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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>2025-09-17T01:22:29+00:00</updated><id>https://godotengine.org/</id><entry><title>Godot 4.5, making dreams accessible</title><link href="https://godotengine.org/article/godot-4-5-making-dreams-accessible/"/><updated>2025-09-15T20:00:00+00:00</updated><id>https://godotengine.org/article/godot-4-5-making-dreams-accessible/</id><summary>From mind-blowing effects now made possible by the stencil buffer to accessibilty descriptions of your GUI elements that opens up the possibility for some with disabilities to play your game — we are proud to present to you Godot 4.5.</summary><content type="html"/><author><name>Godot contributors</name></author><category term="Release"/></entry><entry><title>Release candidate: Godot 4.5 RC 2</title><link href="https://godotengine.org/article/release-candidate-godot-4-5-rc-2/"/><updated>2025-09-10T12:00:00+00:00</updated><id>https://godotengine.org/article/release-candidate-godot-4-5-rc-2/</id><summary>One more for the road, again!</summary><content type="html">&lt;p>On Friday of last week, we dropped our first &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> build. As a reminder, we release RC builds once we &lt;em>think&lt;/em> the engine has stabilized and is ready for release. It is your last chance to report critical regressions before we release the stable version. Now, not even a full week later, were ready with our second snapshot. This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.&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>2025-09-18T12:25:06+00:00</updated><id>https://godotengine.org/</id><entry><title>Ensuring quality in the Godot documentation, a continuous process</title><link href="https://godotengine.org/article/ensuring-quality-godot-documentation/"/><updated>2025-09-18T14:00:00+00:00</updated><id>https://godotengine.org/article/ensuring-quality-godot-documentation/</id><summary>The Godot documentation is the fruits of the labor of hundreds of people working together. How do we ensure the highest possible level of quality, while making it easy for anyone to contribute? Find out in this article.</summary><content type="html">&lt;p>What makes up the quality and usability of an open-source project is not just about its code. A big part of what makes a project useful to the community is its documentation.&lt;/p>
&lt;p>Over the years, Godot contributors have developed many tools and processes to ensure the highest possible level of quality for the &lt;a href="https://docs.godotengine.org/">documentation&lt;/a>. Read on if youre curious about how the documentation is made.&lt;/p>
&lt;h2 id="documentation-repository-organization">Documentation repository organization&lt;/h2>
&lt;p>Godots documentation is hosted on &lt;a href="https://about.readthedocs.com/">Read the Docs&lt;/a>. This service provides hosting for projects using &lt;a href="https://www.sphinx-doc.org/">Sphinx&lt;/a>, which is a static site generator targeted at building documentation.&lt;/p>
&lt;p>The documentations source files are hosted &lt;a href="https://github.com/godotengine/godot-docs">on GitHub&lt;/a>. Several customizations have been made to improve readability, such as &lt;a href="https://github.com/godotengine/godot-docs/blob/master/_static/css/custom.css">adding a dark theme&lt;/a> (used according to browser/OS preferences) and &lt;a href="https://github.com/godotengine/godot-docs/blob/master/_extensions/gdscript.py">GDScript syntax highlighting&lt;/a>.&lt;/p>
&lt;p>There is a continuous integration system in place, which performs several automated tasks:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/ci.yml">General continuous integration&lt;/a>
&lt;ul>
&lt;li>Runs pre-commit hooks and builds the website to ensure no errors occur. The pre-commit hooks are configured to check for typos using &lt;a href="https://github.com/codespell-project/codespell">codespell&lt;/a>.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/sync_class_ref.yml">Synchronize the class reference&lt;/a>
&lt;ul>
&lt;li>Automatically synchronizes the generated class reference with the &lt;a href="https://github.com/godotengine/godot/tree/master/doc/classes">class reference XML&lt;/a> from the main Godot repository.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/build_offline_docs.yml">Build offline documentation in HTML and ePub formats&lt;/a>
&lt;ul>
&lt;li>Creates downloads of the documentation in offline-friendly formats.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/check_urls.yml">Check URLs for dead links&lt;/a>
&lt;ul>
&lt;li>URLs can stop working over time for several reasons. This check makes it possible to be informed of link rot and replace links with archived versions when needed.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/cherrypick.yml">Automatically cherry-pick relevant pull requests to stable branches&lt;/a>
&lt;ul>
&lt;li>The documentation is split into several branches (one for &lt;code class="language-plaintext highlighter-rouge">master&lt;/code>, one for the latest &lt;code class="language-plaintext highlighter-rouge">stable&lt;/code> version, one for &lt;code class="language-plaintext highlighter-rouge">4.3&lt;/code> and so on). Pull requests that make changes relevant for stable versions are assigned a label such as &lt;code class="language-plaintext highlighter-rouge">cherrypick:4.3&lt;/code>. When the pull request is merged, the commit is automatically cherry-picked to the corresponding stable branch.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;/ul>
&lt;h2 id="internationalizing-the-documentation">Internationalizing the documentation&lt;/h2>
&lt;p>As the Godot community is worldwide, we want the ability to provide not only the Godot editor in users native languages, but also the documentation.&lt;/p>
&lt;p>Godot uses &lt;a href="https://hosted.weblate.org">Hosted Weblate&lt;/a> as a collaborative translation platform. Since Weblate does not natively support reStructuredText for translation sources (the markup format used by Sphinx), we had to find an alternative solution to get the strings into Weblate. We use scripts from the &lt;a href="https://github.com/godotengine/godot-docs-l10n">godot-docs-l10n&lt;/a> repository to convert the reStructuredText from the documentation repository to &lt;a href="https://en.wikipedia.org/wiki/Gettext">.PO&lt;/a>, a format natively supported by Weblate (&lt;a href="https://docs.godotengine.org/en/stable/tutorials/i18n/localization_using_gettext.html">and also by Godot!&lt;/a>).&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://hosted.weblate.org/projects/godot-engine/godot-docs/">&lt;strong>Godot Documentation project on Hosted Weblate&lt;/strong>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>&lt;img alt="Hosted Weblate Godot documentation website screenshot" src="/storage/blog/ensuring-quality-godot-documentation/hosted-weblate.webp" />&lt;/p>
&lt;h2 id="splitting-the-contributor-documentation-to-its-own-website">Splitting the contributor documentation to its own website&lt;/h2>
&lt;p>Since September 2025, documentation for new and returning engine contributors has been split to its own website, &lt;a href="https://contributing.godotengine.org">contributing.godotengine.org&lt;/a>. This website is powered by Sphinx, just like the main documentation. This split was motivated by several factors:&lt;/p>
&lt;ul>
&lt;li>The documentation is split by minor version, but the contributing documentation generally does not need a version split. Feature development always happens on the &lt;code class="language-plaintext highlighter-rouge">master&lt;/code> branch, with cherry-picking towards the previous stable branch. In practice, its easier to maintain only one version of the documentation.&lt;/li>
&lt;li>Contributing to the engine requires English reading comprehension. The existing documentation had some translations available, but they were not always complete or up-to-date. Focusing on English for contribution guides reduces the burden on translators, which can then better focus on other sections of the manual.&lt;/li>
&lt;/ul>
&lt;p>Note that some of the pages that were previously in the Contributing section of the documentation were moved to a new section called &lt;a href="https://docs.godotengine.org/en/latest/engine_details/architecture/index.html">Engine details&lt;/a>. These pages are not just useful for engine contributors, but also for people looking to compile their own builds and write custom modules in C++.&lt;/p>
&lt;p>As an aside, splitting this website allows it to build much faster, which is useful when testing changes locally. The main documentation website now also builds slightly faster, but is still slow due to containing the class reference. The GitHub repository for the new website can be found at &lt;a href="https://github.com/godotengine/godot-contributing-docs">godotengine/godot-contributing-docs&lt;/a>.&lt;/p>
&lt;h2 id="class-reference-progress-tracker">Class reference progress tracker&lt;/h2>
&lt;p>The Godot documentation is more than just a manual. It also contains an hosted mirror of the &lt;em>class reference&lt;/em>, which documents every class thats exposed to the scripting API in the engine. This class reference can be read directly offline in the editor, but the hosted version can be linked to on a website.&lt;/p>
&lt;p>Since the class reference represents a massive amount of items to document, we built a website to track the documentation progress for each class:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://godotengine.github.io/doc-status/">&lt;strong>Godot class reference status&lt;/strong>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>This website relies on the &lt;a href="https://github.com/godotengine/godot/blob/master/doc/tools/make_rst.py">&lt;code class="language-plaintext highlighter-rouge">make_rst.py&lt;/code>&lt;/a> script from the main Godot repository, which detects the completion percentage and outputs a Markdown table with the results.&lt;/p>
&lt;p>Being aware of the overall and per-class completion percentages at all times made it a lot easier to improve the documentation coverage. As of writing, the overall completion percentage is &lt;strong>97%&lt;/strong>. With additional efforts from &lt;a href="https://docs.godotengine.org/en/stable/contributing/documentation/updating_the_class_reference.html">contributors like you&lt;/a>, we can perhaps reach 100% completion in the future.&lt;/p>
