 beta 6! As mentioned in the previous post, we're close to the Release Candidate stage and I hesitated to name this build as such. Since there were a number of big changes though I opted for making it another beta, and if all goes well testing it we should have a RC 1 in coming days.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/f88/cc3/5e0f88cc3ebea443218386.jpg) href=/article/dev-snapshot-godot-3-2-beta-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>&nbsp;-&nbsp; 3 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 5</h3><p class=excerpt>Happy new year! After a brief holiday where contributors kept fixing many issues, we now release Godot 3.2 beta 5 to iterate upon the relatively good state that we had with the previous beta. Both the master branch and the official buildsystem are now starting to be quite reliable, and we should be ready for a release candidate soon.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 6</h3><p class=excerpt>After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 beta 6! As mentioned in the previous post, we're close to the Release Candidate stage and I hesitated to name this build as such. Since there were a number of big changes though I opted for making it another beta, and if all goes well testing it we should have a RC 1 in coming days.</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/retrospective-and-future/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/b8b/0c0/5e0b8b0c04557983735004.png) href=/article/retrospective-and-future/></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/20/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/f88/cc3/5e0f88cc3ebea443218386.jpg) href=/article/dev-snapshot-godot-3-2-beta-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>&nbsp;-&nbsp; 3 January 2020</span></div><h3>Dev snapshot: Godot 3.2 beta 5</h3><p class=excerpt>Happy new year! After a brief holiday where contributors kept fixing many issues, we now release Godot 3.2 beta 5 to iterate upon the relatively good state that we had with the previous beta. Both the master branch and the official buildsystem are now starting to be quite reliable, and we should be ready for a release candidate soon.</div></article></a><a href=/article/retrospective-and-future/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e0/b8b/0c0/5e0b8b0c04557983735004.png) href=/article/retrospective-and-future/></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>&nbsp;-&nbsp;31 December 2019</span></div><h3>A decade in retrospective and future</h3><p class=excerpt>The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected..</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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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/dev-snapshot-godot-3-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5df/a07/d9c/5dfa07d9c2fd1796170879.jpg) href=/article/dev-snapshot-godot-3-2-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>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;12 October 2019</span></div><h3>Vulkan progress report #4</h3><p class=excerpt>Over the course of September month, I continued working on Vulkan all day long, and several improvements have been made.</div></article></a><a href=/article/dev-snapshot-godot-3-2-alpha-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5da/0d6/c19/5da0d6c198b34564377170.jpg) href=/article/dev-snapshot-godot-3-2-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>&nbsp;-&nbsp;11 October 2019</span></div><h3>Dev snapshot: Godot 3.2 alpha 2</h3><p class=excerpt>It's been less than a week since we published Godot 3.2 alpha 1 as a first development snapshot towards the stable release. But as mentioned, we want to have builds frequently to iterate and improve the stability on a weekly basis, so here comes 3.2 alpha 2. As that branch is already quite mature, this should allow us to publish Godot 3.2-stable in a few weeks.</div></article></a><a href=/article/schedule-godotcon-2019-poznan/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/f48/9c4/5d9f489c43a54009438616.png) href=/article/schedule-godotcon-2019-poznan/></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>&nbsp;-&nbsp;10 October 2019</span></div><h3>Schedule for GodotCon 2019 in Poznań</h3><p class=excerpt>The GodotCon 2019 in Poznań, Poland is nearing, so here is the preliminary schedule of talks and demos, as well as presentations of the speakers. Content will be updated with the actual time schedule for the two days of GodotCon, and possibly additional talks.</div></article></a><a href=/article/cfp-game-development-room-fosdem-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/dea/c0b/5d9deac0ba681055155639.png) href=/article/cfp-game-development-room-fosdem-2020/></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>&nbsp;-&nbsp; 9 October 2019</span></div><h3>CFP: Game Development room at FOSDEM 2020</h3><p class=excerpt>We organize a devroom focused on free and open source Game Development at the FOSDEM 2020 in Brussels, on February 1-2, 2020. We ask any interested developer or user of FOSS game development tools or games to send us their talk proposals until December 1, 2019.</div></article></a><a href=/article/dev-snapshot-godot-3-2-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/9bd/66b/5d99bd66b58c5678103264.jpg) href=/article/dev-snapshot-godot-3-2-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 October 2019</span></div><h3>Dev snapshot: Godot 3.2 alpha 1</h3><p class=excerpt>After close to 7 months of development and over 4,000 commits since the 3.1 release, we are now happy to release Godot 3.2 alpha 1, our first milestone towards the next stable installment of our free and open source game engine. It brings new features such as an Android plugin/custom build system, C# support for Android, WebRTC support and WebSocket improvements, a fully reworked Visual Shader editor, ARKit and Oculus Go/Quest support and many more.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 9 October 2019</span></div><h3>CFP: Game Development room at FOSDEM 2020</h3><p class=excerpt>We organize a devroom focused on free and open source Game Development at the FOSDEM 2020 in Brussels, on February 1-2, 2020. We ask any interested developer or user of FOSS game development tools or games to send us their talk proposals until December 1, 2019.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
<a title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
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<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/godotcon-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-boston-2025.webp?1) href=/article/godotcon-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/2024-cherry-picks/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/2024-cherry-picks/2024-cherry-picks.webp) href=/article/2024-cherry-picks/></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>&nbsp;-&nbsp;28 January 2025</span></div><h3>2024 Cherry-picks</h3><p class=excerpt>Over the course of 2024, the Godot project has amassed more new features and community highlights than any one person can keep track of. To ensure you did not miss anything essential, we have selected a few memorable moments and key updates to revisit together.</div></article></a><a href=/article/godotcon-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-boston-2025.webp?1) href=/article/godotcon-2025/></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>&nbsp;-&nbsp;21 January 2025</span></div><h3>Our first GodotCon in the US - Save the date!</h3><p class=excerpt>Want to join? Boston 5th - 7th of May. Call for speakers and sponsors open!</div></article></a><a href=/article/dev-snapshot-godot-4-4-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-1.webp) href=/article/dev-snapshot-godot-4-4-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>&nbsp;-&nbsp;16 January 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 1</h3><p class=excerpt>Godot 4.4 is on its way! Please lend a hand by testing this beta release and reporting your findings.</div></article></a><a href=/article/uid-changes-coming-to-godot-4-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/uid-changes-coming-to-godot-4-4.webp) href=/article/uid-changes-coming-to-godot-4-4/></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>&nbsp;-&nbsp;15 January 2025</span></div><h3>UID changes coming to Godot 4.4</h3><p class=excerpt>Godot's resource UID system is changing to better support scripts and shaders. Read on to know what's required on your part to fully benefit from it.</div></article></a><a href=/article/godotsharp-packages-net8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotsharp-packages-net8.webp) href=/article/godotsharp-packages-net8/></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>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 September 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 2</h3><p class=excerpt>The PR harvest keeps going strongly for Godot 4.4, with massive new features such as typed dictionaries and error-less project import!</div></article></a><a href=/article/godot-3-6-finally-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-3-6-finally-released.webp) href=/article/godot-3-6-finally-released/></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>&nbsp;-&nbsp; 9 September 2024</span></div><h3>Godot 3.6 finally released!</h3><p class=excerpt>After 2 years of development, Godot 3.6 is finally out and it comes fully packed with features and quality of life improvements! This includes 2D physics interpolation and hierarchical culling, and 3D mesh merging, level of detail, tighter shadow culling, ORM materials, and more.</div></article></a><a href=/article/submissions-open-godot-2024-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2024.webp) href=/article/submissions-open-godot-2024-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>&nbsp;-&nbsp; 5 September 2024</span></div><h3>Submissions open for Godot 2024 showreel!</h3><p class=excerpt>Showcase your Godot creations in 2024! 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/about-official-console-ports/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/about-official-console-ports.webp) href=/article/about-official-console-ports/></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>&nbsp;-&nbsp; 3 September 2024</span></div><h3>About Official Console Ports</h3><p class=excerpt>With this post we aim to address the communitys questions about the lack of official console ports through the Godot Foundation.</div></article></a><a href=/article/review-gamescom-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/review-gamescom-2024.webp) href=/article/review-gamescom-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>&nbsp;-&nbsp; 2 September 2024</span></div><h3>Meeting the community at gamescom 2024</h3><p class=excerpt>Back from gamescom, ready to report.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp; 3 September 2024</span></div><h3>About Official Console Ports</h3><p class=excerpt>With this post we aim to address the communitys questions about the lack of official console ports through the Godot Foundation.</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/heroic-labs-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/4ea/c8a/5d94eac8a8423458863414.jpg) href=/article/heroic-labs-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>
<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/9bd/66b/5d99bd66b58c5678103264.jpg) href=/article/dev-snapshot-godot-3-2-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 6 October 2019</span></div><h3>Dev snapshot: Godot 3.2 alpha 1</h3><p class=excerpt>After close to 7 months of development and over 4,000 commits since the 3.1 release, we are now happy to release Godot 3.2 alpha 1, our first milestone towards the next stable installment of our free and open source game engine. It brings new features such as an Android plugin/custom build system, C# support for Android, WebRTC support and WebSocket improvements, a fully reworked Visual Shader editor, ARKit and Oculus Go/Quest support and many more.</div></article></a><a href=/article/heroic-labs-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d9/4ea/c8a/5d94eac8a8423458863414.jpg) href=/article/heroic-labs-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 October 2019</span></div><h3>Heroic Labs supports Godot development</h3><p class=excerpt>We are happy to announce that Heroic Labs is now supporting Godot's development as Platinum sponsor! For this occasion, we asked Heroic Labs co-founder Mo Firouz to write some words about the company, why they choose to support Godot and their plans to integrate Nakama with our engine.</div></article></a><a href=/article/basic-cryptography-ssl-improvements/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d8/f4b/b0a/5d8f4bb0a3174096196968.png) href=/article/basic-cryptography-ssl-improvements/></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>&nbsp;-&nbsp;28 September 2019</span></div><h3>Basic cryptography, SSL improvements</h3><p class=excerpt>As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking.</div></article></a><a href=/article/george-marques-will-be-working-full-time-project/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d8/25c/62c/5d825c62cc1e4431380963.png) href=/article/george-marques-will-be-working-full-time-project/></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>&nbsp;-&nbsp;18 September 2019</span></div><h3>George Marques will be working full time for the project</h3><p class=excerpt>After some months, the project has received enough funding to be able to do a new full time hire! Thanks hugely to everyone who is supporting us, as your help has allowed us reaching this far!</div></article></a><a href=/article/gsoc-2019-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d7/52f/458/5d752f4583d2e116311872.png) href=/article/gsoc-2019-progress-report-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>Yuri Roubinsky </span><span class=date>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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/maintenance-release-godot-3-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cc/42f/af6/5cc42faf61a5d075621243.png) href=/article/maintenance-release-godot-3-1-1/></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>&nbsp;-&nbsp;27 April 2019</span></div><h3>Maintenance release: Godot 3.1.1</h3><p class=excerpt>Godot 3.1.1-stable is released, the first maintenance release of the 3.1 series. In this release we've fixed an important security issue related to networking, added some nice quality of life improvements to the animation editor, and fixed several bugs.</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>&nbsp;-&nbsp;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/release-candidate-godot-3-1-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/f0a/f71/5cbf0af719498893498887.png) href=/article/release-candidate-godot-3-1-1-rc-1/></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>&nbsp;-&nbsp;23 April 2019</span></div><h3>Release candidate: Godot 3.1.1 RC 1</h3><p class=excerpt>Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/19/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;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></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/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>
<a class=pagination-next href=https://godotengine.org/blog/22/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-1-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/f0a/f71/5cbf0af719498893498887.png) href=/article/release-candidate-godot-3-1-1-rc-1/></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>&nbsp;-&nbsp;23 April 2019</span></div><h3>Release candidate: Godot 3.1.1 RC 1</h3><p class=excerpt>Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!</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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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-2019-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/370/921/5cb370921c397488950248.png) href=/article/godot-2019-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;16 April 2019</span></div><h3>Announcing the Godot 2019 showreel</h3><p class=excerpt>Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).</div></article></a><a href=/article/state-godot-gdc-2019-github-hq/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5cb/4f1/7a4/5cb4f17a43632182391125.png) href=/article/state-godot-gdc-2019-github-hq/></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>HP van Braam </span><span class=date>&nbsp;-&nbsp;28 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 9</h3><p class=excerpt>The previous beta had some GLES2/Android regressions which, along with several other issues, has been fixed in Beta 9. Please go forth and test! Assuming no new regressions are found we are likely going to move to *release candidate* state soon.</div></article></a><a href=/article/godot-google-summer-code-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/67d/8c6/5c767d8c62621713488685.png) href=/article/godot-google-summer-code-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 February 2019</span></div><h3>Godot in Google Summer of Code 2019</h3><p class=excerpt>Godot will take part in the Google Summer of Code for the second time in a row, and we are thrilled at the opportunity to mentor students to work on interesting projects for the Godot community.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/558/1f7/5c75581f7dadb646440050.jpg) href=/article/dev-snapshot-godot-3-1-beta-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 8</h3><p class=excerpt>Our two previous beta builds had showstopper regressions, which have now been fixed. This beta 8 builds allows using the engine with C# again, as well as running it on older CPUs. As we release it, we are already aware of another recent regression with ETC texture import affecting GLES2 on mobile, which will be fixed in the next build.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/2a2/0bb/5c72a20bb6843627788761.jpg) href=/article/dev-snapshot-godot-3-1-beta-7/></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>&nbsp;-&nbsp;24 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 7</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a><a href=/article/submissions-open-godot-2019-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/00c/63e/5c700c63eb56b196889234.png) href=/article/submissions-open-godot-2019-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 February 2019</span></div><h3>Submissions open for Godot 2019 showreel</h3><p class=excerpt>Are you proud of your game and would you like us to showcase it in Godot's 2019 showreel? Please send us a short video (10-15 secs) for us to include it!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;24 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 7</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 7 with close to 25 commits made since beta 6 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
<a title="Godot Engine - Blog - Page 19" href=https://godotengine.org/blog/19/>19</a>
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<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/ed2/f61/5c6ed2f617ed8871688013.jpg) href=/article/dev-snapshot-godot-3-1-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>
<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/submissions-open-godot-2019-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/00c/63e/5c700c63eb56b196889234.png) href=/article/submissions-open-godot-2019-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 February 2019</span></div><h3>Submissions open for Godot 2019 showreel</h3><p class=excerpt>Are you proud of your game and would you like us to showcase it in Godot's 2019 showreel? Please send us a short video (10-15 secs) for us to include it!</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/ed2/f61/5c6ed2f617ed8871688013.jpg) href=/article/dev-snapshot-godot-3-1-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>&nbsp;-&nbsp;22 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 6</h3><p class=excerpt>As bugfixing is going at a steady pace towards Godot 3.1 stable, we plan to release beta builds frequently to have broad testing on the latest fixes and spot any regression. So we're now publishing Godot 3.1 beta 6 with close to 150 commits made since beta 5 a few days ago. This is also the first Godot released to have code signed binaries on Windows!</div></article></a><a href=/article/meet-godot-representatives-gdc-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/daa/53e/5c6daa53edd10191265764.png) href=/article/meet-godot-representatives-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;20 February 2019</span></div><h3>Meet with Godot Representatives at GDC 2019</h3><p class=excerpt>Another year, another GDC! This year, many of us core developers will be attending GDC in representation of the project to meet with companies interested in knowing more about Godot (or just meeting with us).</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/876/abc/5c6876abcd8f7519906691.png) href=/article/dev-snapshot-godot-3-1-beta-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>&nbsp;-&nbsp;17 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 5</h3><p class=excerpt>It's only been a few days since beta 4, but we're making very good progress on polishing the 3.1 beta, with many bugs being fixed every day. We'll soon be able to issue a Release Candidate (RC) build and from there, proceed quickly to the stable release. For now, we're still calling this one beta 5, as there are some critical bugs left that we want to fix before RC 1.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c6/086/93b/5c608693b2c0c600326798.jpg) href=/article/dev-snapshot-godot-3-1-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>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 5 November 2018</span></div><h3>Open ARPG and JRPG demos on GDquest</h3><p class=excerpt>Join our Open Projects on GDquest! Moving forward, we want to code great game demos together, have fun, learn, and produce better educational resources for the entire community.</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bd/cb6/df6/5bdcb6df6ba77895463474.jpg) href=/article/dev-snapshot-godot-3-1-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>&nbsp;-&nbsp; 2 November 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 2</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/github-game-off-and-godot-are-winning-combination/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bd/b64/613/5bdb64613262d644014666.png) href=/article/github-game-off-and-godot-are-winning-combination/></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>&nbsp;-&nbsp;29 October 2018</span></div><h3>GitHub Game Off and Godot are a winning combination</h3><p class=excerpt>GitHub Game Off, the month-long jam putting forward free and open source gamedev tools is back for its 2018 edition starting on November 1st! It's a great opportunity to make a game with Godot and many other great FOSS tools. And as Securas showed it last year with Daemon vs Demon, you can also win the Game Off jam with your Godot game!</div></article></a><a href=/article/godot-wild-jam-october-2018-results/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bd/324/0e8/5bd3240e841c1065321453.png) href=/article/godot-wild-jam-october-2018-results/></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>&nbsp;-&nbsp;26 October 2018</span></div><h3>Godot Wild Jam October - Results</h3><p class=excerpt>With roughly 170 participants and 31 games submitted, the second Godot Wild Jam was a huge success! Read on about the winners for this month and see the compilation video for this Godot Wild Jam.</div></article></a><a href=/article/godot-wild-jam-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/dcb/46c/5bbdcb46c6eee640012032.png) href=/article/godot-wild-jam-2018/></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>&nbsp;-&nbsp;10 October 2018</span></div><h3>Godot Wild Jam</h3><p class=excerpt>While the GodotCon in Poznań is ongoing (Livestream here!), our awesome community could not wait for the next official Godot Jam and just got one started on their own: The Godot Wild Jam.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
<span class=by>Max Hilbrunner </span><span class=date>&nbsp;-&nbsp;26 October 2018</span></div><h3>Godot Wild Jam October - Results</h3><p class=excerpt>With roughly 170 participants and 31 games submitted, the second Godot Wild Jam was a huge success! Read on about the winners for this month and see the compilation video for this Godot Wild Jam.</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 class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/schedule-godotcon-2018-poznan/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/7ab/602/5bb7ab6027652796916982.png) href=/article/schedule-godotcon-2018-poznan/></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/24/>Next →</a></div><div class=posts><a href=/article/godot-wild-jam-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/dcb/46c/5bbdcb46c6eee640012032.png) href=/article/godot-wild-jam-2018/></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>&nbsp;-&nbsp;10 October 2018</span></div><h3>Godot Wild Jam</h3><p class=excerpt>While the GodotCon in Poznań is ongoing (Livestream here!), our awesome community could not wait for the next official Godot Jam and just got one started on their own: The Godot Wild Jam.</div></article></a><a href=/article/schedule-godotcon-2018-poznan/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/7ab/602/5bb7ab6027652796916982.png) href=/article/schedule-godotcon-2018-poznan/></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>&nbsp;-&nbsp; 7 October 2018</span></div><h3>Schedule for GodotCon 2018 in Poznań</h3><p class=excerpt>GodotCon 2018 Poznań will be on October 10 & 11, and we have a great line-up of speakers from the Godot community who will share insights in their Godot-related work and workflow. Core contributors of the engine will also be there to introduce attendees to the inner workings of a Free and Open Source project like Godot, where everyone can get involved!</div></article></a><a href=/article/godot-slides-gamified-slideshows-with-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/5f3/86b/5bb5f386bf45c464125655.png) href=/article/godot-slides-gamified-slideshows-with-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>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 5 October 2018</span></div><h3>Godot Slides: gamified slideshows made in Godot</h3><p class=excerpt>Build beautiful and gamified presentations with Godot Slides 2.0! The project ships with a 10 minutes multilingual pitch for you to give at gamedev meetups and other events, to introduce students to the engine... It's all drag-and-drop and, as you'd expect, open source.</div></article></a><a href=/article/become-godot-contributor-hacktoberfest-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/27f/fe8/5bb27ffe8696a709684472.png) href=/article/become-godot-contributor-hacktoberfest-2018/></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>&nbsp;-&nbsp; 1 October 2018</span></div><h3>Become a Godot contributor for Hacktoberfest 2018</h3><p class=excerpt>Hacktoberfest 2018 has started, and you can contribute to Godot to earn a T-shirt (and experience!). Digital Ocean and GitHub sponsor this event that encourages everyone to contribute to any free and open source project on GitHub, including Godot's repositories. All pull requests count, so you can work either on the engine source code or on the documentation - there are things to do for everyone!</div></article></a><a href=/article/welcoming-our-new-gold-sponsor-imagecampus/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ba/550/461/5ba5504619f94509951811.png) href=/article/welcoming-our-new-gold-sponsor-imagecampus/></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>&nbsp;-&nbsp;14 July 2018</span></div><h3>Visual Shader Editor is back</h3><p class=excerpt>After some weeks of work, the new visual shader editor is ready for testing!</div></article></a><a href=/article/maintenance-release-godot-3-0-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b4/266/3cc/5b42663cc18a0730946172.png) href=/article/maintenance-release-godot-3-0-5/></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>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp; 8 July 2018</span></div><h3>Maintenance release: Godot 3.0.5</h3><p class=excerpt>In Godot 3.0.5 we've fixed the Android APK export issue, a C# bug that only appeared on exported games, and several other small things. Get it while the gettin's good!</div></article></a><a href=/article/results-godot-jam-june-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/a7a/2bc/5b3a7a2bca828302049408.png) href=/article/results-godot-jam-june-2018/></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>&nbsp;-&nbsp; 2 July 2018</span></div><h3>Results of the Godot Jam - June 2018</h3><p class=excerpt>After three days of intensive game development and two weeks of playtesting and rating (over 3,500 ratings!), we now have the results for our June 2018 Godot Community Game Jam! 110 games were submitted and reviewed, and the winners are: 1) "Fire and Fondness" by John Gabriel 2) "The Weather Guy" by Emilio and Andre Mari Coppola 3) "On Blazing Rails to Kansas City" by Dalton5000</div></article></a><a href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/392/f85/5b3392f852017497603465.png) href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/></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>&nbsp;-&nbsp;27 June 2018</span></div><h3>Godot at the RMLL / LSM 2018 in Strasbourg, July 7-12</h3><p class=excerpt>Godot will be at the Libre Software Meeting 2018 (also known as RMLL Rencontres Mondiales du Logiciel Libre) in Strasbourg, France from Saturday 7 July to Thursday 12 July. We will give a 1-hour talk, a 3-hour workshop and will have a Godot booth for the whole duration of the event.</div></article></a><a href=/article/godot-gets-new-animation-tree-state-machine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/2ca/354/5b32ca3546bbf512292209.png) href=/article/godot-gets-new-animation-tree-state-machine/></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>&nbsp;-&nbsp;26 June 2018</span></div><h3>Godot gets new Animation Tree + State Machine</h3><p class=excerpt>After a long time coming, and as part of this trend of modernizing many old godot subsystems, the animation tree has been rewritten from scratch and it's now brand new, with plenty of new features.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 June 2018</span></div><h3>Godot at the RMLL / LSM 2018 in Strasbourg, July 7-12</h3><p class=excerpt>Godot will be at the Libre Software Meeting 2018 (also known as RMLL Rencontres Mondiales du Logiciel Libre) in Strasbourg, France from Saturday 7 July to Thursday 12 July. We will give a 1-hour talk, a 3-hour workshop and will have a Godot booth for the whole duration of the event.</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/maintenance-release-godot-3-0-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/d2f/118/5b2d2f118951e820036835.png) href=/article/maintenance-release-godot-3-0-4/></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>
<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/godot-gets-new-animation-tree-state-machine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/2ca/354/5b32ca3546bbf512292209.png) href=/article/godot-gets-new-animation-tree-state-machine/></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>&nbsp;-&nbsp;26 June 2018</span></div><h3>Godot gets new Animation Tree + State Machine</h3><p class=excerpt>After a long time coming, and as part of this trend of modernizing many old godot subsystems, the animation tree has been rewritten from scratch and it's now brand new, with plenty of new features.</div></article></a><a href=/article/maintenance-release-godot-3-0-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/d2f/118/5b2d2f118951e820036835.png) href=/article/maintenance-release-godot-3-0-4/></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>&nbsp;-&nbsp;22 June 2018</span></div><h3>Maintenance release: Godot 3.0.4</h3><p class=excerpt>Godot 3.0.4 is a small release that fixes a crasher in the asset library on Windows. If you were affected by this please upgrade. Otherwise we'll come back with a larger 3.0.5 soon!</div></article></a><a href=/article/godot-leap-motion-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/78c/51c/5b278c51c79b7843614393.jpg) href=/article/godot-leap-motion-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>&nbsp;-&nbsp;19 June 2018</span></div><h3>Godot Leap Motion Support</h3><p class=excerpt>Leap Motion hand tracking support arrives with Godot 3.0.3</div></article></a><a href=/article/godot-jam-starts-now-theme-temperature/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/41b/605/5b241b605209f362633139.png) href=/article/godot-jam-starts-now-theme-temperature/></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>&nbsp;-&nbsp;15 June 2018</span></div><h3>The Godot Jam starts now, theme: Temperature</h3><p class=excerpt>With a slight delay, the Godot Community Game Jam is now starting and we can announce the theme that was elected by the community: TEMPERATURE!
@@ -36,8 +37,7 @@ A very common request, though, was the ability to do custom mesh deformation bas
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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/godots-documentation-now-open-translation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ad/5d4/c96/5ad5d4c964791484476565.png) href=/article/godots-documentation-now-open-translation/></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>&nbsp;-&nbsp;17 April 2018</span></div><h3>Godot's documentation is now open for translation</h3><p class=excerpt>Godot has been around for over 4 years, and localized documentation in Spanish, Portuguese, Chinese, French, Russian and many other languages has always been a very requested feature. After a lot of documentation work to ensure that we have a good original English content to translate from, and some more work on setting up a convenient infrastructure for translating and keeping translations up to date, we are now ready to welcome contributions!</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>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;16 April 2018</span></div><h3>GLES2 and GDNative, progress report #4</h3><p class=excerpt>Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!</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>&nbsp;-&nbsp;17 April 2018</span></div><h3>Godot's documentation is now open for translation</h3><p class=excerpt>Godot has been around for over 4 years, and localized documentation in Spanish, Portuguese, Chinese, French, Russian and many other languages has always been a very requested feature. After a lot of documentation work to ensure that we have a good original English content to translate from, and some more work on setting up a convenient infrastructure for translating and keeping translations up to date, we are now ready to welcome contributions!</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/godot-project-management-101/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/a37/9bc/5aba379bcde42258374818.jpg) href=/article/godot-project-management-101/></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/26/>Next →</a></div><div class=posts><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>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;16 April 2018</span></div><h3>GLES2 and GDNative, progress report #4</h3><p class=excerpt>Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!</div></article></a><a href=/article/godot-project-management-101/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/a37/9bc/5aba379bcde42258374818.jpg) href=/article/godot-project-management-101/></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>&nbsp;-&nbsp;27 March 2018</span></div><h3>Godot project management 101</h3><p class=excerpt>As we just reached our third goal on Patreon, we are now able to hire Rémi Verschelde (Akien) as full-time project manager and representative! In this article, he gives some insights on what brought him to Godot, how he helped organize the teamwork and became the de facto project manager, as well as plans for the future.</div></article></a><a href=/article/godot-doing-well-gdc-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/7b4/9a4/5ab7b49a4babf418474275.png) href=/article/godot-doing-well-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;25 March 2018</span></div><h3>Godot is doing well at GDC 2018!</h3><p class=excerpt>I went to GDC yet again (this time GDC 2018) trying to see how Godot is doing at the game industry. To my surprise this time, it was quite different..</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/69c/f4c/5ab69cf4c700d643288675.png) href=/article/dev-snapshot-godot-2-1-5-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 March 2018</span></div><h3>Dev snapshot: Godot 2.1.5 RC 1</h3><p class=excerpt>Feedback has been quite good on the past two beta builds for the upcoming Godot 2.1.5 (providing legacy support for users of Godot 2), so we're now publishing a release candidate. If all goes well (no new regression reported), that should more or less be the 2.1.5 final release. So make sure to test it thoroughly!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/2db/729/5ab2db729bee7065606296.png) href=/article/gles2-and-gdnative-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=karroffel loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 January 2018</span></div><h3>Dev snapshot: Godot 3.0 RC 1</h3><p class=excerpt>Things have sped up a lot in the Godot development team since the beginning of 2018, to be able to finalize 3.0 and release it in January. The release freeze has been announced, meaning that enhancements and non-critical bug fixes are no longer being merged, to ensure that the master branch can stabilize and eventually be ready for the final release. This means of course that many known issues won't be fixed for 3.0, but will have to wait for 3.1 or for the maintenance 3.0.x releases which should start arriving in February.</div></article></a><a href=/article/godotcon-2018-venue-and-call-proposals/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a5/62a/afb/5a562aafb05c4537748115.png) href=/article/godotcon-2018-venue-and-call-proposals/></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>&nbsp;-&nbsp;10 January 2018</span></div><h3>GodotCon 2018: Venue and Call for Proposals</h3><p class=excerpt>Our GodotCon 2018 is approaching and will take place at Ludus Académie in Brussels on February 5 & 6. It's your last chance to register if you want to attend the event, and it's now also the time for all participants to think about talks, workshops or other activities that they would like to have during GodotCon, and then send us their proposals.</div></article></a><a href=/article/next-patreon-goal-help-us-hire-remi-verschelde-akien-full-time/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a5/3cd/031/5a53cd031c23c749175648.png) href=/article/next-patreon-goal-help-us-hire-remi-verschelde-akien-full-time/></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>&nbsp;-&nbsp; 8 January 2018</span></div><h3>Next Patreon goal: Help us hire Rémi Verschelde (Akien) full time!</h3><p class=excerpt>So far we have been a few months on Patreon and the net result has been overwhelmingly positive, as we get enough funds each month to hire our lead developer and an intern! Still, it's time to start thinking about our next hire to continue speeding up Godot's development as well as its visibility and relevance in the gamedev industry.</div></article></a><a href=/article/look-gdnative-architecture/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a4/bcf/c4a/5a4bcfc4a5874955869035.png) href=/article/look-gdnative-architecture/></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>&nbsp;-&nbsp; 2 January 2018</span></div><h3>A look at the GDNative architecture</h3><p class=excerpt>GDNative changed a lot since it was first introduced. From being a scripting-centered module it quickly became a more general purpose tool than we initially assumed. Here we present the way GDNative and related technologies work together.</div></article></a><a href=/article/dev-snapshot-godot-3-0-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a3/c39/918/5a3c399188781933894734.jpg) href=/article/dev-snapshot-godot-3-0-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>&nbsp;-&nbsp;21 December 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 2</h3><p class=excerpt>After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp; 2 January 2018</span></div><h3>A look at the GDNative architecture</h3><p class=excerpt>GDNative changed a lot since it was first introduced. From being a scripting-centered module it quickly became a more general purpose tool than we initially assumed. Here we present the way GDNative and related technologies work together.</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/introducing-new-last-minute-lightmapper/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a3/27e/110/5a327e110ab39178158316.png) href=/article/introducing-new-last-minute-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>
<a class=pagination-next href=https://godotengine.org/blog/27/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-0-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a3/c39/918/5a3c399188781933894734.jpg) href=/article/dev-snapshot-godot-3-0-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>&nbsp;-&nbsp;21 December 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 2</h3><p class=excerpt>After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!</div></article></a><a href=/article/introducing-new-last-minute-lightmapper/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a3/27e/110/5a327e110ab39178158316.png) href=/article/introducing-new-last-minute-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;14 December 2017</span></div><h3>Introducing the new "last minute" lightmapper</h3><p class=excerpt>A considerable number of users requested a more efficient way to have GI (Global Illumination) in their projects. Godot 3.0 currenty offers the GIProbe node, which provides a real-time approximation to GI. This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions.</div></article></a><a href=/article/get-ready-fosdem-and-godotcon-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/eed/6e1/5a2eed6e1cc88595174491.png) href=/article/get-ready-fosdem-and-godotcon-2018/></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>&nbsp;-&nbsp;11 December 2017</span></div><h3>Get ready for FOSDEM and GodotCon 2018!</h3><p class=excerpt>In February 2018, the Godot Engine community invites you to meet together at the FOSDEM (3 & 4 Feb) and the GodotCon (5 & 6 Feb), both in Brussels, Belgium and with dozens of Godot users and contributors, including our lead developer Juan Linietsky coming all the way from Buenos Aires. FOSDEM is a huge free and open source software-focused event with over 8000 attendees. Coming right after FOSDEM in the same city, GodotCon is a small but Godot-focused event with talks, workshops and many activities around our favourite engine.</div></article></a><a href=/article/let-people-touch-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/c53/7eb/5a2c537ebba45114446322.jpg) href=/article/let-people-touch-godot/></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>
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp; 9 December 2017</span></div><h3>Let people touch Godot!</h3><p class=excerpt>Maybe you have already seen an AdPod around. They are three-sided giant multitouch capable screens. The company behind them customizes them for very important customers for promotion campaings for things like movies (Disney, Universal).