&lt;p>&lt;img alt="Godot class reference status website screenshot" src="/storage/blog/ensuring-quality-godot-documentation/doc-status.webp" />&lt;/p>
&lt;h2 id="team-reports-for-class-reference-pull-requests">Team reports for class reference pull requests&lt;/h2>
&lt;p>Another way for contributors to organize pull requests and work through the backlog is to use the &lt;em>team reports&lt;/em> website. This website was built for contributors to check all open pull requests in a more convenient fashion than using GitHubs web interface. Using this website, its easier to see when pull requets were last active and whether they are in a mergeable state (which may not be the case due to merge conflicts).&lt;/p>
&lt;p>This website only tracks the main Godot repository on GitHub, not the documentation repository. With that said, in the context of the documentation, this is still relevant since all contributions to the class reference are sent to the main Godot repository. (The documentation repository only hosts a generated copy of the class reference from the XML source files.)&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://godotengine.github.io/godot-team-reports/#documentation">&lt;strong>Godot Team Reports&lt;/strong>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>&lt;img alt="Godot team reports website screenshot" src="/storage/blog/ensuring-quality-godot-documentation/team-reports.webp" />&lt;/p>
&lt;h2 id="user-notes-system">User notes system&lt;/h2>
&lt;p>In 2024, the Godot documentation got an integration for user notes using &lt;a href="https://giscus.app/">Giscus&lt;/a>. This allows users to share additional information relevant for documentation readers. This integration is currently present on the &lt;code class="language-plaintext highlighter-rouge">4.4&lt;/code>, &lt;code class="language-plaintext highlighter-rouge">stable&lt;/code>, and &lt;code class="language-plaintext highlighter-rouge">latest&lt;/code> branches of the documentation.&lt;/p>
&lt;p>As an example, you can see it in action at the bottom of the &lt;a href="https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html#godot-giscus">GDScript reference&lt;/a> manual page.&lt;/p>
&lt;p>&lt;img alt="Godot documentation user notes screenshot" src="/storage/blog/ensuring-quality-godot-documentation/user-notes.webp" />&lt;/p>
&lt;h3 id="why-have-user-notes-on-the-documentation">Why have user notes on the documentation?&lt;/h3>
&lt;p>The Godot documentation is an essential learning resource for new and returning users alike. However, the content can sometimes benefit from additional clarification not found on the page itself. Since its an officially-maintained resource, it also tries to limit the number of third-party resources it links to.&lt;/p>
&lt;p>To resolve this problem, weve decided to introduce a &lt;em>user note system&lt;/em> in the Godot documentation. Inspired by user-provided comment systems such as &lt;a href="https://www.php.net/docs.php">PHPs&lt;/a>, this allows the community to make the documentation more useful for everyone: not just for users, but also for engine developers.&lt;/p>
&lt;p>&lt;strong>It should be noted that &lt;em>user notes&lt;/em> are different from the usual comments youd find on a blog post.&lt;/strong> As described by the &lt;a href="https://github.com/godotengine/godot-docs-user-notes/discussions/1">user-contributed notes policy&lt;/a>, they are intended to be used to provide additional context for the documentation or link to community resources. They are not designed to report bugs or suggest features. When the documentation is incorrect or outdated, please open an issue on the &lt;a href="https://github.com/godotengine/godot-docs">godot-docs&lt;/a> repository instead of leaving a user note.&lt;/p>
&lt;h3 id="how-user-notes-are-implemented">How user notes are implemented&lt;/h3>
&lt;p>The user notes integration is powered by &lt;a href="https://giscus.app/">Giscus&lt;/a>, an open-source script that allows integrating a GitHub Discussions thread on a web page. To do so, it automatically creates a discussion in a &lt;a href="https://github.com/godotengine/godot-docs-user-notes">repository&lt;/a> when the first comment on a page is posted. On the Godot documentation, pages are matched based on their file name, but several page matching modes are provided by Giscus depending on the websites needs.&lt;/p>
&lt;p>Being hosted on GitHub Discussions allows anyone with a GitHub account to comment. On the organizational side, this also reduces system administration overhead as no separate backend or database for hosting comments is required. Spam protection (a traditionally difficult topic with comment platforms) is handled on GitHubs end, which has historically been quite effective at avoiding spam.&lt;/p>
&lt;p>As a bonus, you can also watch the &lt;a href="https://github.com/godotengine/godot-docs-user-notes">godot-docs-user-notes&lt;/a> repository on GitHub to be informed of new user notes being added to documentation pages. Replying to user notes left by others is a good way to get started with documentation improvements, as many user notes bring new information that can be incorporated into the main page.&lt;/p>
&lt;h2 id="conclusion">Conclusion&lt;/h2>
&lt;p>This organization allows more people to contribute in various ways, even with limited technical know-how. Not only does the documentation benefit from those opening &lt;a href="github.com/godotengine/godot-docs/pulls">pull requests&lt;/a>, its also continuously improved every day by those posting user notes at the bottom of documentation pages. These user notes bring further clarifications and context to the manual pages, as well as linking to useful resources.&lt;/p>
&lt;p>A massive &lt;strong>thank you&lt;/strong> to &lt;a href="https://github.com/godotengine/godot-docs/graphs/contributors">all contributors to the documentation&lt;/a>! As always, we welcome contributions to the documentation. &lt;a href="https://docs.godotengine.org/en/stable/contributing/documentation/index.html">The contribution process is well-documented&lt;/a>, but youre welcome to hop on the &lt;a href="https://chat.godotengine.org">Godot contributors chat&lt;/a>s &lt;code class="language-plaintext highlighter-rouge">#documentation&lt;/code> channel if you have any questions.&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>If you would like to help with the development of these features, please consider &lt;a href="https://fund.godotengine.org/">supporting the project financially&lt;/a>! More funding allows us to sponsor volunteer contributors and better respond to technical demands of project users.&lt;/p></content><author><name>Hugo Locurcio</name></author><category term="News"/></entry><entry><title>Godot 4.5, making dreams accessible</title><link href="https://godotengine.org/article/godot-4-5-making-dreams-accessible/"/><updated>2025-09-15T20:00:00+00:00</updated><id>https://godotengine.org/article/godot-4-5-making-dreams-accessible/</id><summary>From mind-blowing effects now made possible by the stencil buffer to accessibilty descriptions of your GUI elements that opens up the possibility for some with disabilities to play your game — we are proud to present to you Godot 4.5.</summary><content type="html"/><author><name>Godot contributors</name></author><category term="Release"/></entry><entry><title>Release candidate: Godot 4.5 RC 2</title><link href="https://godotengine.org/article/release-candidate-godot-4-5-rc-2/"/><updated>2025-09-10T12:00:00+00:00</updated><id>https://godotengine.org/article/release-candidate-godot-4-5-rc-2/</id><summary>One more for the road, again!</summary><content type="html">&lt;p>On Friday of last week, we dropped our first &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> build. As a reminder, we release RC builds once we &lt;em>think&lt;/em> the engine has stabilized and is ready for release. It is your last chance to report critical regressions before we release the stable version. Now, not even a full week later, were ready with our second snapshot. This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.&lt;/p>
&lt;p>At this point in the process you will see the activity on GitHub slow down as we avoid merging work for 4.5. Our focus in the coming days will be on preparing the release, and queuing up all the changes we would like to merge early in the 4.6 release cycle.&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 try the &lt;a href="https://editor.godotengine.org/releases/4.5.rc2/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> 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>
@@ -4131,58 +4211,4 @@ margin-bottom: 0;
&lt;li>if the target server doesnt support serving pre-compiled files, the preloading script will take over as a fallback, ensuring to download compressed files instead of non-compressed ones in order to save bandwidth.&lt;/li>
&lt;/ul>
&lt;h2 id="the-future-is-bright">The future is bright&lt;/h2>
&lt;p>C#/.NET support on the Web and file compression are two important features that will come to the platform. These features will push the limits of what can be done by Godot users on the Web. I do hope that you are as excited as we are!&lt;/p></content><author><name>Adam Scott</name></author><category term="Events"/><category term="Progress Report"/></entry><entry><title>Godot Showcase - Somar</title><link href="https://godotengine.org/article/godot-showcase-somar/"/><updated>2025-05-02T15:00:00+00:00</updated><id>https://godotengine.org/article/godot-showcase-somar/</id><summary>We interviewed Frédéric Plourde from Collabora and Daniel Castellanos from Decasis about the Somar project.</summary><content type="html">&lt;style>
.fred {
color: #aa77e2;
}
.daniel {
color: #40b99f;
}
&lt;/style>
&lt;p>Today we present a showcase that is a little different. We interviewed Frédéric Plourde and Daniel Castellanos who used Godot to create an educational XR experience for &lt;a href="https://somarbio.pt/">SOMAR&lt;/a>, a non-profit association focusing on the conservation of marine life in the Algarve.&lt;/p>
&lt;p>Frédéric Plourde is the XR Lead at Collabora where he drives AR/VR strategy, business development, and open-source innovation, leading a team of talented engineers working on XR customer projects and Monado, the cross-platform open-source OpenXR runtime. He is also Vice Outreach Officer at the Khronos Group where he promotes the OpenXR standard, fosters industry collaboration, and advocates for open and interoperable XR solutions. In the SOMAR project, Frédéric took on a technical leadership role, overviewing the development of an immersive XR experience and leading Collaboras efforts toward developing a Cardboard driver for Monado.&lt;/p>
&lt;p>Daniel Castellanos is the owner of Decacis Studio, and was contracted by Collabora to work mainly as a programmer/developer on the SOMAR project.&lt;/p>
&lt;iframe width="512" height="512" style="width: 100%; height: 100%; aspect-ratio: 16/9;" src="https://www.youtube.com/embed/JqeOwLQ4wGs" title="The Somar Project" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">&lt;/iframe>
&lt;h3 id="can-you-tell-us-a-little-more-about-the-non-profit-organisation-behind-the-somar-project-who-they-are-and-what-their-mission-is">Can you tell us a little more about the non-profit organisation behind the SOMAR project, who they are and what their mission is?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> SOMAR is a non-profit organization that focuses on protecting dolphins, whales, and marine life in the Algarve. Their mission is to raise awareness about the impact of human activities—like underwater noise pollution—on marine ecosystems. By combining scientific research, education, and innovative technology, SOMAR promotes sustainable practices and works to preserve the regions ocean biodiversity for future generations.&lt;/p>
&lt;h3 id="can-you-tell-us-a-bit-about-the-xr-experience-you-have-created-and-what-you-set-out-to-achieve">Can you tell us a bit about the XR experience you have created, and what you set out to achieve?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> The XR experience developed for the SOMAR project was designed to provide an immersive, educational tool to raise awareness about the impact of underwater noise pollution on marine life. By immersing users in realistic coastal and offshore environments of the Algarve, the experience showcases the effects of noise from tourist boats, particularly whale and dolphin-watching activities. Users can witness firsthand how these essential marine mammals are disrupted in their communication and hunting activities, gaining a deeper understanding of the challenges they face. Through this interactive experience, we aimed to engage users emotionally and inform them about the urgent need for conservation efforts to protect these creatures and their habitats.&lt;/p>
&lt;p>&lt;img alt="SOMAR selection menu" src="/storage/blog/godot-xr/somar-showcase/somar-selection-menu.webp" />&lt;/p>
&lt;h3 id="i-understand-the-project-is-focused-on-being-deployed-in-museums-and-in-classrooms-in-portugal-can-you-tell-us-more-about-how-this-works">I understand the project is focused on being deployed in museums and in classrooms in Portugal. Can you tell us more about how this works?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> The SOMAR project was designed with flexibility in mind and offers content in both English and Portuguese through Godots built-in localization functionality. Built on OpenXR, the project benefits from a standardized framework that simplifies deployment across multiple devices, allowing us to target both museums and classrooms across Portugal. In museums and institutional venues, the Meta Quest version of the XR experience offers a high-fidelity, immersive experience with detailed visuals, allowing visitors to explore the application in a captivating, educational environment. Meanwhile, the PhoneXR version, optimized for accessibility, is intended for use in classrooms, where students can experience the same core content through low-cost &lt;a href="https://arvr.google.com/cardboard/">Google Cardboard&lt;/a>-type phone holders. By running the open-source cross-platform OpenXR runtime &lt;a href="https://monado.dev/">Monado&lt;/a> on those phones, this version is designed to be more accessible and straightforward, making it possible for kids to dive into XR for the first time, all while learning about conservation in an interactive way. This dual deployment strategy ensures that the SOMAR project can reach diverse audiences, from the general public to younger generations, fostering environmental awareness across different settings.&lt;/p>
&lt;h3 id="will-the-experience-be-available-to-play-by-the-general-public-and-if-so-where-can-they-find-it">Will the experience be available to play by the general public and if so, where can they find it?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> Yes — the SOMAR experience is now available for everyone to explore! 🐬 Dive into our open-source XR project and discover the impact of underwater noise pollution on marine life. You can download and try it out for free on &lt;a href="https://somar-project.itch.io/somar-project">SOMARs official itch.io page&lt;/a>.&lt;/p>
&lt;p>&lt;img alt="SOMAR whale" src="/storage/blog/godot-xr/somar-showcase/somar-whale.webp" />&lt;/p>
&lt;h3 id="what-were-your-main-considerations-in-choosing-godot-as-the-xr-platform-to-create-this-experience">What were your main considerations in choosing Godot as the XR platform to create this experience?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> One of the main considerations for selecting Godot as the game engine for this project was finding an open-source engine that could provide flexibility, scalability, and a strong support community. Godot stood out for its robust 3D capabilities, ease of use, and ability to run on multiple platforms. Godots open-source nature felt like a perfect match for the Monado-driven experience and our collaboration with a non-profit as part of Collaboras 1% for the Planet initiative, reinforcing our commitment to both innovation and social impact. Additionally, Godots growing reputation within the XR and gaming communities, coupled with its ongoing OpenXR development via a &lt;a href="https://www.khronos.org/rfp/godot-integration">Khronos-funded project&lt;/a>, gave us confidence in its future-proof capabilities, ensuring that the SOMAR project could evolve and expand over time.&lt;/p>
&lt;h3 id="what-was-the-most-enjoyable-part-of-using-godot">What was the most enjoyable part of using Godot?&lt;/h3>
&lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Ive been using Godot for a few years now, and the most enjoyable part of it for me is being able to iterate quickly. Throughout its development, the project experienced numerous revisions, but implementing these changes was generally straightforward and quick.&lt;/p>
&lt;h3 id="what-was-the-most-difficult-issue-to-overcome">What was the most difficult issue to overcome?&lt;/h3>
&lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Having a balance between creating the most realistic or immersive experience possible while having to keep the experience performant on mobile devices apart from the Quest.&lt;/p>
&lt;h3 id="did-you-use-any-existing-toolkitsplugins-in-developing-this-experience-and-what-was-the-motivation-behind-choosing-these-or-building-your-own-solution">Did you use any existing toolkits/plugins in developing this experience and what was the motivation behind choosing these or building your own solution?&lt;/h3>
&lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Not really! The project doesnt feature movement, and user input is limited, so building a custom solution was not a problem. Furthermore, keeping the project as simple as possible was one of my goals, both to prevent bugs and keep the code clean and easy to understand.&lt;/p>
&lt;p>&lt;img alt="SOMAR boats and dolphins" src="/storage/blog/godot-xr/somar-showcase/somar-boats-dolphins.webp" />&lt;/p>
&lt;h3 id="what-would-you-like-to-see-evolve-within-godots-xr-support-that-would-have-made-building-this-project-easier">What would you like to see evolve within Godots XR support that would have made building this project easier?&lt;/h3>
&lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> There was a single bug or unexpected behavior that I found during development, but nothing that couldnt be worked around. For this project, I believe Godot was the right choice and made things as easy as they could be.&lt;/p>
&lt;h3 id="i-understand-the-project-currently-targets-the-meta-quest-headsets-what-motivated-this-choice">I understand the project currently targets the Meta Quest headsets. What motivated this choice?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> The Meta Quest headset was chosen for the SOMAR project due to its strong popularity, excellent performance, and ease of use. As a standalone device, the Quest 3 delivers high-quality visuals and immersive experiences without needing a PC or external sensors, making it ideal for both museum venues and broader accessibility. Its widespread presence in the XR market ensures compatibility with future updates, allowing us to reach a wide audience while providing a seamless and engaging experience.&lt;/p>
&lt;h3 id="how-was-the-experience-of-using-godot-with-the-meta-quest">How was the experience of using Godot with the Meta Quest?&lt;/h3>
&lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Awesome! I used Meta Quest Link for most of the development to quickly test things, but every once in a while I deployed the project directly into the Meta Quest to measure performance. Fun fact: the project uses the Khronos OpenXR runtime, and it worked flawlessly first time.&lt;/p>
&lt;h3 id="i-also-understand-the-project-is-also-capable-of-using-the-monado-openxr-runtime-can-you-tell-me-a-bit-more-about-the-motivation-and-goals-of-this-port">I also understand the project is also capable of using the Monado OpenXR runtime. Can you tell me a bit more about the motivation and goals of this port?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> The motivation behind also targeting the Monado OpenXR runtime was to ensure broader accessibility and compatibility across different platforms, particularly for low-cost, phone-based VR systems. Monados open-source nature aligns with our goal of creating a flexible, cost-effective solution thats not reliant on proprietary ecosystems. For this project, Collabora dedicated engineering resources to develop a new Monado Cardboard driver, which enables the experience to run on Android phones with Cardboard VR headsets, making the immersive content accessible to a wider audience, including kids and students. This port reinforces our commitment to open standards, allowing for future enhancements and maintaining the projects long-term sustainability.