@@ -37,8 +38,7 @@ We propose to have a special bug hunting day on Saturday, 9 December, to focus o
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;13 October 2017</span></div><h3>As an Open Source project, Godot is more than a game engine</h3><p class=excerpt>Godot is a community developed game engine. The development process is becoming tighter and more efficient every day. As the amount of contributors keep growing exponentially, it's a big challenge for us to keep this process efficient and yet improve it.</div></article></a><a href=/article/godot-3-renderer-design-explained/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59c/821/f4a/59c821f4a5e6c895938383.jpg) href=/article/godot-3-renderer-design-explained/></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>&nbsp;-&nbsp;24 September 2017</span></div><h3>Godot 3's renderer design explained</h3><p class=excerpt>Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. The motivation behind it was not to achieve the maximum performance in extreme use cases, but accomodate better to most user's needs.</div></article></a><a href=/article/patreon-first-goal-achieved/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59b/efc/4aa/59befc4aa50f7635149686.png) href=/article/patreon-first-goal-achieved/></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>&nbsp;-&nbsp;18 September 2017</span></div><h3>Patreon: First goal achieved!</h3><p class=excerpt>A little bit over a month ago we launched a Patreon campaign to improve our funding. The first goal, which is allowing our lead developer Juan Linietsky to work full time on the project, has been just met, which is amazing!! Thanks to everyone who helped and contributed!</div></article></a><a href=/article/first-godot-3-docs-sprint-sept-9/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59e/850/b39/59e850b39e220163403707.png) href=/article/first-godot-3-docs-sprint-sept-9/></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>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 6 September 2017</span></div><h3>Let's build great docs for 3.0! Write the Docs every week-end</h3><p class=excerpt>Godot 3's API reference is 60% incomplete. With so many changes since 2.0, we must review classes and their descriptions. The engine can only grow and attract tons of users if it has great docs. And this cannot happen without you. Join us this Saturday for the first Godot 3.0 docs Sprint!</div></article></a><a href=/article/we-need-your-help-improve-our-documentation-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/873/435/59a87343562c8216231867.png) href=/article/we-need-your-help-improve-our-documentation-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>&nbsp;-&nbsp;31 August 2017</span></div><h3>We need your help to improve our documentation system!</h3><p class=excerpt>Godot has grown a lot and, nowadays, and new users expect us to have quality documentation comparable to commercial offerings. For this, the documentation system we currently have needs tweaks and improvements. As we, game engine developers, are not experienced in the web side of the programming world, everything seems daunting to us (please don't laugh), so any help with the following items would be hugely appreciated!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp; 6 September 2017</span></div><h3>Let's build great docs for 3.0! Write the Docs every week-end</h3><p class=excerpt>Godot 3's API reference is 60% incomplete. With so many changes since 2.0, we must review classes and their descriptions. The engine can only grow and attract tons of users if it has great docs. And this cannot happen without you. Join us this Saturday for the first Godot 3.0 docs Sprint!</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/maintenance-release-godot-2-1-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/6e8/e45/59a6e8e45038d813649865.png) href=/article/maintenance-release-godot-2-1-4/></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>
<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/we-need-your-help-improve-our-documentation-system/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/873/435/59a87343562c8216231867.png) href=/article/we-need-your-help-improve-our-documentation-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>&nbsp;-&nbsp;31 August 2017</span></div><h3>We need your help to improve our documentation system!</h3><p class=excerpt>Godot has grown a lot and, nowadays, and new users expect us to have quality documentation comparable to commercial offerings. For this, the documentation system we currently have needs tweaks and improvements. As we, game engine developers, are not experienced in the web side of the programming world, everything seems daunting to us (please don't laugh), so any help with the following items would be hugely appreciated!</div></article></a><a href=/article/maintenance-release-godot-2-1-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/6e8/e45/59a6e8e45038d813649865.png) href=/article/maintenance-release-godot-2-1-4/></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>&nbsp;-&nbsp;30 August 2017</span></div><h3>Maintenance release: Godot 2.1.4</h3><p class=excerpt>Godot 2.1.4 is released and brings a good number of enhancements and bug fixes, as well as some new features backported from the master branch. There is now (beta) support for Universal Windows Platform, advanced string format in GDScript, one-way collisions for TileMaps, an improved debugger, and many other changes which should stay fully compatible with existing 2.1.x projects.</div></article></a><a href=/article/80-funded-celebrating-patreon-rewards-upgrade/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/1fe/5c5/59a1fe5c53457648503006.jpg) href=/article/80-funded-celebrating-patreon-rewards-upgrade/></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>&nbsp;-&nbsp;26 August 2017</span></div><h3>80% funded! Celebrating with a Patreon rewards upgrade</h3><p class=excerpt>The first two weeks of our new Patreon campaign have been astounding, with more than $2,400/month pledged by the community to enable us to hire Juan full-time to work on Godot's development. We are 80% of the way up to that goal, and with your help to spread the news we might be able to reach our target $3,000 within a few days! To celebrate this huge progress, we upgraded our Patreon rewards to make them more accessible. We also took this opportunity to satisfy some legal requirements of being a non-profit charity, ensuring that no reward could be interpreted as a taxable business income.</div></article></a><a href=/article/godot-and-openhmd-kiel-open-source-and-linux-days/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/59a/00b/98c/59a00b98c537b413433168.png) href=/article/godot-and-openhmd-kiel-open-source-and-linux-days/></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>&nbsp;-&nbsp;25 August 2017</span></div><h3>Godot and OpenHMD at the Kiel Open Source and Linux Days</h3><p class=excerpt>Godot and OpenHMD (VR library) developers will be at the Kiel Open Source and Linux Days in Kiel, Germany, on Friday 15 and Saturday 16 September 2017. Both projects will have a stand each, and we will make a 1-hour presentation and a 2-hour workflow for aspiring and beginner Godot users.</div></article></a><a href=/article/small-defense-gltf/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/599/f48/cc5/599f48cc5fc6e217155476.jpg) href=/article/small-defense-gltf/></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>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 February 2017</span></div><h3>Only two buttons, but dozens of games!</h3><p class=excerpt>Godot's Dec 2016 - Jan 2017 Community Game Jam ended with 41 entries, including some very interesting games! Check the jam winners in this post: Astrid - The Meow Night Shadow, 2 and 3, Two Taps Racer!</div></article></a><a href=/article/godot-30-new-internals-progress-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/589/720/444/5897204442764550068699.png) href=/article/godot-30-new-internals-progress-report-4/></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>&nbsp;-&nbsp; 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/maintenance-release-godot-2-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/588/3a8/eb2/5883a8eb2f2ba003798173.png) href=/article/maintenance-release-godot-2-1-2/></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>&nbsp;-&nbsp;21 January 2017</span></div><h3>Maintenance release: Godot 2.1.2</h3><p class=excerpt>Here comes a new maintenance release in the current stable branch, Godot 2.1.2. It features various bug fixes and usability improvements, as well as brand new IPv6 support in the networking API, a better audio driver initialization reducing the latency, ternary operators in GDScript and out of the box split screen mode for 2D!</div></article></a><a href=/article/meet-us-fosdem-2017-and-godotcon/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/587/f64/a8a/587f64a8af8ef032891376.png) href=/article/meet-us-fosdem-2017-and-godotcon/></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>&nbsp;-&nbsp;18 January 2017</span></div><h3>Meet us at FOSDEM 2017 and GodotCon</h3><p class=excerpt>The Godot Engine community is officially attending the FOSDEM 2017 in Brussels, Belgium on Feb 4-5, and also organises its own "GodotCon" event in Brussels the next two days (Feb 6-7). All interested Godot users and contributors are invited to join us for a great real life meeting!</div></article></a><a href=/article/warning-head-going-unstable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/ab0/894/586ab08946903852839807.png) href=/article/warning-head-going-unstable/></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>&nbsp;-&nbsp; 2 January 2017</span></div><h3>WARNING: HEAD is going unstable!</h3><p class=excerpt>Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 January 2017</span></div><h3>Meet us at FOSDEM 2017 and GodotCon</h3><p class=excerpt>The Godot Engine community is officially attending the FOSDEM 2017 in Brussels, Belgium on Feb 4-5, and also organises its own "GodotCon" event in Brussels the next two days (Feb 6-7). All interested Godot users and contributors are invited to join us for a great real life meeting!</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 class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><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>
<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/warning-head-going-unstable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/ab0/894/586ab08946903852839807.png) href=/article/warning-head-going-unstable/></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>&nbsp;-&nbsp; 2 January 2017</span></div><h3>WARNING: HEAD is going unstable!</h3><p class=excerpt>Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.</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>&nbsp;-&nbsp;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/godot-gamejam-dec-2016-jan-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/585/28c/770/58528c770b44a828339905.png) href=/article/godot-gamejam-dec-2016-jan-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2016</span></div><h3>Godot Community Game Jam - Dec 2016 / Jan 2017</h3><p class=excerpt>After the success of the previous game jams in March and June, we launch a new community game jam for the new year, with the theme "Two buttons". Go to https://itch.io/jam/godotjam122016 to partake in the jam, alone or in a team with other community members!</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>&nbsp;-&nbsp; 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/maintenance-release-godot-2-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/582/e11/fe3/582e11fe32c47456712354.jpg) href=/article/maintenance-release-godot-2-1-1/></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>
@@ -35,8 +36,7 @@ For Godot 3.0 (our new release being worked on) we are working hard to change th
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 9 July 2016</span></div><h3>Maintenance release: Godot 2.0.4.1</h3><p class=excerpt>Godot 2.0.4 is released, with many bug fixes and improvements, as well as greatly enhanced documentation and new versions for embedded libraries!</div></article></a><a href=/article/showcase-your-godot-game-our-website/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/577/10f/154/57710f154bf65180806121.png) href=/article/showcase-your-godot-game-our-website/></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>&nbsp;-&nbsp;27 June 2016</span></div><h3>Showcase your Godot game on our website!</h3><p class=excerpt>We added a Showcase page to the website, to show the world that yes, Godot is a great engine used to make creative and good looking games!</div></article></a><a href=/article/mozilla-awards-godot-engine-part-moss-mission-partners-program/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/576/ac8/b00/576ac8b00df8c332598879.jpg) href=/article/mozilla-awards-godot-engine-part-moss-mission-partners-program/></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>&nbsp;-&nbsp;22 June 2016</span></div><h3>Mozilla awards Godot Engine as part of the MOSS “Mission Partners” program</h3><p class=excerpt>Mozilla awards Godot Engine USD 20,000 as part of the MOSS “Mission Partners” program, to support the development of Godot's WebAssembly and WebGL 2 integration.</div></article></a><a href=/article/godot-gamejam-june-2016/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/575/1f9/6f2/5751f96f2d777586519643.png) href=/article/godot-gamejam-june-2016/></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>&nbsp;-&nbsp; 3 June 2016</span></div><h3>Godot Community Game Jam - June 2016</h3><p class=excerpt>After the success of the previous game jam in March, we launch a new community game jam for the month of June 2016, with the theme "Procedural". Go to https://itch.io/jam/godotjam062016 to partake in the jam, alone or in a team with other community members!</div></article></a><a href=/article/mir-godot-habla-dein-language-desormais/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/574/96e/202/57496e202d030947930555.png) href=/article/mir-godot-habla-dein-language-desormais/></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>&nbsp;-&nbsp;28 May 2016</span></div><h3>你好 мир, Godot habla deine language désormais!*</h3><p class=excerpt>Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 June 2016</span></div><h3>Godot Community Game Jam - June 2016</h3><p class=excerpt>After the success of the previous game jam in March, we launch a new community game jam for the month of June 2016, with the theme "Procedural". Go to https://itch.io/jam/godotjam062016 to partake in the jam, alone or in a team with other community members!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
<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/30/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-2-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/573/5fc/35d/5735fc35d361c195318911.png) href=/article/maintenance-release-godot-2-0-3/></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>
<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/mir-godot-habla-dein-language-desormais/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/574/96e/202/57496e202d030947930555.png) href=/article/mir-godot-habla-dein-language-desormais/></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>&nbsp;-&nbsp;28 May 2016</span></div><h3>你好 мир, Godot habla deine language désormais!*</h3><p class=excerpt>Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!</div></article></a><a href=/article/maintenance-release-godot-2-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/573/5fc/35d/5735fc35d361c195318911.png) href=/article/maintenance-release-godot-2-0-3/></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>&nbsp;-&nbsp;13 May 2016</span></div><h3>Maintenance release: Godot 2.0.3</h3><p class=excerpt>Godot 2.0.3 is released, with many bug fixes and improvements, updated documentation, and various interesting distribution changes!</div></article></a><a href=/article/fill-blank-class-reference/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/572/070/c22/572070c227996527491135.png) href=/article/fill-blank-class-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 April 2016</span></div><h3>Fill in the blank in the class reference</h3><p class=excerpt>Godot's API reference is far from complete, but it's an effort to which every member of the community can partake! We organise a class reference writing campaign to aim towards 100% completion for Godot 2.1!</div></article></a><a href=/article/maintenance-release-godot-2-0-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/570/778/0a5/5707780a5a4e5946541256.png) href=/article/maintenance-release-godot-2-0-2/></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>&nbsp;-&nbsp; 8 April 2016</span></div><h3>Maintenance release: Godot 2.0.2</h3><p class=excerpt>Features various bug fixes and editor usability improvements, notably in the script editor. This time, the official binaries are also built without OpenSSL and not compressed with UPX.</div></article></a><a href=/article/community-forum-back/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/570/208/830/570208830cf55249521112.jpg) href=/article/community-forum-back/></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>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;17 May 2015</span></div><h3>Godot 1.1 RC3</h3><p class=excerpt>Many more issues were reported issues after RC2, so well be releasing one more candidate.</div></article></a><a href=/article/godot-1-1-rc2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c2/b4e/efe/5c2b4eefec8e1414325294.png) href=/article/godot-1-1-rc2/></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>&nbsp;-&nbsp; 5 May 2015</span></div><h3>Godot 1.1 RC2</h3><p class=excerpt>The second release candidate is out, with a large amount of fixes. Lets hope this is the last one and becomes stable!</div></article></a><a href=/article/godot-1-1-rc1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c2/b4e/d97/5c2b4ed97851f986256536.jpg) href=/article/godot-1-1-rc1/></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>&nbsp;-&nbsp; 1 May 2015</span></div><h3>Godot 1.1 RC1</h3><p class=excerpt>After 1.1 Beta a month ago, our first release candidate is here. A huge amount of issues were fixed.</div></article></a><a href=/article/godot-1-1-beta1-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/315/11c/56c31511c9034056347215.png) href=/article/godot-1-1-beta1-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>&nbsp;-&nbsp; 2 April 2015</span></div><h3>Godot 1.1 beta1 is out!</h3><p class=excerpt>After three months of hard work, our first new release is out! This beta prepares the road for the 1.1 release, expected sometime in late April.</div></article></a><a href=/article/godot-now-really-free/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56f/d20/248/56fd202489c27661475944.png) href=/article/godot-now-really-free/></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>&nbsp;-&nbsp; 1 April 2015</span></div><h3>Godot is now really free!</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- Godot goes fully FREE to follow the standards of the game development industry, including a mandatory Splash Screen of Pride, the removable of scripting languages support and of course very interesting conditions to share the profit of your work with your beloved engine developers!</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>&nbsp;-&nbsp; 2 April 2015</span></div><h3>Godot 1.1 beta1 is out!</h3><p class=excerpt>After three months of hard work, our first new release is out! This beta prepares the road for the 1.1 release, expected sometime in late April.</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 class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-4-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-1.webp) href=/article/dev-snapshot-godot-4-4-dev-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>