You can find the code for that driver on the &lt;a href="https://gitlab.freedesktop.org/bl4ckb0ne/monado/-/tree/cardboard-sdk">freedesktop.org GitLab&lt;/a>. It will be upstreamed soon.&lt;/p>
&lt;h3 id="fred-specifically-for-you-can-you-give-us-a-synopsis-of-what-monado-is-and-your-perspective-on-the-combination-of-using-godot-with-monado">Fred, specifically for you, can you give us a synopsis of what Monado is and your perspective on the combination of using Godot with Monado?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> &lt;a href="https://monado.dev/">Monado&lt;/a> is an open-source, cross-platform OpenXR runtime designed to provide the fundamental building blocks for XR device vendors and developers. By offering compatibility with major platforms like Linux, Windows, and Android, Monado serves as a versatile foundation for creating and deploying XR applications. Combining Monado with Godot, an open-source game engine, creates a powerful synergy. Godots flexibility, combined with Monados OpenXR support, enables both the simplicity of Godots development environment and the vast compatibility of Monados runtime.&lt;/p>
&lt;p>&lt;img alt="SOMAR info panels" src="/storage/blog/godot-xr/somar-showcase/somar-info-panels.webp" />&lt;/p>
&lt;h3 id="are-there-any-plans-to-bring-this-project-to-other-vr-headsets">Are there any plans to bring this project to other VR headsets?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> Yep, were currently testing the SOMAR application on other platforms and devices. Since Monado is built on OpenXR, its designed to be highly adaptable and should be able to run on many other platforms and devices with minimal effort. However, as an open-source project, the real strength lies in the community. While we continue to extend support for more headsets, we encourage developers and enthusiasts to contribute to the project and help expand its reach even further. The open-source nature of Monado makes it easy for anyone to pitch in and bring support to new platforms, creating a collaborative and growing ecosystem.&lt;/p>
&lt;h3 id="whats-next-for-you-anything-interesting-on-the-horizon">Whats next for you, anything interesting on the horizon?&lt;/h3>
&lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Sure. Im currently working on my next game: &lt;a href="https://stellar.decacis.com/">Stellar Checkpoint&lt;/a>, which will be available in both VR and desktop/flat modes. It should come out later this year, so stay tuned!&lt;/p>
&lt;h3 id="finally-is-there-any-advice-youd-like-to-share-especially-to-someone-considering-using-godot-for-their-next-xr-project">Finally, is there any advice youd like to share especially to someone considering using Godot for their next XR project?&lt;/h3>
&lt;p>&lt;strong class="fred">Fred:&lt;/strong> Absolutely! One of the most exciting things about using Godot for XR projects is the incredible community that surrounds it. Godot has such a passionate and supportive group of developers, artists, and creators, and its all accessible through platforms like &lt;a href="https://discord.com/invite/godotengine">the Godot Discord&lt;/a>. If youre just getting started with XR in Godot, I highly recommend joining the Discord first.&lt;/p>
&lt;p>&lt;strong class="daniel">Daniel:&lt;/strong> Just try it. Read the official documentation, place a couple of cubes as hands and experience how easy it is to get started! And if you get stuck, there is always someone from the community willing to help. Godot scales really well, and it works for both simple and complex projects, and best of all, being open-source means you can extend it to fit your needs.&lt;/p>
&lt;h3 id="some-extra-information-about-the-organisations-involved">Some extra information about the organisations involved&lt;/h3>
&lt;p>&lt;a href="https://www.collabora.com/">Collabora&lt;/a> is a global consultancy specializing in delivering the benefits of open-source software to the commercial world. Whether its the Linux kernel, graphics, multimedia, machine learning or XR, Collaboras expertise spans across all key areas of open-source software development. By harnessing the potential of community-driven open-source projects, and re-using existing components, Collabora helps its clients reduce time to market and focus on creating product differentiation. To learn more, please visit &lt;a href="https://www.collabora.com/">collabora.com&lt;/a>.&lt;/p>
&lt;p>&lt;a href="https://decacis.com/">Decasis studio&lt;/a> is an independent development studio run by Daniel Castellanos.&lt;/p>
&lt;p>&lt;a href="https://somarbio.pt/">SOMAR&lt;/a> is a non-profit association founded in 2020, dedicated to the conservation of the Algarves dolphins, whales, and broader marine life. With a focus on protecting the oceans, SOMAR operates through a variety of initiatives aimed at safeguarding the regions rich biodiversity. The organization is driven by its commitment to raise awareness about the negative impacts of human activities, such as underwater noise pollution, on marine fauna. By combining scientific research, environmental education, and innovative technologies, SOMAR seeks to promote sustainable practices and inspire collective action to preserve the natural marine ecosystems of the Algarve for future generations.&lt;/p>
&lt;p>&lt;img alt="SOMAR orca" src="/storage/blog/godot-xr/somar-showcase/somar-orca.webp" />&lt;/p></content><author><name>Bastiaan Olij</name></author><category term="Showcase"/></entry></feed>
&lt;p>C#/.NET support on the Web and file compression are two important features that will come to the platform. These features will push the limits of what can be done by Godot users on the Web. I do hope that you are as excited as we are!&lt;/p></content><author><name>Adam Scott</name></author><category term="Events"/><category term="Progress Report"/></entry></feed>

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<a class=pagination-next href=https://godotengine.org/blog/11/>Next →</a></div><div class=posts><a href=/article/announcing-godot-2022-showreels/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/633/d85/6c0/633d856c08477650100797.png) href=/article/announcing-godot-2022-showreels/></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/11/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/634/94d/db5/63494ddb52303196548493.jpg) href=/article/dev-snapshot-godot-4-0-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;14 October 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 3</h3><p class=excerpt>Progress continues on Godot 4.0 development while the community is busy testing our beta builds and reporting bugs. This is now the 3rd beta release, fixing a lot of bugs reported in the previous releases and continuing the implementation of some key features.</div></article></a><a href=/article/announcing-godot-2022-showreels/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/633/d85/6c0/633d856c08477650100797.png) href=/article/announcing-godot-2022-showreels/></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; 6 October 2022</span></div><h3>Announcing the Godot 2022 showreels!</h3><p class=excerpt>We bring you three brand-new videos showcasing what the Godot Engine can do: desktop/console games, mobile games, and tools!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/633/69f/d37/63369fd37cc17811993052.jpg) href=/article/dev-snapshot-godot-4-0-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;29 September 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 2</h3><p class=excerpt>We released Godot 4.0 beta 1 two weeks ago! That was a big milestone on our journey to finalize our next major release. But the "1" in beta 1 means that it's only the first step of the journey, so we're going to release new beta snapshots roughly every other week. So here's beta 2!</div></article></a><a href=/article/maintenance-release-godot-3-5-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/633/40f/40e/63340f40ec5d8921619579.jpg) href=/article/maintenance-release-godot-3-5-1/></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;28 September 2022</span></div><h3>Maintenance release: Godot 3.5.1</h3><p class=excerpt>We released Godot 3.5 in early August, and like any release, there are few rough edges to iron out which warrant making maintenance releases (3.5.x), with a focus on fixing bugs and not on integrating new features. The first release is that series is out, Godot 3.5.1!</div></article></a><a href=/article/release-candidate-godot-3-5-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/632/b1a/d10/632b1ad102373095371461.jpg) href=/article/release-candidate-godot-3-5-1-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 12</h3><p class=excerpt>Another couple of weeks, another alpha snapshot from the development branch, this time with 4.0 alpha 12! Noteworthy changes: GDScript variable grouping annotations, full support for Android scoped storage, Font resource refactoring, lots of GDScript 2.0 bugs squashed.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62c/7f0/daa/62c7f0daa5ea8727743351.jpg) href=/article/release-candidate-godot-3-5-rc-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 July 2022</span></div><h3>Release candidate: Godot 3.5 RC 6</h3><p class=excerpt>Another RC build for Godot 3.5, further improving various areas and default settings to ensure a great experience for current and future 3.5 users.</div></article></a><a href=/article/fog-volumes-arrive-in-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62c/5b0/068/62c5b0068cc8e524432998.png) href=/article/fog-volumes-arrive-in-godot-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp; 6 July 2022</span></div><h3>Fog Volumes arrive in Godot 4.0</h3><p class=excerpt>On top of the existing fixed-function fog, Godot 4.0 introduces a new type of fog: Volumetric Fog. For the 4.0 release, we decided to take Volumetric Fog one step further with the addition of FogVolumes. These allow users to dynamically place fog and control complex fog effects with shaders.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/ef3/600/62bef360098e2733276874.jpg) href=/article/dev-snapshot-godot-4-0-alpha-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 11</h3><p class=excerpt>Another alpha snapshot from the development branch, this time with 4.0 alpha 11! Noteworthy changes: exporting Node pointers as NodePaths, Movie Maker run mode, fixed release builds, AnimationTree advance expressions.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/9/>← Previous</a>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp; 6 July 2022</span></div><h3>Fog Volumes arrive in Godot 4.0</h3><p class=excerpt>On top of the existing fixed-function fog, Godot 4.0 introduces a new type of fog: Volumetric Fog. For the 4.0 release, we decided to take Volumetric Fog one step further with the addition of FogVolumes. These allow users to dynamically place fog and control complex fog effects with shaders.</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/release-candidate-godot-3-5-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/9c8/732/62b9c87325b88411816934.jpg) href=/article/release-candidate-godot-3-5-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>
<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-11/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/ef3/600/62bef360098e2733276874.jpg) href=/article/dev-snapshot-godot-4-0-alpha-11/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 July 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 11</h3><p class=excerpt>Another alpha snapshot from the development branch, this time with 4.0 alpha 11! Noteworthy changes: exporting Node pointers as NodePaths, Movie Maker run mode, fixed release builds, AnimationTree advance expressions.</div></article></a><a href=/article/release-candidate-godot-3-5-rc-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/9c8/732/62b9c87325b88411816934.jpg) href=/article/release-candidate-godot-3-5-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;27 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 5</h3><p class=excerpt>Another release candidate for Godot 3.5, with another couple late but quite important changes for Android: full scoped storage support, and support for NDK r23. And another set of important bug fixes for rendering, navigation, and more!</div></article></a><a href=/article/godot-community-poll-2022/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62b/5a0/79b/62b5a079b2b24464427790.png) href=/article/godot-community-poll-2022/></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 June 2022</span></div><h3>Godot community poll 2022</h3><p class=excerpt>It's this time of the year! Godot Community Poll 2022 is now out for everyone to take part. Let us know what your relationship with Godot is in this brief list of questions!</div></article></a><a href=/article/release-candidate-godot-3-5-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/c71/8fb/62ac718fb81bf021665504.jpg) href=/article/release-candidate-godot-3-5-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;17 June 2022</span></div><h3>Release candidate: Godot 3.5 RC 4</h3><p class=excerpt>Another release candidate for Godot 3.5, after fixing our time to iron out some more bugs. Notable changes in this release include fixing a potential crash on Windows 11 on scenes using specific fonts, and a further refactoring of the new navigation system to make it closer to the version in Godot 4.0.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-10/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62a/9e1/79b/62a9e179b77cb823642349.jpg) href=/article/dev-snapshot-godot-4-0-alpha-10/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;23 March 2022</span></div><h3>Maintenance release: Godot 3.4.4</h3><p class=excerpt>Godot 3.4.4 is a bugfix focused release to solve some regressions found in last month's 3.4.3 release, as well as a number of other pre-existing issues.</div></article></a><a href=/article/release-candidate-godot-3-4-4-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/623/1c7/d5c/6231c7d5c1f2c958957369.jpg) href=/article/release-candidate-godot-3-4-4-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;16 March 2022</span></div><h3>Release candidate: Godot 3.4.4 RC 2</h3><p class=excerpt>Users found a number of regressions in our recent Godot 3.4.3 release, so we're fast-tracking the development of Godot 3.4.4 to fix them.</div></article></a><a href=/article/dev-snapshot-godot-3-5-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/623/0c7/a89/6230c7a89237e646159568.jpg) href=/article/dev-snapshot-godot-3-5-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;15 March 2022</span></div><h3>Dev snapshot: Godot 3.5 beta 2</h3><p class=excerpt>It's already been 2 months since 3.5 beta 1, and we have a ton of new changes ready to test! Some of the main highlights added in beta 2 are physics interpolation for 3D, and a new OccluderShaderPolygon for your 3D occlusion needs.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/622/7d1/07d/6227d107d6474712525522.jpg) href=/article/dev-snapshot-godot-4-0-alpha-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 March 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 4</h3><p class=excerpt>Another couple of weeks, another alpha build for Godot 4.0!</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;15 March 2022</span></div><h3>Dev snapshot: Godot 3.5 beta 2</h3><p class=excerpt>It's already been 2 months since 3.5 beta 1, and we have a ton of new changes ready to test! Some of the main highlights added in beta 2 are physics interpolation for 3D, and a new OccluderShaderPolygon for your 3D occlusion needs.</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-3-4-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/622/7be/93b/6227be93b17ef513033459.jpg) href=/article/release-candidate-godot-3-4-4-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>
<a class=pagination-next href=https://godotengine.org/blog/13/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-0-alpha-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/622/7d1/07d/6227d107d6474712525522.jpg) href=/article/dev-snapshot-godot-4-0-alpha-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 March 2022</span></div><h3>Dev snapshot: Godot 4.0 alpha 4</h3><p class=excerpt>Another couple of weeks, another alpha build for Godot 4.0!</div></article></a><a href=/article/release-candidate-godot-3-4-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/622/7be/93b/6227be93b17ef513033459.jpg) href=/article/release-candidate-godot-3-4-4-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 March 2022</span></div><h3>Release candidate: Godot 3.4.4 RC 1</h3><p class=excerpt>Users found a number of regressions in our recent Godot 3.4.3 release, so we're fast-tracking the development of Godot 3.4.4 to fix them.</div></article></a><a href=/article/godot-xr-update-feb-2022/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/e46/b59/621e46b59f6a8102188120.jpg) href=/article/godot-xr-update-feb-2022/></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;27 February 2022</span></div><h3>Godot XR update - February 2022</h3><p class=excerpt>Updates on various things XR in Godot, a new version of the OpenXR plugin, a new version of the tools library and an update on Godot 4 support.</div></article></a><a href=/article/maintenance-release-godot-3-4-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/e42/95a/621e4295a0f3f285158210.jpg) href=/article/maintenance-release-godot-3-4-3/></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;25 February 2022</span></div><h3>Maintenance release: Godot 3.4.3</h3><p class=excerpt>In parallel to our work on the upcoming feature releases Godot 3.5 and 4.0, we backport important fixes to the stable 3.4 branch for use in production. After several weeks of user testing, we're now ready to release Godot 3.4.3 as a maintenance update for all users.</div></article></a><a href=/article/dev-snapshot-godot-4-0-alpha-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/621/561/e9c/621561e9c9799081922431.jpg) href=/article/dev-snapshot-godot-4-0-alpha-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&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>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;13 November 2021</span></div><h3>Announcing the 2021 Godot games showreel!</h3><p class=excerpt>The Godot games showreel videos for 2021 are up (desktop and mobile)!</div></article></a><a href=/article/godot-engine-donation-opgames/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/d28/33e/618d2833e29f9687380785.png) href=/article/godot-engine-donation-opgames/></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 November 2021</span></div><h3>Godot Engine receives $100,000 donation from OP Games</h3><p class=excerpt>We are happy to announce that the gaming platform OP Games is donating USD 100,000 to the Godot project. These funds will be used to further the general development of the engine.</div></article></a><a href=/article/godot-3-4-is-released/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/6bb/7b3/6186bb7b3cb36127140644.jpg) href=/article/godot-3-4-is-released/></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 November 2021</span></div><h3>Godot 3.4 is released with major features and UX polish</h3><p class=excerpt>Godot 3.4 is finally released with a number of major new features and a focus on backporting UX improvements from the in-development 4.0 release. This new release adds portal occlusion culling, a revamped UI theme editor, glTF scene export, an animation RESET track, large files support, a lot of physics improvements and fixes, and more!</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></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; 6 November 2021</span></div><h3>Godot 3.4 is released with major features and UX polish</h3><p class=excerpt>Godot 3.4 is finally released with a number of major new features and a focus on backporting UX improvements from the in-development 4.0 release. This new release adds portal occlusion culling, a revamped UI theme editor, glTF scene export, an animation RESET track, large files support, a lot of physics improvements and fixes, and more!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/11/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-4-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/1af/057/6181af057be31908593743.jpg) href=/article/release-candidate-godot-3-4-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/14/>Next →</a></div><div class=posts><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/release-candidate-godot-3-4-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/1af/057/6181af057be31908593743.jpg) href=/article/release-candidate-godot-3-4-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 2 November 2021</span></div><h3>Release candidate: Godot 3.4 RC 3</h3><p class=excerpt>The upcoming Godot 3.4 release will provide a number of new features which have been backported from the 4.0 development branch. With this third Release Candidate, we have frozen feature development and are nearly ready to release the stable version.</div></article></a><a href=/article/improvements-shaders-visual-shaders-godot-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/e8b/e77/617e8be771fb0476901545.png) href=/article/improvements-shaders-visual-shaders-godot-4/></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; 1 November 2021</span></div><h3>Improvements to shaders and visual shaders in Godot 4.0</h3><p class=excerpt>A quick overview of upcoming changes for the shader language and visual shader systems in Godot 4.0.</div></article></a><a href=/article/animation-data-redesign-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/618/06c/42a/61806c42af0f7814469862.png) href=/article/animation-data-redesign-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; 1 November 2021</span></div><h3>Animation data rework for 4.0</h3><p class=excerpt>One of the last areas pending for redesign in upcoming Godot 4.0 has now been completed, resulting in much improved usability when dealing animation data.</div></article></a><a href=/article/multiplayer-changes-godot-4-0-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/617/989/cf8/617989cf82e64600038831.png) href=/article/multiplayer-changes-godot-4-0-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date>&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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 August 2021</span></div><h3>Release candidate: Godot 3.3.3 RC 1</h3><p class=excerpt>Godot 3.3.3 will be a maintenance release in the stable 3.3 branch, providing various bug fixes while preserving compatibility for existing Godot 3.3 projects. This first release candidate aims at validating those fixes and ensuring that the update will be regression free.</div></article></a><a href=/article/gsoc-2021-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/43f/11b/61043f11b5388567890116.png) href=/article/gsoc-2021-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 July 2021</span></div><h3>GSoC 2021 - Progress report #1</h3><p class=excerpt>For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette!</div></article></a><a href=/article/dev-snapshot-godot-3-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/610/012/b82/610012b827c7a703515304.jpg) href=/article/dev-snapshot-godot-3-4-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;27 July 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 2</h3><p class=excerpt>Here's a first official dev snapshot for the upcoming Godot 3.4, with a lot of important improvements such as portal-based occlusion culling, lightmapper soft shadows, physics fixes, fixes to iOS C# support, Mono support for macOS ARM64, a whole new theme editor, and more!</div></article></a><a href=/article/godot-showcase-garden-path-developer-talks-about-his-experience/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60f/9a7/b1e/60f9a7b1eb0ca060142976.jpg) href=/article/godot-showcase-garden-path-developer-talks-about-his-experience/></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;22 July 2021</span></div><h3>Godot Showcase - The Garden Path developer talks about his experience</h3><p class=excerpt>This week, we are interviewing Louis Durrant about his game The Garden Path. It will be released in Autumn/Winter 2021 for Windows, macOS 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;27 July 2021</span></div><h3>Dev snapshot: Godot 3.4 beta 2</h3><p class=excerpt>Here's a first official dev snapshot for the upcoming Godot 3.4, with a lot of important improvements such as portal-based occlusion culling, lightmapper soft shadows, physics fixes, fixes to iOS C# support, Mono support for macOS ARM64, a whole new theme editor, and more!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/12/>← Previous</a>
<a title="Godot Engine - Blog - Page 11" href=https://godotengine.org/blog/11/>11</a>
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<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/about-godot4-vulkan-gles3-and-gles2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60f/438/4ca/60f4384ca5805220006247.png) href=/article/about-godot4-vulkan-gles3-and-gles2/></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>