<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/review-gamescom-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/review-gamescom-2024.webp) href=/article/review-gamescom-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>&nbsp;-&nbsp; 2 September 2024</span></div><h3>Meeting the community at gamescom 2024</h3><p class=excerpt>Back from gamescom, ready to report.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-1.webp) href=/article/dev-snapshot-godot-4-4-dev-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>&nbsp;-&nbsp;26 August 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 1</h3><p class=excerpt>The first snapshot after releasing 4.3, already packed with new features!</div></article></a><a href=/article/godot-4-3-a-shared-effort/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-3-a-shared-effort.webp) href=/article/godot-4-3-a-shared-effort/></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>&nbsp;-&nbsp;15 August 2024</span></div><h3>Godot 4.3, a shared effort</h3><p class=excerpt>With over 3,500 commits authored by over 500 contributors, the latest Godot Engine release comes packed full of new features and improvements.</div></article></a><a href=/article/design-of-the-skeleton-modifier-3d/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/design-of-the-skeleton-modifier-3d.webp) href=/article/design-of-the-skeleton-modifier-3d/></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>&nbsp;-&nbsp;12 August 2024</span></div><h3>Design of the Skeleton Modifier 3D</h3><p class=excerpt>We have reworked the skeleton bone update process to add SkeletonModifier3D for modifying the Skeleton.</div></article></a><a href=/article/release-candidate-godot-4-3-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-3.webp) href=/article/release-candidate-godot-4-3-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>&nbsp;-&nbsp; 1 May 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 6</h3><p class=excerpt>The last dev snapshot for 4.3 before feature freeze is a big one after 6 weeks of work!</div></article></a><a href=/article/introducing-reverse-z/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/introducing-reverse-z.webp) href=/article/introducing-reverse-z/></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>&nbsp;-&nbsp;29 April 2024</span></div><h3>Introducing Reverse Z (AKA I'm sorry for breaking your shader)</h3><p class=excerpt>We are breaking compatibility for some custom shaders. Here is why.</div></article></a><a href=/article/update-on-google-forge-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-and-android-and-vulkan.webp) href=/article/update-on-google-forge-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>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;19 April 2024</span></div><h3>Update on the Collaboration with Google and The Forge</h3><p class=excerpt>The collaboration with Google and The Forge has concluded successfully!</div></article></a><a href=/article/maintenance-release-godot-4-2-2-and-4-1-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-2-2-and-4-1-4.webp) href=/article/maintenance-release-godot-4-2-2-and-4-1-4/></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>&nbsp;-&nbsp;17 April 2024</span></div><h3>Maintenance release: Godot 4.2.2 & 4.1.4</h3><p class=excerpt>It's been a while since our last update for the 4.2 and 4.1 branches, but the wait should be worth it!</div></article></a><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-3.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 April 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 3 & 4.2.2 RC 3</h3><p class=excerpt>Last round of release candidates for the upcoming maintenance releases.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 April 2024</span></div><h3>Maintenance release: Godot 4.2.2 & 4.1.4</h3><p class=excerpt>It's been a while since our last update for the 4.2 and 4.1 branches, but the wait should be worth it!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
<a title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
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<a class=active title="Godot Engine - Blog - Page 30" href=https://godotengine.org/blog/30/>30</a></div><div class=posts><a href=/article/introducing-brand-new-code-completion/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c81/867/56bc81867dd4b725475913.png) href=/article/introducing-brand-new-code-completion/></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="Godot Engine - Blog - Page 30" href=https://godotengine.org/blog/30/>30</a></div><div class=posts><a href=/article/godot-now-really-free/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56f/d20/248/56fd202489c27661475944.png) href=/article/godot-now-really-free/></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>&nbsp;-&nbsp; 1 April 2015</span></div><h3>Godot is now really free!</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- Godot goes fully FREE to follow the standards of the game development industry, including a mandatory Splash Screen of Pride, the removable of scripting languages support and of course very interesting conditions to share the profit of your work with your beloved engine developers!</div></article></a><a href=/article/introducing-brand-new-code-completion/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c81/867/56bc81867dd4b725475913.png) href=/article/introducing-brand-new-code-completion/></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>&nbsp;-&nbsp;22 December 2014</span></div><h3>Introducing... brand new code completion!</h3><p class=excerpt>It has only been a week since the stable release and development is moving on to other new cool features! This week has been pushed to GitHub a new code completion for the built-in editor.</div></article></a><a href=/article/godot-engine-reaches-1-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/bb7/aac/56bbb7aac6e8e274384118.png) href=/article/godot-engine-reaches-1-0/></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>&nbsp;-&nbsp;15 December 2014</span></div><h3>Godot Engine reaches 1.0, first stable release</h3><p class=excerpt>After 10 months of hard work following the open sourcing of Godot, we are proud to release our first stable version, Godot 1.0!</div></article></a><a href=/article/winter-holiday-godot-game-jam/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31c/83d/56c31c83dfe5b594568468.png) href=/article/winter-holiday-godot-game-jam/></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>&nbsp;-&nbsp; 9 December 2014</span></div><h3>Winter holiday Godot game jam!</h3><p class=excerpt>GamingPenguin from the forum is organizing a Winter Holidays Godot Game Jam! (Summer Holidays Game Jam for us in the southern hemisphere).</div></article></a><a href=/article/godot-10-rc1-here/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31d/5fd/56c31d5fdcbc7419338592.png) href=/article/godot-10-rc1-here/></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/5/>Next →</a></div><div class=posts><a href=/article/gdc-2024-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gdc-2024-retrospective.jpg) href=/article/gdc-2024-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nat.jpg alt=Nat loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-3.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 April 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 3 & 4.2.2 RC 3</h3><p class=excerpt>Last round of release candidates for the upcoming maintenance releases.</div></article></a><a href=/article/gdc-2024-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gdc-2024-retrospective.jpg) href=/article/gdc-2024-retrospective/></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>&nbsp;-&nbsp; 5 April 2024</span></div><h3>GDC 2024: Retrospective</h3><p class=excerpt>We have returned from the Game Developers Conference (GDC) in San Francisco, so let's talk about it!</div></article></a><a href=/article/parallax-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-parallax2d.webp) href=/article/parallax-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/markdibarry.webp alt="Mark DiBarry" loading=lazy>
<span class=by>Mark DiBarry </span><span class=date>&nbsp;-&nbsp; 2 April 2024</span></div><h3>Parallax2D Progress Report</h3><p class=excerpt>A new node is on its way to help with parallax in 2D.</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-5.webp) href=/article/dev-snapshot-godot-4-3-dev-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>&nbsp;-&nbsp;15 March 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 5</h3><p class=excerpt>Sneaking one more dev release in for testing before the team heads to GDC!</div></article></a><a href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-4-and-4-2-2-rc-2.webp) href=/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/></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>Winston Yallow </span><span class=date>&nbsp;-&nbsp; 8 December 2023</span></div><h3>Introducing the new Godot Forum</h3><p class=excerpt>We are finally unveiling the new Godot forum which replaces our Q&A platform while unlocking many new features.</div></article></a><a href=/article/release-candidate-godot-4-2-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-2-1-rc-1.webp) href=/article/release-candidate-godot-4-2-1-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>&nbsp;-&nbsp; 8 December 2023</span></div><h3>Release candidate: Godot 4.2.1 RC 1</h3><p class=excerpt>Godot 4.2 was released one week ago, and as is customary with feature updates, we have a late harvest of regression fixes to offer!</div></article></a><a href=/article/godot-foundation-update-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-foundation-update-2023.jpg) href=/article/godot-foundation-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>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp; 5 December 2023</span></div><h3>Godot Foundation Update 2023</h3><p class=excerpt>This year has marked significant milestones for the Godot Foundation, and it's all thanks to the incredible support from our community.</div></article></a><a href=/article/godot-4-2-arrives-in-style/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-2-arrives-in-style.webp) href=/article/godot-4-2-arrives-in-style/></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>&nbsp;-&nbsp;30 November 2023</span></div><h3>Godot 4.2 arrives in style!</h3><p class=excerpt>Godot 4.2 brings more rendering features and better platform support, it's also faster, easier to use, and more reliable!</div></article></a><a href=/article/release-candidate-godot-4-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-2-rc-2.webp) href=/article/release-candidate-godot-4-2-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>&nbsp;-&nbsp;24 November 2023</span></div><h3>Release candidate: Godot 4.2 RC 2</h3><p class=excerpt>The first release candidate brought another crop of regression reports, which we've now fixed!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
<span class=by>Godot contributors </span><span class=date>&nbsp;-&nbsp;30 November 2023</span></div><h3>Godot 4.2 arrives in style!</h3><p class=excerpt>Godot 4.2 brings more rendering features and better platform support, it's also faster, easier to use, and more reliable!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/submissions-open-godot-2023-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-2023-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>
<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-2-rc-2.webp) href=/article/release-candidate-godot-4-2-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>&nbsp;-&nbsp;24 November 2023</span></div><h3>Release candidate: Godot 4.2 RC 2</h3><p class=excerpt>The first release candidate brought another crop of regression reports, which we've now fixed!</div></article></a><a href=/article/submissions-open-godot-2023-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-2023-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>&nbsp;-&nbsp;20 November 2023</span></div><h3>Submissions open for Godot 2023 showreel!</h3><p class=excerpt>Showcase your Godot creations in 2023! 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/release-candidate-godot-4-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-2-rc-1.webp) href=/article/release-candidate-godot-4-2-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>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;17 November 2023</span></div><h3>Release candidate: Godot 4.2 RC 1</h3><p class=excerpt>With every critical bug identified and squashed, we are making our last turn and preparing to sprint to the finish line with Godot 4.2!</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-6.webp) href=/article/dev-snapshot-godot-4-2-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>&nbsp;-&nbsp;13 November 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 6</h3><p class=excerpt>We're almost ready for a release candidate! This 6th beta fixes a number of regressions via some relatively core changes which will need thorough testing.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-5.webp) href=/article/dev-snapshot-godot-4-2-beta-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>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 5 September 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 4</h3><p class=excerpt>Progressing steadily towards the beta stage, the fourth dev snapshot brings a lot of improvements all around.</div></article></a><a href=/article/godot-showcase-usagi-shima/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/usagi-shima.webp) href=/article/godot-showcase-usagi-shima/></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>&nbsp;-&nbsp; 1 September 2023</span></div><h3>Godot Showcase - Usagi Shima</h3><p class=excerpt>A relaxing, idle bunny collecting game made by Jess, a solo indie developer</div></article></a><a href=/article/godot-at-gamescom-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/gamescom/2023/gamescom-cover.webp) href=/article/godot-at-gamescom-2023/></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>&nbsp;-&nbsp;17 August 2023</span></div><h3>gamescom, here we go!</h3><p class=excerpt>Join us next week at the Godot booth during gamescom in Cologne from Wednesday the 23rd, to Friday the 25th. Don't miss the chance to say hello to the Godot team!</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-3.webp) href=/article/dev-snapshot-godot-3-6-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 August 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 3</h3><p class=excerpt>Slowly but surely, Godot 3.6 is shaping up to be a great release. This third snapshot adds long awaited 2D physics interpolation, and another great optimization with 2D hierarchical culling.</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-3.webp) href=/article/dev-snapshot-godot-4-2-dev-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>&nbsp;-&nbsp;11 August 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 3</h3><p class=excerpt>One month into the release cycle for Godot 4.2, things are well under way. This third dev snapshot features a lot of improvements to C# and rendering.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 August 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 3</h3><p class=excerpt>Slowly but surely, Godot 3.6 is shaping up to be a great release. This third snapshot adds long awaited 2D physics interpolation, and another great optimization with 2D hierarchical culling.</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/godotcon-2023-call-participation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2023-we-need-you.webp) href=/article/godotcon-2023-call-participation/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-2-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-3.webp) href=/article/dev-snapshot-godot-4-2-dev-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>&nbsp;-&nbsp;11 August 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 3</h3><p class=excerpt>One month into the release cycle for Godot 4.2, things are well under way. This third dev snapshot features a lot of improvements to C# and rendering.</div></article></a><a href=/article/godotcon-2023-call-participation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2023-we-need-you.webp) href=/article/godotcon-2023-call-participation/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
<span class=by>Julian Murgia </span><span class=date>&nbsp;-&nbsp;10 August 2023</span></div><h3>Godot Conference 2023: Call for Participations</h3><p class=excerpt>Looking to share your expertise through a talk or workshop? Join us and make this an event to remember!</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>&nbsp;-&nbsp; 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/maintenance-release-godot-4-0-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-4.webp) href=/article/maintenance-release-godot-4-0-4/></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>&nbsp;-&nbsp; 3 August 2023</span></div><h3>Maintenance release: Godot 4.0.4</h3><p class=excerpt>A fresh pack of stability and documentation improvements for teams still using Godot 4.0 is officially out!</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-2.webp) href=/article/dev-snapshot-godot-4-2-dev-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>&nbsp;-&nbsp; 1 June 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 4</h3><p class=excerpt>This snapshot signifies that Godot 4.1 is now in feature freeze and will only receive bug fixes going forward. Enjoy this final package of new features and enhancements and give them a good shake!</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-3.jpg) href=/article/dev-snapshot-godot-4-1-dev-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>&nbsp;-&nbsp;25 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 3</h3><p class=excerpt>The end of May means the approach of the feature freeze for Godot 4.1, and this dev snapshot aims to give you as many new features to test as possible.</div></article></a><a href=/article/dev-snapshot-godot-3-6-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-2.jpg) href=/article/dev-snapshot-godot-3-6-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>&nbsp;-&nbsp;25 May 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 2</h3><p class=excerpt>Another beta build for Godot 3.6, implementing important bug fixes and some new features for existing games in production.</div></article></a><a href=/article/maintenance-release-godot-4-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-3.jpg) href=/article/maintenance-release-godot-4-0-3/></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>&nbsp;-&nbsp;19 May 2023</span></div><h3>Maintenance release: Godot 4.0.3</h3><p class=excerpt>A fresh portion of stability improvements and bugfixes for Godot 4.0 projects, 4.0.3 covers almost every area of the engine. It also comes with a massive bump in documentation coverage thanks to the newly updated rendering docs!</div></article></a><a href=/article/release-candidate-godot-4-0-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-2.jpg) href=/article/release-candidate-godot-4-0-3-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 May 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 2</h3><p class=excerpt>Another round of cherry-picks for the upcoming Godot 4.0.3, fixing a few regressions reported against RC 1 and backporting more important fixes.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;19 May 2023</span></div><h3>Maintenance release: Godot 4.0.3</h3><p class=excerpt>A fresh portion of stability improvements and bugfixes for Godot 4.0 projects, 4.0.3 covers almost every area of the engine. It also comes with a massive bump in documentation coverage thanks to the newly updated rendering docs!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/5/>← Previous</a>
<a title="Godot Engine - Blog - Page 4" href=https://godotengine.org/blog/4/>4</a>
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<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-1-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-2.jpg) href=/article/dev-snapshot-godot-4-1-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>
<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-2.jpg) href=/article/release-candidate-godot-4-0-3-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 May 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 2</h3><p class=excerpt>Another round of cherry-picks for the upcoming Godot 4.0.3, fixing a few regressions reported against RC 1 and backporting more important fixes.</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-2.jpg) href=/article/dev-snapshot-godot-4-1-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;10 May 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 2</h3><p class=excerpt>We're well into the development phase for Godot 4.1, with a little less than a month left before we move to beta. So here's a second dev snapshot to test recent changes!</div></article></a><a href=/article/release-candidate-godot-4-0-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-3-rc-1.jpg) href=/article/release-candidate-godot-4-0-3-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>&nbsp;-&nbsp;27 April 2023</span></div><h3>Release candidate: Godot 4.0.3 RC 1</h3><p class=excerpt>More improvements come to the stable version of Godot 4 with the 4.0.3 patch release. Here's the first release candidate to test the changes before they go live.</div></article></a><a href=/article/godot-showcase-cassette-beasts/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/cassette-beasts.webp) href=/article/godot-showcase-cassette-beasts/></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>&nbsp;-&nbsp;26 April 2023</span></div><h3>Godot Showcase - Cassette Beasts</h3><p class=excerpt>We interviewed Jay and Tom from Bytten Studio about Cassette Beasts.</div></article></a><a href=/article/dev-snapshot-godot-4-1-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-1-dev-1.jpg) href=/article/dev-snapshot-godot-4-1-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>Raul Santos </span><span class=date>&nbsp;-&nbsp;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/release-candidate-godot-4-0-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-5.jpg) href=/article/release-candidate-godot-4-0-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 5</h3><p class=excerpt>Three RCs in a row! Yesterday's build introduced a GDScript regression, so here's a new release candidate to fix that.</div></article></a><a href=/article/release-candidate-godot-4-0-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-4.jpg) href=/article/release-candidate-godot-4-0-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>&nbsp;-&nbsp;23 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 4</h3><p class=excerpt>As the stable release is imminent, release candidates become more frequent to validate the last minutes fixes we had to make.</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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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/release-candidate-godot-4-0-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-3.jpg) href=/article/release-candidate-godot-4-0-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 3</h3><p class=excerpt>We're almost ready to release Godot 4.0! Barring any last minute critical regression, this RC should reflect what the 4.0-stable release will be.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