<a class=pagination-next href=https://godotengine.org/blog/15/>Next →</a></div><div class=posts><a href=/article/godot-showcase-garden-path-developer-talks-about-his-experience/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60f/9a7/b1e/60f9a7b1eb0ca060142976.jpg) href=/article/godot-showcase-garden-path-developer-talks-about-his-experience/></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;22 July 2021</span></div><h3>Godot Showcase - The Garden Path developer talks about his experience</h3><p class=excerpt>This week, we are interviewing Louis Durrant about his game The Garden Path. It will be released in Autumn/Winter 2021 for Windows, macOS and Linux.</div></article></a><a href=/article/about-godot4-vulkan-gles3-and-gles2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60f/438/4ca/60f4384ca5805220006247.png) href=/article/about-godot4-vulkan-gles3-and-gles2/></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;18 July 2021</span></div><h3>About Godot 4, Vulkan, GLES3 and GLES2</h3><p class=excerpt>As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends.</div></article></a><a href=/article/godot-community-poll-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60e/dd3/367/60edd3367a79e493301061.jpg) href=/article/godot-community-poll-2021/></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 2021</span></div><h3>Godot Community Poll 2021</h3><p class=excerpt>It's this time of the year! Help us learn more about our community by taking part in the 2021 Godot Community Poll!</div></article></a><a href=/article/godot-xr-progress-update-june-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60e/169/1fa/60e1691fab28c135981956.jpg) href=/article/godot-xr-progress-update-june-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<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/godotcon-july-2021-schedule/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/60d/cc6/251/60dcc6251e506284385457.png) href=/article/godotcon-july-2021-schedule/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 7 April 2021</span></div><h3>Release candidate: Godot 3.3 RC 8</h3><p class=excerpt>Here's another Release Candidate fixing a few important issues prior to Godot 3.3-stable. We're now really close to calling it final, so it's probably your last chance to try the RC and thwart our hopes to release 3.3 soon ;)</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/godot-has-been-renamed-godette-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/4fb/1b9/6064fb1b9a8b5692034114.png) href=/article/godot-has-been-renamed-godette-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; 1 April 2021</span></div><h3>Godot has been renamed to Godette Engine</h3><p class=excerpt>After months of internal debate, we have decided to deal once and for all with a hot topic and the source of much criticism. Godot is being rebranded in order to gain wider appeal and acceptance.</div></article></a><a href=/article/release-candidate-godot-3-3-rc-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/2f6/b66/6062f6b667e03340153792.jpg) href=/article/release-candidate-godot-3-3-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;30 March 2021</span></div><h3>Release candidate: Godot 3.3 RC 7</h3><p class=excerpt>Here's a new Release Candidate for Godot 3.3 fixing most of the outstanding regressions, and thus bringing us very close to the stable release. Make sure to give it a try and let us know if you run into any new issue compared to Godot 3.2.3.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 April 2021</span></div><h3>Godot has been renamed to Godette Engine</h3><p class=excerpt>After months of internal debate, we have decided to deal once and for all with a hot topic and the source of much criticism. Godot is being rebranded in order to gain wider appeal and acceptance.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/13/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/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>
<a class=pagination-next href=https://godotengine.org/blog/16/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-3-rc-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/606/2f6/b66/6062f6b667e03340153792.jpg) href=/article/release-candidate-godot-3-3-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;30 March 2021</span></div><h3>Release candidate: Godot 3.3 RC 7</h3><p class=excerpt>Here's a new Release Candidate for Godot 3.3 fixing most of the outstanding regressions, and thus bringing us very close to the stable release. Make sure to give it a try and let us know if you run into any new issue compared to Godot 3.2.3.</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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;29 March 2021</span></div><h3>Editor improvements for Godot 4.0</h3><p class=excerpt>If you are following my progress, you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features.</div></article></a><a href=/article/godot-web-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/23a/448/60523a448123d203397950.png) href=/article/godot-web-progress-report-6/></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;20 March 2021</span></div><h3>Web Editor PWA, easier HTML customizations, and faster load times!</h3><p class=excerpt>Godot on the Web is feeling more and more like native, getting performance improvements (20% faster load time), easier customizations, and more!</div></article></a><a href=/article/release-candidate-godot-3-3-rc-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/476/229/605476229ad0d849814406.jpg) href=/article/release-candidate-godot-3-3-rc-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 March 2021</span></div><h3>Release candidate: Godot 3.3 RC 6</h3><p class=excerpt>We decided to rename the upcoming version 3.2.4 to Godot 3.3 to better reflect how feature-packed it is! So this new 3.3 RC 6 is a direct follow-up to 3.2.4 RC 5, with a few more bugs fixed and the version changed.</div></article></a><a href=/article/godot-openxr-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/605/33d/fed/60533dfed520d231708447.jpg) href=/article/godot-openxr-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;28 January 2021</span></div><h3>Release candidate: Godot 3.2.4 RC 1</h3><p class=excerpt>After 4 months of development it's time to aim for the 3.2.4 stable release to bring the numerous new features and even more important bug fixes to all Godot users. So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds.</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/announcing-new-community-map-user-groups/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/86b/4bc/60086b4bc8790999054229.png) href=/article/announcing-new-community-map-user-groups/></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;20 January 2021</span></div><h3>Announcing the new community map for user groups</h3><p class=excerpt>Starting from today, there is a new User groups page on the Godot Engine website! This page replaces the old User groups page by featuring a community map that can be freely navigated and contributed to.</div></article></a><a href=/article/godot-showcase-monolith-of-minds-resolutiion/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/74c/0ca/60074c0ca1012683594514.png) href=/article/godot-showcase-monolith-of-minds-resolutiion/></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;19 January 2021</span></div><h3>Godot Showcase - Resolutiion developer Monolith of Minds talks about their experience</h3><p class=excerpt>We've interviewed Monolith of Minds about their latest game Resolutiion. It was released in May 2020 and is available on Windows, macOS, Linux and Nintendo Switch.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;20 January 2021</span></div><h3>Announcing the new community map for user groups</h3><p class=excerpt>Starting from today, there is a new User groups page on the Godot Engine website! This page replaces the old User groups page by featuring a community map that can be freely navigated and contributed to.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/14/>← Previous</a>
<a title="Godot Engine - Blog - Page 13" href=https://godotengine.org/blog/13/>13</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-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/305/9f5/6003059f52bb4613931642.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/17/>Next →</a></div><div class=posts><a href=/article/godot-showcase-monolith-of-minds-resolutiion/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/74c/0ca/60074c0ca1012683594514.png) href=/article/godot-showcase-monolith-of-minds-resolutiion/></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;19 January 2021</span></div><h3>Godot Showcase - Resolutiion developer Monolith of Minds talks about their experience</h3><p class=excerpt>We've interviewed Monolith of Minds about their latest game Resolutiion. It was released in May 2020 and is available on Windows, macOS, Linux and Nintendo Switch.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/305/9f5/6003059f52bb4613931642.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;16 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 6</h3><p class=excerpt>Here's another feature-packed beta for the upcoming Godot 3.2.4 release. It adds the following main changes: new CPU lightmapper, new dynamic BVH for rendering and the GodotPhysics backends, multiple fixes to one-way collisions, iOS plugins support, and a new AspectRatioContainer Control node.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-5/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ff/6f7/246/5ff6f724691ad311133792.jpg) href=/article/dev-snapshot-godot-3-2-4-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; 7 January 2021</span></div><h3>Dev snapshot: Godot 3.2.4 beta 5</h3><p class=excerpt>Another beta build on the way to Godot 3.2.4, which promises a much improved feature set for Godot 3.2 users while we wait for the 4.0 release. This beta 5 includes many bug fixes and improvements, but also new features such as WebXR support and a minimap in the graph editors!</div></article></a><a href=/article/introducing-the-godot-gltf-2-0-scene-exporter/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ff/358/855/5ff358855fada706463549.png) href=/article/introducing-the-godot-gltf-2-0-scene-exporter/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Ernest Lee" loading=lazy>
<span class=by>Ernest Lee </span><span class=date>&nbsp;-&nbsp; 4 January 2021</span></div><h3>Introducing the Godot glTF 2.0 scene exporter</h3><p class=excerpt>To supplement Godot's existing import capabilities for the glTF 2.0 open format for 3D assets, Godot 4.0 now includes support for exporting Godot scenes as glTF 2.0. This import/export workflow allows a seamless transition from and to 3D modelling and animation software, giving artists and designers greater flexibility to use each tool for what it can do best.</div></article></a><a href=/article/godot-2020-year-in-review-video/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/e21/1c7/5fee211c7e4eb714359827.jpg) href=/article/godot-2020-year-in-review-video/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
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<span class=by>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>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;27 October 2020</span></div><h3>Godot Web export progress report #3</h3><p class=excerpt>An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.</div></article></a><a href=/article/gdscript-progress-report-typed-instructions/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/17e/9ec/5f917e9ecf2a2049515486.png) href=/article/gdscript-progress-report-typed-instructions/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
<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/dev-snapshot-godot-3-2-4-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/05d/220/5f905d22085b8748176138.jpg) href=/article/dev-snapshot-godot-3-2-4-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;21 October 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 1</h3><p class=excerpt>Godot 3.2.3 was released a month ago and the reception was great! It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. Now that we're confident that 3.2.3 works well, we can take some time to add new features to the `3.2` branch while you wait for Godot 4.0 :)</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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/15/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;21 October 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 1</h3><p class=excerpt>Godot 3.2.3 was released a month ago and the reception was great! It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. Now that we're confident that 3.2.3 works well, we can take some time to add new features to the `3.2` branch while you wait for Godot 4.0 :)</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/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>
<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/x11-display-server-progress-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f8/d66/bae/5f8d66bae9125677247883.png) href=/article/x11-display-server-progress-report/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
<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/hugo-locurcio-hired-improve-godots-web-infrastructure/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f7/dd0/27a/5f7dd027a070a333686808.png) href=/article/hugo-locurcio-hired-improve-godots-web-infrastructure/></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; 7 October 2020</span></div><h3>Hugo Locurcio is hired to improve Godot's web infrastructure</h3><p class=excerpt>We hired Hugo Locurcio to work on Godot's web infrastructure such as documentation and the asset library.</div></article></a><a href=/article/maintenance-release-godot-3-2-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f6/361/d91/5f6361d91ea05815400927.jpg) href=/article/maintenance-release-godot-3-2-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
@@ -36,8 +37,7 @@
<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>
<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>
<span class=by>Ignacio Roldán Etcheverry </span><span class=date>&nbsp;-&nbsp; 3 July 2020</span></div><h3>C# progress report: Visual Studio and VSCode</h3><p class=excerpt>Godot is getting extensions for Visual Studio and Visual Studio Code, including debugging support and code completion of Godot strings.</div></article></a><a href=/article/godot-40-gets-sdf-based-real-time-global-illumination/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/899/c76/5ef899c76e7ce588705275.jpeg) href=/article/godot-40-gets-sdf-based-real-time-global-illumination/></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 June 2020</span></div><h3>Godot 4.0 gets SDF based real-time global illumination</h3><p class=excerpt>As work progresses on Godot 4.0 at a steady pace, a novel method of creating full-scene global illumination has been added in the master branch.</div></article></a><a href=/article/maintenance-release-godot-3-2-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/477/2d8/5ef4772d8ab2c844046542.jpg) href=/article/maintenance-release-godot-3-2-2/></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;26 June 2020</span></div><h3>Maintenance release: Godot 3.2.2</h3><p class=excerpt>Godot contributors are happy to release version 3.2.2 of our free and open source game engine. It adds various features such as C# support for iOS, 2D batching for the GLES2 renderer, a new plugin system for Android, DTLS support in the networking API, and more! Numerous bugs have been fixed and the documentation and translations have been greatly enhanced.</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;28 June 2020</span></div><h3>Godot 4.0 gets SDF based real-time global illumination</h3><p class=excerpt>As work progresses on Godot 4.0 at a steady pace, a novel method of creating full-scene global illumination has been added in the master branch.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
<a title="Godot Engine - Blog - Page 15" href=https://godotengine.org/blog/15/>15</a>
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<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-3-2-2-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/450/702/5ef45070297f5645726026.jpg) href=/article/release-candidate-godot-3-2-2-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/19/>Next →</a></div><div class=posts><a href=/article/maintenance-release-godot-3-2-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/477/2d8/5ef4772d8ab2c844046542.jpg) href=/article/maintenance-release-godot-3-2-2/></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;26 June 2020</span></div><h3>Maintenance release: Godot 3.2.2</h3><p class=excerpt>Godot contributors are happy to release version 3.2.2 of our free and open source game engine. It adds various features such as C# support for iOS, 2D batching for the GLES2 renderer, a new plugin system for Android, DTLS support in the networking API, and more! Numerous bugs have been fixed and the documentation and translations have been greatly enhanced.</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/450/702/5ef45070297f5645726026.jpg) href=/article/release-candidate-godot-3-2-2-rc-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 4</h3><p class=excerpt>Yet another release candidate for Godot 3.2.2, including a few new bugfixes that warrant some testing before we can confidently tag it as 3.2.2-stable. We're getting there!</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/0ca/3a0/5ef0ca3a02bad250381385.jpg) href=/article/release-candidate-godot-3-2-2-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;22 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 3</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate since the first dev snapshot mid-April. This new RC 3 build fixes a couple recent regressions. It's now considered release-ready, so unless new regressions are reported in coming days, we plan to release 3.2.2-stable in a day or two.</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/b7c/5c0/5eeb7c5c0d2ed339418233.jpg) href=/article/release-candidate-godot-3-2-2-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;18 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 2</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. Last week saw a first release candidate, and now's the second one with a couple regression fixes and more bugfixes and usability improvements.</div></article></a><a href=/article/release-candidate-godot-3-2-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/38a/dca/5ee38adca7c14514308047.jpg) href=/article/release-candidate-godot-3-2-2-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>
@@ -37,8 +38,7 @@ This new RC 1 build should be quite stable and we hope that many Godot 3.2.x use
<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>
<span class=by>George Marques </span><span class=date>&nbsp;-&nbsp;16 March 2020</span></div><h3>Student applications for GSoC 2020 open today</h3><p class=excerpt>Applications to the Google Summer of Code 2020 are open. As a participant organization, we share some tips to students on how to write their proposals.</div></article></a><a href=/article/maintenance-release-godot-3-2-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/76e/b88/5e676eb885595988806573.jpg) href=/article/maintenance-release-godot-3-2-1/></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 March 2020</span></div><h3>Maintenance release: Godot 3.2.1</h3><p class=excerpt>Our current stable version, Godot 3.2, was released at the end of January as a major upgrade to all features and the usability of the engine. But as with any software release, there are always things that can still be improved and bugs that can be fixed, and as such we plan to release frequent maintenance releases for the 3.2 branch, to make it ever more enjoyable and reliable to work with. This first Godot 3.2.1 release aims to address the main regressions noticed in 3.2, as well as fixing more preexisting bugs and improving usability and documentation.</div></article></a><a href=/article/release-candidate-godot-3-2-1-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e6/0f2/0e8/5e60f20e83083668051672.jpg) href=/article/release-candidate-godot-3-2-1-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; 5 March 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 2</h3><p class=excerpt>Time flies and it's already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. Since RC 1, a couple regressions have been fixed, and a few additional bug fixes, documentation updates and usability enhancements have been included. We now publish Godot 3.2.1 RC 2 to validate those additional changes.</div></article></a><a href=/article/core-refactoring-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/a98/38e/5e5a9838e6a8b964298813.png) href=/article/core-refactoring-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;29 February 2020</span></div><h3>Core refactoring progress report #1</h3><p class=excerpt>Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.</div></article></a></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; 5 March 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 2</h3><p class=excerpt>Time flies and it's already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. Since RC 1, a couple regressions have been fixed, and a few additional bug fixes, documentation updates and usability enhancements have been included. We now publish Godot 3.2.1 RC 2 to validate those additional changes.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/17/>← Previous</a>
<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
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<a class=pagination-next href=https://godotengine.org/blog/20/>Next →</a></div><div class=posts><a href=/article/call-volunteers-organizing-regional-communities/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e1/0a0/456/5e10a04563669518301236.png) href=/article/call-volunteers-organizing-regional-communities/></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/core-refactoring-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/a98/38e/5e5a9838e6a8b964298813.png) href=/article/core-refactoring-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;29 February 2020</span></div><h3>Core refactoring progress report #1</h3><p class=excerpt>Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.</div></article></a><a href=/article/call-volunteers-organizing-regional-communities/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e1/0a0/456/5e10a04563669518301236.png) href=/article/call-volunteers-organizing-regional-communities/></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 February 2020</span></div><h3>Call for volunteers for organizing regional communities</h3><p class=excerpt>Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. We now start a Regional Communities team to connect those groups together and give them better visibility on official Godot platforms.</div></article></a><a href=/article/enet-dtls-encryption/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/166/6a0/5e51666a0d8b2890019310.png) href=/article/enet-dtls-encryption/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<span class=by>Fabio Alessandrelli </span><span class=date>&nbsp;-&nbsp;25 February 2020</span></div><h3>ENet with DTLS encryption in 4.0</h3><p class=excerpt>Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.</div></article></a><a href=/article/release-candidate-godot-3-2-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e5/10f/1c7/5e510f1c7000c476919180.jpg) href=/article/release-candidate-godot-3-2-1-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;22 February 2020</span></div><h3>Release candidate: Godot 3.2.1 RC 1</h3><p class=excerpt>Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.</div></article></a><a href=/article/navigation-server-godot-4-0/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e4/941/218/5e494121885db845075999.png) href=/article/navigation-server-godot-4-0/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 December 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 4</h3><p class=excerpt>After another two weeks since our previous beta build, here comes Godot 3.2 beta 4, bringing back the Mono build for all supported platforms (including Android and WebAssembly, new in Godot 3.2).</div></article></a><a href=/article/new-godot-t-shirt-design-call-content/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5df/241/9c3/5df2419c346b5198207421.png) href=/article/new-godot-t-shirt-design-call-content/></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 December 2019</span></div><h3>New Godot T-shirt design: Call for content</h3><p class=excerpt>In preparation for the next GodotCon in February 2020, we're planning to make new T-shirts with Godot branding to sell to contributors and engine users, as well as visitors at FOSDEM. This year, we'd like to give our wonderful community the opportunity to contribute T-shirt concepts that we could choose from, so that our 2020 T-shirt design is as good as it can be!</div></article></a><a href=/article/meet-community-fosdem-and-godotcon-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/90c/453/5de90c453d6bf225692072.png) href=/article/meet-community-fosdem-and-godotcon-2020/></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; 5 December 2019</span></div><h3>Meet the community at FOSDEM and GodotCon 2020</h3><p class=excerpt>Once again we will be at FOSDEM in Brussels with a Godot stand, and for the first time some of us also organize a game development-focused devroom at FOSDEM. And as usual, we organize our GodotCon event right next to the FOSDEM, on 3 & 4 February 2020 in Brussels. For Godot contributors, we will also have our usual Godot Sprint on 30 & 31 January 2020.</div></article></a><a href=/article/dev-snapshot-godot-3-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/80f/61f/5de80f61f222b955329853.jpg) href=/article/dev-snapshot-godot-3-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 December 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 3</h3><p class=excerpt>Many fixes have been applied since our previous beta build, encompassing rendering issues, port-specific issues notably on iOS and Windows, and many other fixes all around the editor. Due to issues with our build process, this release does not include the usual Mono build, but we are hard at work to fix it and provide a Mono build again with 3.2 beta 4.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 5 December 2019</span></div><h3>Meet the community at FOSDEM and GodotCon 2020</h3><p class=excerpt>Once again we will be at FOSDEM in Brussels with a Godot stand, and for the first time some of us also organize a game development-focused devroom at FOSDEM. And as usual, we organize our GodotCon event right next to the FOSDEM, on 3 & 4 February 2020 in Brussels. For Godot contributors, we will also have our usual Godot Sprint on 30 & 31 January 2020.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/18/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-5-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-3.webp) href=/article/dev-snapshot-godot-4-5-dev-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>
<a class=pagination-next href=https://godotengine.org/blog/3/>Next →</a></div><div class=posts><a href=/article/godot-showcase-somar/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showcase-the-somar-project.webp) href=/article/godot-showcase-somar/></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; 2 May 2025</span></div><h3>Godot Showcase - Somar</h3><p class=excerpt>We interviewed Frédéric Plourde from Collabora and Daniel Castellanos from Decasis about the Somar project.</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-3.webp) href=/article/dev-snapshot-godot-4-5-dev-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;25 April 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 3</h3><p class=excerpt>Access the engine like never before!</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-2.webp) href=/article/dev-snapshot-godot-4-5-dev-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; 8 April 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 2</h3><p class=excerpt>This is where the fun begins</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/maintenance-release-godot-4-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-4-1.webp) href=/article/maintenance-release-godot-4-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>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>