<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/9/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-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-rc-2.jpg) href=/article/release-candidate-godot-4-0-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>
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-0-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-rc-3.jpg) href=/article/release-candidate-godot-4-0-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 3</h3><p class=excerpt>We're almost ready to release Godot 4.0! Barring any last minute critical regression, this RC should reflect what the 4.0-stable release will be.</div></article></a><a href=/article/release-candidate-godot-4-0-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-rc-2.jpg) href=/article/release-candidate-godot-4-0-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>&nbsp;-&nbsp;14 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 2</h3><p class=excerpt>Tightening a few bolts here and there, Godot 4.0 RC 2 brings us one step closer to the stable release. We're now counting in days!</div></article></a><a href=/article/release-candidate-godot-4-0-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-rc-1.jpg) href=/article/release-candidate-godot-4-0-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>&nbsp;-&nbsp; 8 February 2023</span></div><h3>Release candidate: Godot 4.0 RC 1</h3><p class=excerpt>The wait is almost over! With Godot 4.0 coming close to stable, we finalize our efforts to fix the remaining critical issues and add the last coat of polish with the first Release Candidate.</div></article></a><a href=/article/android_godot_editor_play_store_beta_release/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/android-godot-editor-play-store-beta-release-cover.png) href=/article/android_godot_editor_play_store_beta_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>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp; 7 February 2023</span></div><h3>Godot Editor (Beta) arrives to the Play Store</h3><p class=excerpt>Godot Engine arrives to the Google Play Store with an official beta release of the Godot Editor for Android! With the UI adjusted to work better on a tiny screen, you can try your hand at making games on the go.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-17/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-17.jpg) href=/article/dev-snapshot-godot-4-0-beta-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>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 9 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 8</h3><p class=excerpt>Another weekly beta snapshot for Godot 4.0! And on a Friday, because that's the best day for releasing software!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/638/8d9/a60/6388d9a60ac95864295672.jpg) href=/article/dev-snapshot-godot-4-0-beta-7/></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>&nbsp;-&nbsp; 1 December 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 7</h3><p class=excerpt>Another weekly beta snapshot on the road to Godot 4.0! Includes Android GLES3 support, Z index and Y sort are now available in Controls, and both C# and GDScript got a ton of fixes.</div></article></a><a href=/article/release-management-4-0-and-beyond/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/638/55e/dad/63855edad2371754303509.png) href=/article/release-management-4-0-and-beyond/></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>&nbsp;-&nbsp;29 November 2022</span></div><h3>Release Management: 4.0 and beyond</h3><p class=excerpt>We are closer to releasing Godot 4.0. No matter the amount of time dedicated to testing and profiling — bugs and issues are inevitable. Still, we intend to follow 4.0 with bug fix releases to ensure a stable experience as soon as possible.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/e52/f4e/637e52f4ea8c3720079853.jpg) href=/article/dev-snapshot-godot-4-0-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>&nbsp;-&nbsp;23 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 6</h3><p class=excerpt>After biweekly Godot 4.0 beta snapshots, we've decided to accelerate the cadence to release a new snapshot every week, to get even faster feedback on our bugfixes and potential regressions. Beta 6 fixes infamous issues around cyclic dependencies in GDScript, as well as other nice goodies!</div></article></a><a href=/article/godot-at-gdc-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/7ba/bc4/6377babc4a7b4211213425.png) href=/article/godot-at-gdc-2023/></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>&nbsp;-&nbsp;21 November 2022</span></div><h3>See you in San Francisco!</h3><p class=excerpt>We are excited to announce that the Godot Engine will attend the 2023 Game Developers Conference (March 20-24).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 6</h3><p class=excerpt>After biweekly Godot 4.0 beta snapshots, we've decided to accelerate the cadence to release a new snapshot every week, to get even faster feedback on our bugfixes and potential regressions. Beta 6 fixes infamous issues around cyclic dependencies in GDScript, as well as other nice goodies!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/7/>← Previous</a>
<a title="Godot Engine - Blog - Page 6" href=https://godotengine.org/blog/6/>6</a>
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<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/517/5b5/6375175b5be6f234103652.jpg) href=/article/dev-snapshot-godot-4-0-beta-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>
<a class=pagination-next href=https://godotengine.org/blog/10/>Next →</a></div><div class=posts><a href=/article/godot-at-gdc-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/7ba/bc4/6377babc4a7b4211213425.png) href=/article/godot-at-gdc-2023/></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>&nbsp;-&nbsp;21 November 2022</span></div><h3>See you in San Francisco!</h3><p class=excerpt>We are excited to announce that the Godot Engine will attend the 2023 Game Developers Conference (March 20-24).</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/637/517/5b5/6375175b5be6f234103652.jpg) href=/article/dev-snapshot-godot-4-0-beta-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>&nbsp;-&nbsp;16 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 5</h3><p class=excerpt>Another beta release on the way to Godot 4.0, with a lot of interesting changes! Undo/redo history dock, many GDScript bugs fixed with inner classes, SVG support in OpenType fonts, a lot of rendering fixes and new OpenGL3 features, and a first very early usable version of the Web editor!</div></article></a><a href=/article/movie-maker-mode-arrives-in-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/942/fed/636942feda67c584924051.png) href=/article/movie-maker-mode-arrives-in-godot-4/></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>&nbsp;-&nbsp;14 November 2022</span></div><h3>Movie Maker mode arrives in Godot 4.0</h3><p class=excerpt>With the addition of non-real-time video recording, Godot opens itself to new use cases such as architecture visualization and cutscene rendering.</div></article></a><a href=/article/animation-retargeting-in-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/2a3/36e/6362a336e23be482773873.png) href=/article/animation-retargeting-in-godot-4-0/></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>&nbsp;-&nbsp; 7 November 2022</span></div><h3>Animation Retargeting in Godot 4.0</h3><p class=excerpt>Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/537/ac4/636537ac48c8e789384743.jpg) href=/article/dev-snapshot-godot-4-0-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>&nbsp;-&nbsp; 5 August 2022</span></div><h3>Godot 3.5: Can't stop won't stop</h3><p class=excerpt>After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements! This includes a new Navigation system, 3D physics interpolation, Label3D and TextMesh, an Android editor port, asynchronous shader compilation, and more!</div></article></a><a href=/article/maintenance-release-godot-3-4-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/8ee/3bb/62e8ee3bbe08d090000998.jpg) href=/article/maintenance-release-godot-3-4-5/></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>&nbsp;-&nbsp; 2 August 2022</span></div><h3>Maintenance release: Godot 3.4.5</h3><p class=excerpt>Maintenance release to provide a handful of bug fixes to users of the current 3.4 stable branch. Notable changes: Android target API 31, thirdparty library updates, ignore unexpected S3TC support on Android for GLES3.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-13/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/2d8/d50/62e2d8d50baa2930461492.png) href=/article/dev-snapshot-godot-4-0-alpha-13/></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>&nbsp;-&nbsp;28 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 13</h3><p class=excerpt>We just announced that we'll enter feature freeze next week to focus on stabilizing the existing functionality in Godot 4.0 and prepare the first beta release. But until then we'll keep having alpha releases to test new features and fixes, so here goes 4.0 alpha 13!</div></article></a><a href=/article/godot-4-0-development-enters-feature-freeze/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/270/9fc/62e2709fc2b4a078799068.png) href=/article/godot-4-0-development-enters-feature-freeze/></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>&nbsp;-&nbsp;28 July 2022</span></div><h3>Godot 4.0 development enters feature freeze ahead of the first beta</h3><p class=excerpt>We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-8/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/27e/c1a/62e27ec1a7b70942257259.jpg) href=/article/release-candidate-godot-3-5-rc-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 8</h3><p class=excerpt>The 3.5-stable release is just around the corner! We fixed a few more regressions for Android scoped storage and UWP accumulated input, so another Release Candidate is needed to validate those finishing touches.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;28 July 2022</span></div><h3>Godot 4.0 development enters feature freeze ahead of the first beta</h3><p class=excerpt>We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
<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/events/3/>Next →</a></div><div class=posts><a href=/article/announcing-gogodotjam/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/609/ab0/e5d/609ab0e5d9b60364021896.png) href=/article/announcing-gogodotjam/></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/events/3/>Next →</a></div><div class=posts><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>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp; 1 July 2021</span></div><h3>GodotCon July 2021 - Schedule</h3><p class=excerpt></div></article></a><a href=/article/announcing-gogodotjam/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/609/ab0/e5d/609ab0e5d9b60364021896.png) href=/article/announcing-gogodotjam/></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>&nbsp;-&nbsp;11 May 2021</span></div><h3>Announcing Go Godot Jam</h3><p class=excerpt></div></article></a><a href=/article/online-godotcon-july-2021-call-participation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/75e/144/60675e14444de858952431.png) href=/article/online-godotcon-july-2021-call-participation/></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>&nbsp;-&nbsp; 2 April 2021</span></div><h3>Online GodotCon July 2021 - Call for participation</h3><p class=excerpt>After the success of our January 2021 event, we are organizing another Online GodotCon in July 2021! You have until 25 April 2021 to send us your talk and demo proposals.</div></article></a><a href=/article/online-godotcon-2021-schedule/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/97d/d65/60097dd655b97035169712.png) href=/article/online-godotcon-2021-schedule/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
<span class=by>Julian Murgia </span><span class=date>&nbsp;-&nbsp;21 January 2021</span></div><h3>Online GodotCon 2021: Schedule</h3><p class=excerpt>Online GodotCon 2021 is right around the corner, streaming on Saturday, January 23rd from 8:45 am UTC! Join us on the YouTube Premiere to watch the conference at the same time as all other Godot users in the world, and use our new open source chat platform to discuss about talks or Godot in general with attendees and speakers.</div></article></a><a href=/article/call-for-participation-online-godotcon-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/8f2/85e/5fc8f285e75a5623838507.png) href=/article/call-for-participation-online-godotcon-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
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<span class=by>Max Hilbrunner </span><span class=date>&nbsp;-&nbsp;26 October 2018</span></div><h3>Godot Wild Jam October - Results</h3><p class=excerpt>With roughly 170 participants and 31 games submitted, the second Godot Wild Jam was a huge success! Read on about the winners for this month and see the compilation video for this Godot Wild Jam.</div></article></a><a href=/article/godot-wild-jam-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/dcb/46c/5bbdcb46c6eee640012032.png) href=/article/godot-wild-jam-2018/></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>&nbsp;-&nbsp;10 October 2018</span></div><h3>Godot Wild Jam</h3><p class=excerpt>While the GodotCon in Poznań is ongoing (Livestream here!), our awesome community could not wait for the next official Godot Jam and just got one started on their own: The Godot Wild Jam.</div></article></a><a href=/article/schedule-godotcon-2018-poznan/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5bb/7ab/602/5bb7ab6027652796916982.png) href=/article/schedule-godotcon-2018-poznan/></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>&nbsp;-&nbsp; 7 October 2018</span></div><h3>Schedule for GodotCon 2018 in Poznań</h3><p class=excerpt>GodotCon 2018 Poznań will be on October 10 & 11, and we have a great line-up of speakers from the Godot community who will share insights in their Godot-related work and workflow. Core contributors of the engine will also be there to introduce attendees to the inner workings of a Free and Open Source project like Godot, where everyone can get involved!</div></article></a><a href=/article/meet-community-godotcon-poznan-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b8/588/37e/5b858837eb859451189783.png) href=/article/meet-community-godotcon-poznan-2018/></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>&nbsp;-&nbsp;28 August 2018</span></div><h3>Meet the community at GodotCon Poznań 2018</h3><p class=excerpt>We're organizing a new GodotCon in Poznań, Poland on Wed 10 & Thu 11 October 2018, right before the Game Industry Conference (same location). Our lead developer Juan Linietsky will be there (flying in from Argentina), as well as many other core developers and Godot users, and we'd love you to join us there!</div></article></a><a href=/article/results-godot-jam-june-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/a7a/2bc/5b3a7a2bca828302049408.png) href=/article/results-godot-jam-june-2018/></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>&nbsp;-&nbsp; 2 July 2018</span></div><h3>Results of the Godot Jam - June 2018</h3><p class=excerpt>After three days of intensive game development and two weeks of playtesting and rating (over 3,500 ratings!), we now have the results for our June 2018 Godot Community Game Jam! 110 games were submitted and reviewed, and the winners are: 1) "Fire and Fondness" by John Gabriel 2) "The Weather Guy" by Emilio and Andre Mari Coppola 3) "On Blazing Rails to Kansas City" by Dalton5000</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/events/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 August 2018</span></div><h3>Meet the community at GodotCon Poznań 2018</h3><p class=excerpt>We're organizing a new GodotCon in Poznań, Poland on Wed 10 & Thu 11 October 2018, right before the Game Industry Conference (same location). Our lead developer Juan Linietsky will be there (flying in from Argentina), as well as many other core developers and Godot users, and we'd love you to join us there!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/events/>← Previous</a>
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<img width=24 height=24 src=/assets/icons/search.svg alt=search title=search></button></form></div></div></div><div class=container><div class=tags><h3>Categories</h3><a href=/blog/ title="Show all categories"><div class="tag tag--default">All</div></a><a href=/blog/news title="General news that don't fit in other categories."><div class="tag tag--">News</div></a><a href=/blog/progress-report title="Progress report about a specific engine subsystem in Godot."><div class="tag tag--">Progress Report</div></a><a href=/blog/events title="Physical and online Godot-related event announcements."><div class="tag tag-- active">Events</div></a><a href=/blog/release title="Godot stable release announcements. See Pre-release category for alphas, betas and release candidates."><div class="tag tag--">Release</div></a><a href=/blog/pre-release title="Godot pre-release announcement (alpha, beta or release candidate)."><div class="tag tag--">Pre-release</div></a><a href=/blog/showcase title="Showreel video postings and showcase interviews. Showreel-related announcements are in the News category."><div class="tag tag--">Showcase</div></a></div><h3 style=margin-top:1rem>Filtered by: Events</h3><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/events/2/>← Previous</a>
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<a class=active title=" - Page 3" href=https://godotengine.org/blog/events/3/>3</a></div><div class=posts><a href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/392/f85/5b3392f852017497603465.png) href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/></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>
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<a class=pagination-next href=https://godotengine.org/blog/events/4/>Next →</a></div><div class=posts><a href=/article/results-godot-jam-june-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/a7a/2bc/5b3a7a2bca828302049408.png) href=/article/results-godot-jam-june-2018/></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>&nbsp;-&nbsp; 2 July 2018</span></div><h3>Results of the Godot Jam - June 2018</h3><p class=excerpt>After three days of intensive game development and two weeks of playtesting and rating (over 3,500 ratings!), we now have the results for our June 2018 Godot Community Game Jam! 110 games were submitted and reviewed, and the winners are: 1) "Fire and Fondness" by John Gabriel 2) "The Weather Guy" by Emilio and Andre Mari Coppola 3) "On Blazing Rails to Kansas City" by Dalton5000</div></article></a><a href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b3/392/f85/5b3392f852017497603465.png) href=/article/godot-rmll-lsm-2018-strasbourg-july-7-12/></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>&nbsp;-&nbsp;27 June 2018</span></div><h3>Godot at the RMLL / LSM 2018 in Strasbourg, July 7-12</h3><p class=excerpt>Godot will be at the Libre Software Meeting 2018 (also known as RMLL Rencontres Mondiales du Logiciel Libre) in Strasbourg, France from Saturday 7 July to Thursday 12 July. We will give a 1-hour talk, a 3-hour workshop and will have a Godot booth for the whole duration of the event.</div></article></a><a href=/article/godot-jam-starts-now-theme-temperature/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/41b/605/5b241b605209f362633139.png) href=/article/godot-jam-starts-now-theme-temperature/></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>&nbsp;-&nbsp;15 June 2018</span></div><h3>The Godot Jam starts now, theme: Temperature</h3><p class=excerpt>With a slight delay, the Godot Community Game Jam is now starting and we can announce the theme that was elected by the community: TEMPERATURE!
The jam starts today (Friday 15 June) at 19:30 UTC and will end on Monday 18 June at 23:59:59 UTC. Have fun and good luck!</div></article></a><a href=/article/vote-godot-jams-theme/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/0bd/357/5b20bd3570292324812545.png) href=/article/vote-godot-jams-theme/></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>
@@ -33,11 +36,12 @@ We propose to have a special bug hunting day on Saturday, 9 December, to focus o
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 June 2016</span></div><h3>Godot Community Game Jam - June 2016</h3><p class=excerpt>After the success of the previous game jam in March, we launch a new community game jam for the month of June 2016, with the theme "Procedural". Go to https://itch.io/jam/godotjam062016 to partake in the jam, alone or in a team with other community members!</div></article></a><a href=/article/godot-gdc-2016-aftermath/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/215/1eb/57f2151eb9807140516214.jpg) href=/article/godot-gdc-2016-aftermath/></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>&nbsp;-&nbsp;19 March 2016</span></div><h3>Godot at GDC 2016, aftermath</h3><p class=excerpt>GDC (or Game Developer's Conference) is an event hosted every year in San Francisco at some point of March. The point of GDC is to reunite as much as possible of the videogame development industry in a single week. The past week, we took Godot to this event!</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>&nbsp;-&nbsp; 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/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>&nbsp;-&nbsp;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/winter-holiday-godot-game-jam/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31c/83d/56c31c83dfe5b594568468.png) href=/article/winter-holiday-godot-game-jam/></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>&nbsp;-&nbsp; 9 December 2014</span></div><h3>Winter holiday Godot game jam!</h3><p class=excerpt>GamingPenguin from the forum is organizing a Winter Holidays Godot Game Jam! (Summer Holidays Game Jam for us in the southern hemisphere).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/events/2/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/events/2/>← Previous</a>
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<a class=active title=" - Page 4" href=https://godotengine.org/blog/events/4/>4</a></div><div class=posts><a href=/article/winter-holiday-godot-game-jam/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31c/83d/56c31c83dfe5b594568468.png) href=/article/winter-holiday-godot-game-jam/></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>&nbsp;-&nbsp; 9 December 2014</span></div><h3>Winter holiday Godot game jam!</h3><p class=excerpt>GamingPenguin from the forum is organizing a Winter Holidays Godot Game Jam! (Summer Holidays Game Jam for us in the southern hemisphere).</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/events/3/>← Previous</a>
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@@ -8,7 +8,9 @@
<img width=24 height=24 src=/assets/icons/search.svg alt=search title=search></button></form></div></div></div><div class=container><div class=tags><h3>Categories</h3><a href=/blog/ title="Show all categories"><div class="tag tag--default">All</div></a><a href=/blog/news title="General news that don't fit in other categories."><div class="tag tag--">News</div></a><a href=/blog/progress-report title="Progress report about a specific engine subsystem in Godot."><div class="tag tag--">Progress Report</div></a><a href=/blog/events title="Physical and online Godot-related event announcements."><div class="tag tag-- active">Events</div></a><a href=/blog/release title="Godot stable release announcements. See Pre-release category for alphas, betas and release candidates."><div class="tag tag--">Release</div></a><a href=/blog/pre-release title="Godot pre-release announcement (alpha, beta or release candidate)."><div class="tag tag--">Pre-release</div></a><a href=/blog/showcase title="Showreel video postings and showcase interviews. Showreel-related announcements are in the News category."><div class="tag tag--">Showcase</div></a></div><h3 style=margin-top:1rem>Filtered by: Events</h3><div class="flex pagination"><a class=active title href=https://godotengine.org/blog/events/>1</a>
<a title=" - Page 2" href=https://godotengine.org/blog/events/2/>2</a>
<a title=" - Page 3" href=https://godotengine.org/blog/events/3/>3</a>
<a class=pagination-next href=https://godotengine.org/blog/events/2/>Next →</a></div><div class=posts><a href=/article/godotfest-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotfest-2025.webp) href=/article/godotfest-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="GodotFest Team" loading=lazy>
<a title=" - Page 4" href=https://godotengine.org/blog/events/4/>4</a>
<a class=pagination-next href=https://godotengine.org/blog/events/2/>Next →</a></div><div class=posts><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>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;23 June 2025</span></div><h3>What's New in Android & XR</h3><p class=excerpt>Recap of the Android & XR updates during GodotCon 2025</div></article></a><a href=/article/godotfest-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotfest-2025.webp) href=/article/godotfest-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="GodotFest Team" loading=lazy>
<span class=by>GodotFest Team </span><span class=date>&nbsp;-&nbsp;17 June 2025</span></div><h3>A new convention to look forward to: GodotFest - Save the Date!</h3><p class=excerpt>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</div></article></a><a href=/article/live-from-godotcon-boston-web-dotnet-prototype/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/live-from-godotcon-boston-web-net-prototype.webp) href=/article/live-from-godotcon-boston-web-dotnet-prototype/></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>
<span class=by>Adam Scott </span><span class=date>&nbsp;-&nbsp; 9 May 2025</span></div><h3>Live from GodotCon Boston: Web .NET prototype</h3><p class=excerpt>We managed to do the impossible: we created a Godot-based prototype for the Web that runs .NET! Come and try it!</div></article></a><a href=/article/godotcon-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-boston-2025.webp?1) href=/article/godotcon-2025/></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>&nbsp;-&nbsp;21 January 2025</span></div><h3>Our first GodotCon in the US - Save the date!</h3><p class=excerpt>Want to join? Boston 5th - 7th of May. Call for speakers and sponsors open!</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>
@@ -31,10 +33,10 @@
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;21 November 2022</span></div><h3>See you in San Francisco!</h3><p class=excerpt>We are excited to announce that the Godot Engine will attend the 2023 Game Developers Conference (March 20-24).</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>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp;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/godot-sprint-and-user-meeting-barcelona-june-2022/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/626/a6c/7d0/626a6c7d07e5f570805755.png) href=/article/godot-sprint-and-user-meeting-barcelona-june-2022/></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>
<span class=by>Joan Fons </span><span class=date>&nbsp;-&nbsp;28 April 2022</span></div><h3>Godot Sprint and User Meeting Barcelona June 2022</h3><p class=excerpt>After a couple of years of online-only events, we are bringing back some in-person Godot events. More precisely, today we are announcing two events taking place at Barcelona: a Godot Sprint for contributors (June 2nd & 3rd) and a Godot User Meeting (June 4th). Both events will be free of charge.</div></article></a><a href=/article/announcing-gogodotjam-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/3cb/37c/6183cb37cfc00462223157.png) href=/article/announcing-gogodotjam-2/></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>&nbsp;-&nbsp; 4 November 2021</span></div><h3>Announcing GoGodotJam 2!</h3><p class=excerpt>GoGodotJam is live again!</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>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp; 1 July 2021</span></div><h3>GodotCon July 2021 - Schedule</h3><p class=excerpt></div></article></a></div><div class="flex pagination"><a class=active title href=https://godotengine.org/blog/events/>1</a>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp; 4 November 2021</span></div><h3>Announcing GoGodotJam 2!</h3><p class=excerpt>GoGodotJam is live again!</div></article></a></div><div class="flex pagination"><a class=active title href=https://godotengine.org/blog/events/>1</a>
<a title=" - Page 2" href=https://godotengine.org/blog/events/2/>2</a>
<a title=" - Page 3" href=https://godotengine.org/blog/events/3/>3</a>
<a title=" - Page 4" href=https://godotengine.org/blog/events/4/>4</a>
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<a title="Godot Engine - Blog - Page 3" href=https://godotengine.org/blog/3/>3</a>
<a title="Godot Engine - Blog - Page 4" href=https://godotengine.org/blog/4/>4</a>
<a title="Godot Engine - Blog - Page 5" href=https://godotengine.org/blog/5/>5</a>
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-5-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp) href=/article/dev-snapshot-godot-4-5-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>
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><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>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;23 June 2025</span></div><h3>What's New in Android & XR</h3><p class=excerpt>Recap of the Android & XR updates during GodotCon 2025</div></article></a><a href=/article/dev-snapshot-godot-4-5-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-beta-1.webp) href=/article/dev-snapshot-godot-4-5-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>&nbsp;-&nbsp;18 June 2025</span></div><h3>Dev snapshot: Godot 4.5 beta 1</h3><p class=excerpt>Godot 4.5 has entered beta and is now feature-complete!</div></article></a><a href=/article/godotfest-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotfest-2025.webp) href=/article/godotfest-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="GodotFest Team" loading=lazy>
<span class=by>GodotFest Team </span><span class=date>&nbsp;-&nbsp;17 June 2025</span></div><h3>A new convention to look forward to: GodotFest - Save the Date!</h3><p class=excerpt>Introducing the second annual Godot convention: GodotFest 25 - GodotCon Europe!</div></article></a><a href=/article/upcoming-serious-web-performance-boost/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/upcoming-serious-web-performance-boost.webp) href=/article/upcoming-serious-web-performance-boost/></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>
<span class=by>Adam Scott </span><span class=date>&nbsp;-&nbsp; 5 June 2025</span></div><h3>Upcoming (serious) Web performance boost</h3><p class=excerpt>Compiling the Godot Engine with WASM SIMD support truly is a game changer.</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-5.webp) href=/article/dev-snapshot-godot-4-5-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>
@@ -33,8 +34,7 @@
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 February 2025</span></div><h3>Release candidate: Godot 4.4 RC 1</h3><p class=excerpt>Godot 4.4 is now practically ready for its stable release, so it's time for the last round(s) of testing to make sure it's a smooth upgrade for all users.</div></article></a><a href=/article/dev-snapshot-godot-4-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-4.webp) href=/article/dev-snapshot-godot-4-4-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>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;17 February 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 4</h3><p class=excerpt>The 4.4 beta phase nears its end!</div></article></a><a href=/article/dev-snapshot-godot-4-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-3.webp) href=/article/dev-snapshot-godot-4-4-beta-3/></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>&nbsp;-&nbsp; 7 February 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 3</h3><p class=excerpt>Picking up the pace!</div></article></a><a href=/article/dev-snapshot-godot-4-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-beta-2.webp) href=/article/dev-snapshot-godot-4-4-beta-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>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;30 January 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 2</h3><p class=excerpt>The bugs don't stand a chance!</div></article></a><a href=/article/2024-cherry-picks/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/2024-cherry-picks/2024-cherry-picks.webp) href=/article/2024-cherry-picks/></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>&nbsp;-&nbsp;28 January 2025</span></div><h3>2024 Cherry-picks</h3><p class=excerpt>Over the course of 2024, the Godot project has amassed more new features and community highlights than any one person can keep track of. To ensure you did not miss anything essential, we have selected a few memorable moments and key updates to revisit together.</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;30 January 2025</span></div><h3>Dev snapshot: Godot 4.4 beta 2</h3><p class=excerpt>The bugs don't stand a chance!</div></article></a></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
<a title="Godot Engine - Blog - Page 2" href=https://godotengine.org/blog/2/>2</a>
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<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/3/>Next →</a></div><div class=posts><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>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/3/>Next →</a></div><div class=posts><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>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;31 January 2023</span></div><h3>Godot XR update - January 2023</h3><p class=excerpt>Updates on various things XR in Godot as per January 2023. New Godot XR Tools, new documentation for Godot 4, new supported renderers and devices.</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>&nbsp;-&nbsp;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/movie-maker-mode-arrives-in-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/942/fed/636942feda67c584924051.png) href=/article/movie-maker-mode-arrives-in-godot-4/></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>&nbsp;-&nbsp;14 November 2022</span></div><h3>Movie Maker mode arrives in Godot 4.0</h3><p class=excerpt>With the addition of non-real-time video recording, Godot opens itself to new use cases such as architecture visualization and cutscene rendering.</div></article></a><a href=/article/animation-retargeting-in-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/2a3/36e/6362a336e23be482773873.png) href=/article/animation-retargeting-in-godot-4-0/></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>&nbsp;-&nbsp; 7 November 2022</span></div><h3>Animation Retargeting in Godot 4.0</h3><p class=excerpt>Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models.</div></article></a><a href=/article/emulating-double-precision-gpu-render-large-worlds/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/634/d8d/43e/634d8d43e5bd4838492470.png) href=/article/emulating-double-precision-gpu-render-large-worlds/></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>
@@ -34,8 +35,7 @@
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp; 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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/>← Previous</a>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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/progress-report/>← Previous</a>
<a title="Blog - Progress Report" href=https://godotengine.org/blog/progress-report/>1</a>
<a class=active title="Blog - Progress Report - Page 2" href=https://godotengine.org/blog/progress-report/2/>2</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/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>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/4/>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>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 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/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>
<span class=by>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;19 May 2021</span></div><h3>Physics progress report #1</h3><p class=excerpt>Update on Godot physics engine improvements: test framework, bug fixing, new features and optimizations.</div></article></a><a href=/article/godot-web-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/199/55d/60719955d6579766750202.png) href=/article/godot-web-progress-report-7/></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>&nbsp;-&nbsp;16 April 2021</span></div><h3>Godot Web progress report #7: Virtual keyboard on the Web, better HTTPClient</h3><p class=excerpt>Experimental virtual keyboard support coming to Godot HTML5 exports, along with improved support to many HTTP-based APIs.</div></article></a><a href=/article/tiles-editor-progress-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/607/066/eee/607066eee70c4289567474.png) href=/article/tiles-editor-progress-3/></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>&nbsp;-&nbsp;12 April 2021</span></div><h3>Tiles editor progress report #3</h3><p class=excerpt>A new progress report on the TileMap and TIleSet editors rework.</div></article></a><a href=/article/editor-improvements-godot-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/23c/e43/60623ce430cfe148969930.jpeg) href=/article/editor-improvements-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>George Marques </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/2/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 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></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/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>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/5/>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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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/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>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp; 4 August 2020</span></div><h3>GDScript progress report: New GDScript is now merged</h3><p class=excerpt>New GDScript code is now merged. Here I talk a bit of what has changed, report what else I did this month and talk a bit about my current work and plans for the future.</div></article></a><a href=/article/gsoc-2020-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f2/1bb/011/5f21bb0114081243850484.png) href=/article/gsoc-2020-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>&nbsp;-&nbsp;29 July 2020</span></div><h3>GSoC 2020 - Progress report #1</h3><p class=excerpt>Godot is participating again in the Google Summer of Code program for its 2020 edition. 6 projects have been selected back in May, and the 6 students and their mentors have now been working on their projects for close to two months. We omitted to announce the projects formally, but this first progress report written by each student will make up for it by giving a direct glimpse into their work.</div></article></a><a href=/article/gdscript-progress-report-type-checking-back/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/390/8aa/5f03908aa71d6900240172.png) href=/article/gdscript-progress-report-type-checking-back/></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>&nbsp;-&nbsp; 6 July 2020</span></div><h3>GDScript progress report: Type checking is back</h3><p class=excerpt>Report on the new GDScript code featuring the new type checking, warnings, code completion and a few more details.</div></article></a><a href=/article/csharp-vs-and-vscode/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/e2d/10d/5efe2d10d53f8199324952.png) href=/article/csharp-vs-and-vscode/></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>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>
<span class=by>Yuri Roubinsky </span><span class=date>&nbsp;-&nbsp;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/progress-report/3/>← Previous</a>
<span class=by>Ignacio Roldán Etcheverry </span><span class=date>&nbsp;-&nbsp;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></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/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>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/6/>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>
<span class=by>Yuri Roubinsky </span><span class=date>&nbsp;-&nbsp;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/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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;29 October 2019</span></div><h3>DTLS progress report #1</h3><p class=excerpt>A sneak peak at DTLS support in Godot 4.0 .</div></article></a><a href=/article/vulkan-progress-report-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5da/236/c28/5da236c281af8007391866.jpeg) href=/article/vulkan-progress-report-4/></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>&nbsp;-&nbsp;12 October 2019</span></div><h3>Vulkan progress report #4</h3><p class=excerpt>Over the course of September month, I continued working on Vulkan all day long, and several improvements have been made.</div></article></a><a href=/article/basic-cryptography-ssl-improvements/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d8/f4b/b0a/5d8f4bb0a3174096196968.png) href=/article/basic-cryptography-ssl-improvements/></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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>&nbsp;-&nbsp; 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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 5 April 2019</span></div><h3>Godot 3.2 will get pseudo 3D support in 2D engine</h3><p class=excerpt>Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.</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>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/progress-report/4/>← Previous</a>
<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/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>
<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-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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 5 April 2019</span></div><h3>Godot 3.2 will get pseudo 3D support in 2D engine</h3><p class=excerpt>Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.</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>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;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/godot-google-summer-code-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c7/67d/8c6/5c767d8c62621713488685.png) href=/article/godot-google-summer-code-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 February 2019</span></div><h3>Godot in Google Summer of Code 2019</h3><p class=excerpt>Godot will take part in the Google Summer of Code for the second time in a row, and we are thrilled at the opportunity to mentor students to work on interesting projects for the Godot community.</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>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;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/godot-gets-new-filesystem-dock-3-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ba/4cd/937/5ba4cd9370adf233240214.png) href=/article/godot-gets-new-filesystem-dock-3-1/></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>
@@ -35,8 +36,7 @@
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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;16 April 2018</span></div><h3>GLES2 and GDNative, progress report #4</h3><p class=excerpt>Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!</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>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;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></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>
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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/gles2-and-gdnative-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/2db/729/5ab2db729bee7065606296.png) href=/article/gles2-and-gdnative-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=karroffel loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/8/>Next →</a></div><div class=posts><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>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;16 April 2018</span></div><h3>GLES2 and GDNative, progress report #4</h3><p class=excerpt>Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!</div></article></a><a href=/article/gles2-and-gdnative-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ab/2db/729/5ab2db729bee7065606296.png) href=/article/gles2-and-gdnative-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=karroffel loading=lazy>
<span class=by>karroffel </span><span class=date>&nbsp;-&nbsp;21 March 2018</span></div><h3>GLES2 and GDNative, progress report #3</h3><p class=excerpt>Another month, another progress report! This time with the early beginnings of 3D rendering in GLES2 and some GDNative ecosystem updates.</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>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;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/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>&nbsp;-&nbsp;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/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>
@@ -36,8 +37,7 @@ The first month I spent on getting started and familiar with the rendering in Go
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>&nbsp;-&nbsp; 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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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>&nbsp;-&nbsp;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/progress-report/6/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;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></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>
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<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/mir-godot-habla-dein-language-desormais/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/574/96e/202/57496e202d030947930555.png) href=/article/mir-godot-habla-dein-language-desormais/></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=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-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>&nbsp;-&nbsp;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/mir-godot-habla-dein-language-desormais/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/574/96e/202/57496e202d030947930555.png) href=/article/mir-godot-habla-dein-language-desormais/></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>&nbsp;-&nbsp;28 May 2016</span></div><h3>你好 мир, Godot habla deine language désormais!*</h3><p class=excerpt>Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!</div></article></a><a href=/article/plugins/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56d/25b/983/56d25b983d7be414490678.png) href=/article/plugins/></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>&nbsp;-&nbsp;27 February 2016</span></div><h3>Plugins!</h3><p class=excerpt>For a while users have requested they can extend Godot without having to modify the core C++ codebase. We have begun implementing this in the form of plugins. Support is experimental on GitHub HEAD but there should be enough resources to get to work.</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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 6 June 2015</span></div><h3>First steps towards 1.2</h3><p class=excerpt>As many of you know, Vulkan will be the next open and multi platform rendering 2D and 3D API. While many claim it will just be an additional API, those of us who have been in the industry for long enough know well that Vulkan will make other APIs obsolete.</div></article></a><a href=/article/introducing-brand-new-code-completion/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56b/c81/867/56bc81867dd4b725475913.png) href=/article/introducing-brand-new-code-completion/></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 title="Blog - Progress Report - Page 3" href=https://godotengine.org/blog/progress-report/3/>3</a>
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<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/upcoming-serious-web-performance-boost/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/upcoming-serious-web-performance-boost.webp) href=/article/upcoming-serious-web-performance-boost/></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>
<a class=pagination-next href=https://godotengine.org/blog/progress-report/2/>Next →</a></div><div class=posts><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>
<span class=by>Fredia Huya-Kouadio </span><span class=date>&nbsp;-&nbsp;23 June 2025</span></div><h3>What's New in Android & XR</h3><p class=excerpt>Recap of the Android & XR updates during GodotCon 2025</div></article></a><a href=/article/upcoming-serious-web-performance-boost/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/upcoming-serious-web-performance-boost.webp) href=/article/upcoming-serious-web-performance-boost/></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>
<span class=by>Adam Scott </span><span class=date>&nbsp;-&nbsp; 5 June 2025</span></div><h3>Upcoming (serious) Web performance boost</h3><p class=excerpt>Compiling the Godot Engine with WASM SIMD support truly is a game changer.</div></article></a><a href=/article/live-from-godotcon-boston-web-dotnet-prototype/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/live-from-godotcon-boston-web-net-prototype.webp) href=/article/live-from-godotcon-boston-web-dotnet-prototype/></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>
<span class=by>Adam Scott </span><span class=date>&nbsp;-&nbsp; 9 May 2025</span></div><h3>Live from GodotCon Boston: Web .NET prototype</h3><p class=excerpt>We managed to do the impossible: we created a Godot-based prototype for the Web that runs .NET! Come and try it!</div></article></a><a href=/article/godot-xr-update-mar-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/march-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-mar-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>&nbsp;-&nbsp;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/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>
@@ -33,8 +34,7 @@
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Raul Santos </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;31 January 2023</span></div><h3>Godot XR update - January 2023</h3><p class=excerpt>Updates on various things XR in Godot as per January 2023. New Godot XR Tools, new documentation for Godot 4, new supported renderers and devices.</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>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;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></div><div class="flex pagination"><a class=active title="Blog - Progress Report" href=https://godotengine.org/blog/progress-report/>1</a>
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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 4.5 beta 1</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</link><summary>Godot 4.5 has entered beta and is now feature-complete!</summary><description>&lt;p>The first beta release for the 4.5 release cycle has come at last, and with it a plethora of outstanding bugs to be squashed. Contributors are encouraged to focus exclusively on fixing &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5">regressions&lt;/a>, as we are now in feature-freeze and will not be merging new features at this stage of development (aside from a couple of pre-approved exceptions scheduled for beta 2).&lt;/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>What's New in Android &amp; XR</title><link>https://godotengine.org/article/godotcon-2025-xr-android-recap/</link><summary>Recap of the Android &amp; XR updates during GodotCon 2025</summary><description>&lt;h1 id="whats-new-in-xr--android">Whats New in XR &amp;amp; Android&lt;/h1>
&lt;h2 id="godotcon-2025-recap">GodotCon 2025 recap&lt;/h2>
&lt;p>A few weeks ago during &lt;a href="https://conference.godotengine.org/2025/">GodotCon Boston 2025&lt;/a>, &lt;a href="https://github.com/dsnopek">David Snopek&lt;/a>, &lt;a href="https://github.com/devloglogan">Logan Lang&lt;/a> and &lt;a href="https://github.com/m4gr3d">I&lt;/a> gave the latest updates on the state of Android and XR for the Godot engine.&lt;/p>
&lt;p>&lt;em>Please note that the VOD isnt available yet. The link to the recording will be added to the article once available. In the meantime, you can access &lt;a href="https://docs.google.com/presentation/d/1iIcmggtFyx0FMO-WLP9U2j3Mf_i5miw3Cn0pq-KJXx4/edit?slide=id.g34aac9b6122_2_45#slide=id.g34aac9b6122_2_45">the slides of the presentation&lt;/a>.&lt;/em>&lt;/p>
&lt;h1 id="android--xr-editor">Android &amp;amp; XR editor&lt;/h1>
&lt;h2 id="android-editor">Android editor&lt;/h2>
&lt;p>&lt;img alt="Android editor on phone" src="/storage/blog/godotcon-2025-android-xr/android-editor.webp" />&lt;/p>
&lt;p>An update on the Android editor is long overdue. Since &lt;a href="https://godotengine.org/article/android_godot_editor_play_store_beta_release/">its release in 2023&lt;/a>, the Android editor has been available on the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">Google Play store&lt;/a> and on &lt;a href="https://godotengine.org/download/android/">Godots download page&lt;/a> with support for all Android devices (e.g.: phones, foldables, tablets, Chromebooks, and others).&lt;/p>
&lt;p>Last fall, during GodotCon 2024, we announced that the Android editor had &lt;strong>~850K device installs&lt;/strong> from the Google Play store. Over the last 6 months, installs grew by another &lt;strong>~365K&lt;/strong> for a total of &lt;strong>1.2M device installs&lt;/strong> by GodotCon (Boston) 2025. This corresponds to over &lt;strong>~2000+ daily installs&lt;/strong> with over &lt;strong>~90K monthly active users&lt;/strong>.&lt;/p>
&lt;p>&lt;img alt="Android editor device installs 2025" src="/storage/blog/godotcon-2025-android-xr/godot-android-editor-device-install-2025.webp" />&lt;/p>
&lt;p>From the Google Play store data, we made a few interesting observations worth diving into.&lt;/p>
&lt;h3 id="most-installs-are-from-brazil--india">Most installs are from Brazil + India&lt;/h3>
&lt;p>Brazil and India make up &lt;strong>26%&lt;/strong> of installs with &lt;strong>17%&lt;/strong> coming from Brazil and &lt;strong>9%&lt;/strong> coming from India.&lt;/p>
&lt;p>&lt;img alt="Android editor device installs percentage by country" src="/storage/blog/godotcon-2025-android-xr/godot-android-editor-countries-installs-2025.webp" />&lt;/p>
&lt;p>From this data point, we can observe how the Android editor is helping to lower the barrier of entry to game dev by allowing users in Brazil, India, and other countries to make use of cheaper and more accessible Android devices for game development.&lt;/p>
&lt;h3 id="most-installs-are-on-phones">Most installs are on phones!&lt;/h3>
&lt;p>According to the data, ~87% of installs are on phones.&lt;/p>
&lt;p>&lt;img alt="Android editor device installs by form-factor percentage" src="/storage/blog/godotcon-2025-android-xr/godot-android-editor-device-type-percentage-2025.webp" />&lt;/p>
&lt;p>In the &lt;a href="https://godotengine.org/article/android_godot_editor_play_store_beta_release/">Android editor release blog post&lt;/a>, we mention it being optimized for large form-factor devices (e.g.: foldables, tablets, Chromebooks), so we expected those types of devices to be driving the installs. However, from the data it can be seen that tablets and Chromebooks only make up &lt;strong>~10.6%&lt;/strong> of installs. So while the experience is still unoptimized for phones, for a vast number of users, the Android editor has a valuable use and addresses a valid need on regular Android phones.&lt;/p>
&lt;p>These data points are driving some of our upcoming work, as in future releases well strive to close the feature parity gap between the Android and desktop versions of the editor, as well as work to improve the Android editor development experience on small form-factor devices like phones.&lt;/p>
&lt;h2 id="xr-editor">XR editor&lt;/h2>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Using Meta Quest seamless multitasking to modify XR game in real-time">
&lt;source src="/storage/blog/godot-editor-horizon-store-early-access-release/xr_game_live_modifications.mp4?1" type="video/mp4" />
&lt;/video>
&lt;p>&lt;a href="https://godotengine.org/article/godot-editor-horizon-store-early-access-release/">Released in 2024&lt;/a> to &lt;a href="https://www.uploadvr.com/godot-engine-standalone-on-quest-horizon-os/">great reception&lt;/a>, the XR editor is available on the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">Meta Horizon store&lt;/a> and on &lt;a href="https://godotengine.org/download/android/">Godots download page&lt;/a> with support for Quest 3, Quest 3S, and Quest Pro devices.&lt;/p>
&lt;p>To date, the Godot XR editor is the &lt;strong>only&lt;/strong> full game engine &lt;strong>running entirely on standalone XR devices&lt;/strong> and providing users with the ability to &lt;strong>develop apps and games with nothing but a standalone XR device&lt;/strong>. To highlight that fact, David &amp;amp; Logan recently completed &lt;a href="https://dsnopek.itch.io/expedition-to-blobotopia">a game jam&lt;/a> &lt;a href="https://dsnopek.itch.io/expedition-to-blobotopia/devlog/949090/making-a-godot-game-entirely-in-vr-gwj-81-devlog-nr-1">using nothing but the XR editor&lt;/a>!&lt;/p>
&lt;p>Last fall during GodotCon 2024, the XR editor had ~&lt;strong>4K device installs&lt;/strong> shortly after release. By GodotCon (Boston) 2025, device installs have grown to &lt;strong>~18.5K&lt;/strong> with &lt;strong>~2000 monthly active users&lt;/strong>.&lt;/p>
&lt;p>&lt;img alt="Godot XR editor average monthly users" src="/storage/blog/godotcon-2025-android-xr/godot-xr-editor-avg-monthly-users-2025.webp" />&lt;/p>
&lt;p>We have a lot planned to improve the user experience in order to make the XR editor a powerful, flexible tool for XR and game development, but first we need to improve the reach of the XR editor and make it cross-platform.&lt;br />
To that end, we are working to bring the Godot XR editor to &lt;strong>Pico devices.&lt;/strong>&lt;/p>
&lt;p>&lt;img alt="Pico device" src="/storage/blog/godotcon-2025-android-xr/pico_device_image.webp" />&lt;/p>
&lt;p>Early alpha builds can be found on our &lt;a href="https://github.com/godotengine/godot-builds/releases">GitHub release page&lt;/a> with support for both &lt;strong>Pico 4 and Pico 4 Ultra&lt;/strong> devices.&lt;/p>
&lt;p>Weve heard loud and clear the feedback and requests for Quest 2 support, and thanks to recent performance improvements courtesy of W4 Games, were adding &lt;strong>official support for Quest 2&lt;/strong> devices as well. You can now download the XR editor to your Quest 2 devices straight from the Meta Horizon store!&lt;/p>
&lt;h1 id="hybrid-apps">Hybrid Apps&lt;/h1>
&lt;p>Introduced in late 2023, Hybrid Apps are apps that can run both in &lt;strong>Panel&lt;/strong> mode or in &lt;strong>Immersive&lt;/strong> mode, and are able to &lt;strong>transition between both modes at runtime&lt;/strong>. In Panel mode, the app can run side-by-side with other apps, allowing users to multitask. While in Immersive mode, the apps experience is the sole focus and the user is fully immersed in it.&lt;/p>
&lt;p>The feature provides developers with several benefits:&lt;/p>
&lt;ul>
&lt;li>Developers can easily add immersive support to existing apps and games&lt;/li>
&lt;li>Developers can leverage existing codebase and logic&lt;/li>
&lt;li>Users can select the interaction mode theyre most comfortable with&lt;/li>
&lt;/ul>
&lt;p>The Godot XR editor is itself a Hybrid App and has been able to leverage this feature to provide a unique development experience, allowing developers to transition back and forth between the editor window and their immersive projects. With the release of &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/4.0.0-stable">version 4 of the Godot OpenXR Vendors plugin&lt;/a>, were bringing the same capabilities to all developers in Godot 4.4.&lt;/p>
&lt;video autoplay="" loop="" muted="" playsinline="" title="Kenney 3D platformer Hybrid App sample">
&lt;source src="/storage/blog/godotcon-2025-android-xr/godot-hybrid-app-kenney-3d-platformer.mp4?1" type="video/mp4" />
&lt;/video>
&lt;p>By leveraging &lt;strong>v4&lt;/strong> of the Godot OpenXR Vendors plugin, developers can build Hybrid Apps straight from the Godot editor. The feature supports all HorizonOS (Quest) devices, with support for Pico devices coming soon!&lt;/p>
&lt;p>The feature dynamically enables or disables itself based on the target platform. For example, &lt;strong>the same Godot project can run as a regular (panel) app when exported to regular Android devices. And it can run as a full Hybrid App when exported to standalone XR devices&lt;/strong>.&lt;br />
This allows developers to target multiple audiences, multiple platforms (Android, HorizonOS, PicoOS), and multiple stores (Google Play store, Meta Horizon store, Pico store) with the same project.&lt;/p>
&lt;p>To learn more about the feature, please check out &lt;a href="https://godotvr.github.io/godot_openxr_vendors/manual/hybrid_apps.html">the documentation&lt;/a>.&lt;/p>
&lt;h1 id="integrating-with-android-apis">Integrating with Android APIs&lt;/h1>
&lt;p>The Android platform has numerous APIs as well as a rich ecosystem of third-party libraries with wide and diverse functionality. Godot has long provided an &lt;a href="https://docs.godotengine.org/en/stable/tutorials/platform/android/android_plugin.html">Android plugin system&lt;/a> which enables developers to create a Godot interface in order to access and use Android APIs or third-party libraries in their projects.&lt;/p>
&lt;p>Writing an Android plugin however requires knowledge of Java or Kotlin code, which most Godot developers do not have. As such there are many Android APIs and third-party libraries that dont have a Godot plugin that Godot developers can interface with. In fact, this is one of the main reasons that developers cite for not being able to switch to Godot from other game engines.&lt;/p>
&lt;p>To address this, weve introduced a couple of tools in Godot 4.4 to simplify the process for developers to &lt;strong>access Android APIs and third-party libraries&lt;/strong>.&lt;/p>
&lt;h2 id="javaclasswrapper-and-androidruntime-plugin">JavaClassWrapper and AndroidRuntime plugin&lt;/h2>
&lt;p>&lt;strong>JavaClassWrapper&lt;/strong> is a Godot singleton which allows for creating instances of Java and Kotlin classes and calling methods on them using only GDScript, C#, or GDExtension.&lt;/p>
&lt;p>&lt;strong>AndroidRuntime plugin&lt;/strong> is a built-in Godot Android plugin that provides access to various Android lifecycle and runtime objects.&lt;/p>
&lt;p>Coupling the two together allows developers to access and use Android APIs without switching away from GDScript, or using any tools aside from Godot itself.&lt;br />
This is &lt;strong>huge&lt;/strong> for the adoption of Godot for Android development, as it allows developers to quickly integrate Android functionality without having to make a Java or Kotlin plugin!&lt;/p>
&lt;p>For example, this code snippet is all that developers need to access and use the &lt;a href="https://developer.android.com/reference/android/os/Vibrator">Android Vibrator system service&lt;/a>:&lt;/p>
&lt;div class="language-gdscript highlighter-rouge">&lt;div class="highlight">&lt;pre class="highlight">&lt;code> &lt;span class="c1"># Retrieve the AndroidRuntime singleton&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">android_runtime&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">Engine&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">get_singleton&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"AndroidRuntime"&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">if&lt;/span> &lt;span class="n">android_runtime&lt;/span>&lt;span class="p">:&lt;/span>
&lt;span class="c1"># Retrieve the Android Vibrator system service and check if the device supports it&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">vibrator_service&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">android_runtime&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">getApplicationContext&lt;/span>&lt;span class="p">()&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">getSystemService&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"vibrator"&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">if&lt;/span> &lt;span class="n">vibrator_service&lt;/span> &lt;span class="ow">and&lt;/span> &lt;span class="n">vibrator_service&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">hasVibrator&lt;/span>&lt;span class="p">():&lt;/span>
&lt;span class="c1"># Configure and run a VibrationEffect &lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">VibrationEffect&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">JavaClassWrapper&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">wrap&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="s2">"android.os.VibrationEffect"&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="k">var&lt;/span> &lt;span class="n">effect&lt;/span> &lt;span class="o">=&lt;/span> &lt;span class="n">VibrationEffect&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">createOneShot&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="mi">500&lt;/span>&lt;span class="p">,&lt;/span> &lt;span class="n">VibrationEffect&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">DEFAULT_AMPLITUDE&lt;/span>&lt;span class="p">)&lt;/span>
&lt;span class="n">vibrator_service&lt;/span>&lt;span class="o">.&lt;/span>&lt;span class="n">vibrate&lt;/span>&lt;span class="p">(&lt;/span>&lt;span class="n">effect&lt;/span>&lt;span class="p">)&lt;/span>
&lt;/code>&lt;/pre>&lt;/div>&lt;/div>
&lt;p>To learn more about these new capabilities, please check out the &lt;a href="https://docs.godotengine.org/en/latest/tutorials/platform/android/javaclasswrapper_and_androidruntimeplugin.html">documentation&lt;/a>.&lt;/p>
&lt;h1 id="and-more">And more!&lt;/h1>
&lt;p>Theres plenty more we covered in our GodotCon talk. For the full content, please check out &lt;a href="https://docs.google.com/presentation/d/1iIcmggtFyx0FMO-WLP9U2j3Mf_i5miw3Cn0pq-KJXx4/edit?slide=id.g34aac9b6122_2_45#slide=id.g34aac9b6122_2_45">the slides of the presentation&lt;/a>.&lt;/p>
&lt;p>&lt;em>Please note that the VOD isnt available yet. The link to the recording will be added to the article once available.&lt;/em>&lt;/p>
&lt;p>Many thanks to the &lt;a href="https://www.meetup.com/bostongamedev/">Boston Game Dev&lt;/a> and the &lt;a href="https://www.meetup.com/bostongamedev/events/298734856/">Boston Godot Users Group&lt;/a> for making this event happen.&lt;/p></description><category>Events</category><category>Progress Report</category><guid>https://godotengine.org/article/godotcon-2025-xr-android-recap/</guid><dc:creator>Fredia Huya-Kouadio</dc:creator><pubDate>Mon, 23 Jun 2025 18:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godotcon-boston-2025-android-xr.webp</image></item><item><title>Dev snapshot: Godot 4.5 beta 1</title><link>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-1/</link><summary>Godot 4.5 has entered beta and is now feature-complete!</summary><description>&lt;p>The first beta release for the 4.5 release cycle has come at last, and with it a plethora of outstanding bugs to be squashed. Contributors are encouraged to focus exclusively on fixing &lt;a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aregression+milestone%3A4.5">regressions&lt;/a>, as we are now in feature-freeze and will not be merging new features at this stage of development (aside from a couple of pre-approved exceptions scheduled for beta 2).&lt;/p>
&lt;p>For those interested in aiding us on our quest to squash any bugs that come up during this time, we encourage you to join our recent bug-hunting sprints. Helmed by our new head of the Bugsquad, &lt;a href="https://github.com/AThousandShips">A Thousand Ships&lt;/a> has taken to hosting regular sprints for tackling various bugs within the Godot repo, organized such that everyone can easily gather behind a given theme to make chunks of fixes as seamlessly and speedily as possible. This will be our fourth sprint of this type, with an associated discussion &lt;a href="https://chat.godotengine.org/channel/dNtaAGsF2ifAjZ57P">already prepared&lt;/a>. See the &lt;a href="https://github.com/godotengine/godot-maintainers-docs/blob/main/bug-triage/introduction.md">Bug Triage Introduction&lt;/a> for more information, and join the &lt;a href="https://chat.godotengine.org/channel/bugsquad">&lt;code class="language-plaintext highlighter-rouge">#bugsquad&lt;/code>&lt;/a> and &lt;a href="https://chat.godotengine.org/channel/bugsquad-sprints">&lt;code class="language-plaintext highlighter-rouge">#bugsquad-sprints&lt;/code>&lt;/a> channels on our developer RocketChat to participate!&lt;/p>
&lt;p>Please consider &lt;a href="#support">supporting the project financially&lt;/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.&lt;/p>
&lt;p>&lt;a href="#downloads">Jump to the &lt;strong>Downloads&lt;/strong> section&lt;/a>, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also &lt;a href="https://editor.godotengine.org/releases/4.5.beta1/">try the &lt;strong>Web editor&lt;/strong>&lt;/a> or the &lt;strong>Android editor&lt;/strong> for this release. If you are interested in the latter, please request to join &lt;a href="https://groups.google.com/g/godot-testers">our testing group&lt;/a> to get access to pre-release builds.&lt;/p>
@@ -3353,96 +3427,4 @@ While engine maintainers try their best to ensure that each preview snapshot and
&lt;h2 id="support">Support&lt;/h2>
&lt;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 &lt;a href="https://fund.godotengine.org/">generous donations from the Godot community&lt;/a>. A big thank you to everyone who has contributed &lt;a href="https://github.com/godotengine/godot/blob/master/AUTHORS.md">their time&lt;/a> or &lt;a href="https://github.com/godotengine/godot/blob/master/DONORS.md">their financial support&lt;/a> to the project!&lt;/p>
&lt;p>If youd like to support the project financially and help us secure our future hires, you can do so using the &lt;a href="https://fund.godotengine.org/">Godot Development Fund&lt;/a>.&lt;/p>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-4-1-rc-1/</guid><dc:creator>Rémi Verschelde</dc:creator><pubDate>Fri, 14 Mar 2025 11:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-4-1-rc-1.webp</image></item><item><title>Godot XR update - February 2025</title><link>https://godotengine.org/article/godot-xr-update-feb-2025/</link><summary>New plugin releases for Godot XR.</summary><description>&lt;h2 id="announcing-the-meta-toolkit-extension">Announcing the Meta Toolkit extension&lt;/h2>
&lt;p>We are pleased to announce the release of the &lt;a href="https://github.com/godot-sdk-integrations/godot-meta-toolkit">Godot Meta Toolkit&lt;/a>, a GDExtension plugin that exposes Metas &lt;a href="https://developers.meta.com/horizon/documentation/native/ps-platform-intro">Platform SDK&lt;/a> and provides other tools to simplify and accelerate XR development on Metas platform.&lt;/p>
&lt;p>The project is Open Source (MIT license) and maintained by &lt;a href="https://www.w4games.com/">W4 Games&lt;/a> with sponsorship from Meta. Contributions from the community are welcome! 🙂&lt;/p>
&lt;p>You can download version 1.0.2 &lt;a href="https://github.com/godot-sdk-integrations/godot-meta-toolkit/releases/tag/1.0.2-stable">from GitHub&lt;/a> or the &lt;a href="https://godotengine.org/asset-library/asset/3673">Asset Library&lt;/a>.&lt;/p>
&lt;p>Lets take a look at the features available in this release!&lt;/p>
&lt;h3 id="platform-sdk">Platform SDK&lt;/h3>
&lt;p>The Platform SDK allows developers to access features of Metas store and online services, including:&lt;/p>
&lt;ul>
&lt;li>User profiles (including authentication and checking entitlement)&lt;/li>
&lt;li>In-App Purchases (IAP)&lt;/li>
&lt;li>Downloadable Content (DLC)&lt;/li>
&lt;li>Friends, Parties, and Group Presence&lt;/li>
&lt;li>Achievements&lt;/li>
&lt;li>Leaderboards&lt;/li>
&lt;li>… and much more!&lt;/li>
&lt;/ul>
&lt;p>Support of the Platform SDK in the Godot Meta Toolkit is done using code generation, which automatically generates the Godot classes by processing the &lt;a href="https://developers.meta.com/horizon/downloads/package/oculus-platform-sdk/">Platform SDKs official C headers&lt;/a>. This approach simplifies keeping the Godot Meta Toolkit up-to-date with the latest updates to the Platform SDK, and provides Godot APIs that match the Platform SDKs C, Unity, and Unreal APIs.&lt;/p>
&lt;p>As of version 1.0.2, the Godot Meta Toolkit supports v72 of the Platform SDK.&lt;/p>
&lt;p>See &lt;a href="https://godot-sdk-integrations.github.io/godot-meta-toolkit/manual/platform_sdk/getting_started.html">the “Getting Started” guide in the documentation&lt;/a> for more information!&lt;/p>
&lt;h3 id="setup-tool-for-xr-simulator">Setup Tool for XR Simulator&lt;/h3>
&lt;p>The &lt;a href="https://developers.meta.com/horizon/documentation/unity/xrsim-intro">Meta XR Simulator&lt;/a> is the counterpart of the &lt;a href="https://www.meta.com/experiences/godot-game-engine/7713660705416473/">Godot XR Editor&lt;/a> as it allows developers to test XR applications directly on their computer (Windows or macOS), removing the need to constantly put the headset on and off, thus leading to faster iteration.&lt;/p>
&lt;p>The Godot editor can be configured to launch the Meta XR Simulator when you run your game, and the Godot Meta Toolkit includes a tool to help you with that configuration!&lt;/p>
&lt;p>&lt;img alt="Configure XR simulator" src="/storage/blog/godot-xr/xr_simulator_tool.webp" />&lt;/p>
&lt;p>See &lt;a href="https://godot-sdk-integrations.github.io/godot-meta-toolkit/manual/xr_simulator.html">the “XR Simulator” documentation&lt;/a> for more information!&lt;/p>
&lt;h3 id="easily-configure-exports-for-meta-quest-headsets">Easily configure exports for Meta Quest headsets&lt;/h3>
&lt;p>When exporting your game for a Meta Quest headset, in particular, if you want to release on the HorizonOS store, there are a number of specific, required export settings.&lt;/p>
&lt;p>The Godot Meta Toolkit provides a new export option that, if checked, will automatically configure these settings to their required values.&lt;/p>
&lt;p>&lt;img alt="Enable toolkit" src="/storage/blog/godot-xr/enable_toolkit.webp" />&lt;/p>
&lt;h2 id="openxr-vendors-plugin-312-release">OpenXR Vendors plugin 3.1.2 release&lt;/h2>
&lt;p>Here comes another release of the Godot OpenXR Vendors plugin with plenty of features and bug fixes!
This release of the OpenXR vendors plugin is for Godot 4.3 and later only.&lt;/p>
&lt;p>You can download version 3.1.2 from &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/3.1.2-stable">GitHub&lt;/a> or the &lt;a href="https://godotengine.org/asset-library/asset/3076">Asset Library&lt;/a>.&lt;/p>
&lt;p>In addition, the XR sample projects are also available on the &lt;a href="https://github.com/GodotVR/godot_openxr_vendors/releases/tag/3.1.2-stable">GitHub release&lt;/a> and the &lt;a href="https://godotengine.org/asset-library/asset?filter=XR+Sample&amp;amp;category=&amp;amp;godot_version=&amp;amp;cost=&amp;amp;sort=updated">Asset Library&lt;/a>.&lt;/p>
&lt;h3 id="features">Features&lt;/h3>
&lt;ul>
&lt;li>Update OpenXR to Khronos 1.1.41 release&lt;/li>
&lt;li>Add the option to enable hand tracking on Pico devices
&lt;ul>
&lt;li>Add support for toggling the hand tracking frequency on Pico devices between &lt;em>LOW&lt;/em> and &lt;em>HIGH&lt;/em>&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Add the &lt;code class="language-plaintext highlighter-rouge">xr/openxr/extensions/automatically_request_runtime_permissions&lt;/code> project setting to enable/disable automatic requests for runtime permissions
&lt;ul>
&lt;li>The project setting is enabled by default, which causes all runtime permissions to be requested at app launch&lt;/li>
&lt;li>Developers can disable that behavior so that application logic can request the permissions in a context-specific manner&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Add export profile for Magic Leap 2 devices&lt;/li>
&lt;/ul>
&lt;h3 id="bug-fixes">Bug fixes&lt;/h3>
&lt;ul>
&lt;li>Update the signal emitted by &lt;code class="language-plaintext highlighter-rouge">OpenXRFbSpatialEntity.erase_from_storage()&lt;/code> from &lt;code class="language-plaintext highlighter-rouge">_on_save_to_storage&lt;/code> to &lt;code class="language-plaintext highlighter-rouge">_on_erase_from_storage&lt;/code>&lt;/li>
&lt;li>Only add the &lt;a href="https://developer.android.com/reference/android/content/Intent#CATEGORY_LAUNCHER">Android LAUNCHER category&lt;/a> to the generated XR binary if the &lt;code class="language-plaintext highlighter-rouge">package/show_in_app_library&lt;/code> export option is enabled&lt;/li>
&lt;li>Fix wall, floor, and ceiling collision shapes with Jolt physics&lt;/li>
&lt;li>Add export option to enable or disable sharing of Metas spatial anchors
&lt;ul>
&lt;li>This adds the &lt;code class="language-plaintext highlighter-rouge">com.oculus.permission.IMPORT_EXPORT_IOT_MAP_DATA&lt;/code> permission when enabled&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>Fix a crash that happens when a spatial anchor is created before the OpenXR session has begun&lt;/li>
&lt;li>Reworked geometric algebra used by Meta body tracking extension to address root and shoulder tracking bugs&lt;/li>
&lt;li>Remove deprecated “Contextual” boundary mode on Meta Quest&lt;/li>
&lt;li>Fix &lt;code class="language-plaintext highlighter-rouge">OpenXRFbPassthroughExtensionWrapper&lt;/code> from wiping out the next pointer chain for system properties&lt;/li>
&lt;li>Fix passthrough sample color map display bug&lt;/li>
&lt;li>Fix the issue preventing vendor options in the export preset from being updated&lt;/li>
&lt;/ul>
&lt;h2 id="godot-xr-tools-440-release">Godot XR Tools 4.4.0 release&lt;/h2>
&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/xJKQ2ca5zVw" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen="">&lt;/iframe>
&lt;p>This version of XR Tools has been updated to contain &lt;a href="https://godotengine.org/article/godot-4-2-arrives-in-style/#critical-and-breaking-changes">Godot 4.2 mesh formats&lt;/a> and thus &lt;strong>requires Godot 4.2+&lt;/strong>.&lt;/p>
&lt;p>You can download version 4.4.0 from &lt;a href="https://github.com/GodotVR/godot-xr-tools/releases">GitHub&lt;/a> or the &lt;a href="https://godotengine.org/asset-library/asset/1698">Asset Library&lt;/a>.
You can download &lt;a href="https://godot-xr.itch.io/godot-xr-tools-demo">the Godot XR Tools demo on itch.io&lt;/a>.&lt;/p>
&lt;p>The Godot XR Tools repository on GitHub contains a &lt;a href="https://github.com/GodotVR/godot-xr-tools/blob/master/.github/workflows/publish-demo-on-push.yaml">GitHub workflow&lt;/a> that prepares and uploads the demo project to the above itch.io page. This workflow can be used as a template for your own project.&lt;/p>
&lt;h3 id="features-1">Features&lt;/h3>
&lt;ul>
&lt;li>The StartXR startup script has had a cleanup pass, it now:
&lt;ul>
&lt;li>Properly handles the passthrough system changes in Godot 4.3. Godot 4.3 saw changes in basing passthrough on the environment blend mode and moved logic into the vendor plugin to improve platform support for passthrough. XR Tools now makes use of this new system.&lt;/li>
&lt;li>Add proper support for the immersive-ar and immersive-vr webXR modes&lt;/li>
&lt;li>Provides signals to notify when the user enters or exits XR&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://godotvr.github.io/godot-xr-tools/docs/pickable/">Pickable objects&lt;/a> now include an &lt;code class="language-plaintext highlighter-rouge">action_released&lt;/code> signal so additional logic can be written when objects are dropped by the user&lt;/li>
&lt;li>Allow &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/grab_point/">grab-points&lt;/a> and poses to work with different types of hand trackers&lt;/li>
&lt;li>The &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/vignette/">vignette shader&lt;/a> now works properly in Godot 4 including support for reverse-Z depth buffers&lt;/li>
&lt;li>Add &lt;code class="language-plaintext highlighter-rouge">visibility_changed&lt;/code> notifications to &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/pointer/">Viewport2Din3D&lt;/a> hosted scenes&lt;/li>
&lt;li>Add &lt;em>SnapPath&lt;/em>, a new snap object that allows you to snap objects along a path and at fixed intervals&lt;/li>
&lt;/ul>
&lt;h3 id="bug-fixes-1">Bug fixes&lt;/h3>
&lt;ul>
&lt;li>Fix custom hand poses calling legacy &lt;code class="language-plaintext highlighter-rouge">remove_animation&lt;/code>&lt;/li>
&lt;li>Invisible &lt;a href="https://godotvr.github.io/godot-xr-tools/docs/pointer/">Viewport2Din3D&lt;/a> now disable physics and viewport updates&lt;/li>
&lt;li>Improvements to collision hands so collision shapes of picked up objects are added and we no longer have hands collide with dropped objects&lt;/li>
&lt;/ul></description><category>Progress Report</category><guid>https://godotengine.org/article/godot-xr-update-feb-2025/</guid><dc:creator>Bastiaan Olij</dc:creator><pubDate>Thu, 06 Mar 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/february-2025-update-godot-xr-community.webp</image></item></channel></rss>
&lt;p>&lt;a class="btn" href="https://fund.godotengine.org/">Donate now&lt;/a>&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/release-candidate-godot-4-4-1-rc-1/</guid><dc:creator>Rémi Verschelde</dc:creator><pubDate>Fri, 14 Mar 2025 11:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/release-candidate-godot-4-4-1-rc-1.webp</image></item></channel></rss>

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