<span class=by>Raul Santos </span><span class=date>&nbsp;-&nbsp; 2 January 2025</span></div><h3>Godot C# packages move to .NET 8</h3><p class=excerpt>On moving to the latest .NET LTS release, and what it means for users.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-7.webp) href=/article/dev-snapshot-godot-4-4-dev-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;19 December 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 7</h3><p class=excerpt>One last build before the holidays!</div></article></a><a href=/article/godot-xr-community-nov-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/december-2024-update-godot-xr-community.webp) href=/article/godot-xr-community-nov-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;18 December 2024</span></div><h3>Godot XR community - December 2024</h3><p class=excerpt>Interesting projects from the Godot XR community.</div></article></a><a href=/article/godot-game-awards-stayathomedev/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-awards-stayathomedev.webp) href=/article/godot-game-awards-stayathomedev/></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; 9 December 2024</span></div><h3>Meet the creator behind the Godot Game Awards</h3><p class=excerpt>StayAtHomeDev has been sharing his passion on YouTube for over two years and now he's running the awards.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/>← Previous</a>
<span class=by>Bastiaan Olij </span><span class=date>&nbsp;-&nbsp;18 December 2024</span></div><h3>Godot XR community - December 2024</h3><p class=excerpt>Interesting projects from the Godot XR community.</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/maintenance-release-godot-3-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/1a4/91b/5de1a491b9c7c743318901.jpg) href=/article/maintenance-release-godot-3-1-2/></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>
<a class=pagination-next href=https://godotengine.org/blog/21/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/80f/61f/5de80f61f222b955329853.jpg) href=/article/dev-snapshot-godot-3-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 December 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 3</h3><p class=excerpt>Many fixes have been applied since our previous beta build, encompassing rendering issues, port-specific issues notably on iOS and Windows, and many other fixes all around the editor. Due to issues with our build process, this release does not include the usual Mono build, but we are hard at work to fix it and provide a Mono build again with 3.2 beta 4.</div></article></a><a href=/article/maintenance-release-godot-3-1-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5de/1a4/91b/5de1a491b9c7c743318901.jpg) href=/article/maintenance-release-godot-3-1-2/></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;29 November 2019</span></div><h3>Maintenance release: Godot 3.1.2</h3><p class=excerpt>While Godot 3.2 is shaping up nicely in the late beta stage, it's time for a long overdue update to the stable 3.1 branch: Godot 3.1.2 is now released with over 400 commits worth of bug fixes and improvements over the previous 3.1.1 version.</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/dev-snapshot-godot-3-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dd/7f7/f3b/5dd7f7f3b7de4872680557.jpg) href=/article/dev-snapshot-godot-3-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;22 November 2019</span></div><h3>Dev snapshot: Godot 3.2 beta 2</h3><p class=excerpt>We now release Godot 3.2 beta 2 with two weeks of bug fixes over the previous snapshot. Notable changes include the addition of WebAssembly export templates for the Mono build, as well as C# 8 support via Mono 6.6.0 Preview.</div></article></a><a href=/article/interblock-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dd/555/69a/5dd55569a6e5d003811414.png) href=/article/interblock-supports-godot-development/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 September 2019</span></div><h3>GSoC 2019 progress report #3</h3><p class=excerpt>For the second time, Godot took part in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. We had 8 students working for on great new features all around the engine, and in this third and last progress report, they outline the final state of their GSoC work, how to use it (when relevant) and future steps that they might envision for the feature they worked on.</div></article></a><a href=/article/introducing-godot-proposals-repository/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d7/025/084/5d70250842430761259264.png) href=/article/introducing-godot-proposals-repository/></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 September 2019</span></div><h3>Introducing the Godot Proposals repository</h3><p class=excerpt>The past two years, the project kept growing at a steady pace. One of the most important consequences of this growth process is that our GitHub issue tracker has exploded with ideas, proposals and bug reports.</div></article></a><a href=/article/vulkan-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d6/d05/e0f/5d6d05e0f08ee642246147.jpeg) href=/article/vulkan-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; 2 September 2019</span></div><h3>Vulkan progress report #3</h3><p class=excerpt>Work on porting the rendering engine to Vulkan continues at a steady pace.</div></article></a><a href=/article/websocket-updates-udp-multicast/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d5/ea9/151/5d5ea9151801b115754281.png) href=/article/websocket-updates-udp-multicast/></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;22 August 2019</span></div><h3>WebSocket updates, UDP multicast</h3><p class=excerpt>UDP multicast support, WebSocket updates, demos, a new tutorial.</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; 2 September 2019</span></div><h3>Vulkan progress report #3</h3><p class=excerpt>Work on porting the rendering engine to Vulkan continues at a steady pace.</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/gsoc-2019-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d5/d4e/904/5d5d4e9043f37492937462.png) href=/article/gsoc-2019-progress-report-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/22/>Next →</a></div><div class=posts><a href=/article/websocket-updates-udp-multicast/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d5/ea9/151/5d5ea9151801b115754281.png) href=/article/websocket-updates-udp-multicast/></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;22 August 2019</span></div><h3>WebSocket updates, UDP multicast</h3><p class=excerpt>UDP multicast support, WebSocket updates, demos, a new tutorial.</div></article></a><a href=/article/gsoc-2019-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d5/d4e/904/5d5d4e9043f37492937462.png) href=/article/gsoc-2019-progress-report-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 August 2019</span></div><h3>GSoC 2019 progress report #2</h3><p class=excerpt>Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. With the programme coming close to an end, they each share their recent progress since the first report with a short devlog. A final report will be posted in coming weeks with an overview of the work done and how to get started using the features they worked on.</div></article></a><a href=/article/vulkan-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d4/604/0cd/5d46040cdd2b1294169859.png) href=/article/vulkan-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; 3 August 2019</span></div><h3>Vulkan progress report #2</h3><p class=excerpt>In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!</div></article></a><a href=/article/meet-community-godotcon-poznan-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d3/75c/13b/5d375c13b89b2704350625.png) href=/article/meet-community-godotcon-poznan-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;23 July 2019</span></div><h3>Meet the community at GodotCon Poznań 2019</h3><p class=excerpt>For the second year in a row, we're graciously hosted by the Game Industry Conference (GIC) organizers to have our own GodotCon in Poznań, Poland on 16 & 17 October 2019, the two days before GIC. And to complete the week, we will also have a Godot Sprint on 14 & 15 October 2019, for all Godot contributors to meet, work together and exchange on development topics.</div></article></a><a href=/article/gsoc-2019-progress-report-1-part-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d3/04f/f48/5d304ff480b0c840286811.png) href=/article/gsoc-2019-progress-report-1-part-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;15 April 2019</span></div><h3>The State of Godot | GDC 2019, at GitHub HQ</h3><p class=excerpt>This year, during GDC, GitHub again hosted a Godot Meetup at their offices and the amount of attendants was considerably bigger than last year. Thanks hugely to them for all their support!</div></article></a><a href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/f3f/2b5/5caf3f2b5f75b989378173.png) href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/></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 April 2019</span></div><h3>Godot Engine awarded $50,000 by Mozilla Open Source Support program</h3><p class=excerpt>We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This award will be used to fund the work of some of our core contributors on three different work packages, all linked with Mozilla's mission of furthering an open and accessible Web. For Godot, this means making sure that everyone can build and play networked and browser-based games with open source technology.</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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
<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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/20/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><a href=/article/godot-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>
<a class=pagination-next href=https://godotengine.org/blog/23/>Next →</a></div><div class=posts><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><a href=/article/godot-engine-go-public-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/165/3d9/5ca1653d931bd503713803.png) href=/article/godot-engine-go-public-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; 1 April 2019</span></div><h3>Godot Engine to go public in 2019</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.</div></article></a><a href=/article/update-godot-ar-and-vr/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c9/b32/7a5/5c9b327a5d359085248627.png) href=/article/update-godot-ar-and-vr/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 February 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 4</h3><p class=excerpt>The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. We're quite close to being ready for a first release candidate.</div></article></a><a href=/article/gdquest-kickstarter-stretch-goals-free-tutorials-godot-demos/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c5/2c6/f92/5c52c6f92b52f124565436.png) href=/article/gdquest-kickstarter-stretch-goals-free-tutorials-godot-demos/></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;31 January 2019</span></div><h3>GDquest Kickstarter Stretch Goals, Free Tutorials and Demos</h3><p class=excerpt>The Kickstarter got funded in 4 days! We're hard at work on new tutorials and demos you can get right now. We've also announced 3 stretch goals to contribute more Free content for the entire community.</div></article></a><a href=/article/schedule-godotcon-2019-brussels/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c5/0d7/091/5c50d7091778e055267584.png) href=/article/schedule-godotcon-2019-brussels/></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 January 2019</span></div><h3>Schedule for GodotCon 2019 in Brussels</h3><p class=excerpt>GodotCon, the yearly Godot Engine event in Brussels, Belgium, is right around the corner! Here's the current schedule of talks and workshops for the event, with a short presentation of the speakers. You can still register to join us on February 4 & 5, 2019, as well as propose a talk or workshop.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c4/b93/a45/5c4b93a45047f384045358.png) href=/article/dev-snapshot-godot-3-1-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 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 3</h3><p class=excerpt>We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 to be like. We've reviewed the many bug reports filed in the 3.1 milestone over the last few weeks, and many of them have been resolved, or postponed to the next milestone when they were not critical. The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/21/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;29 January 2019</span></div><h3>Schedule for GodotCon 2019 in Brussels</h3><p class=excerpt>GodotCon, the yearly Godot Engine event in Brussels, Belgium, is right around the corner! Here's the current schedule of talks and workshops for the event, with a short presentation of the speakers. You can still register to join us on February 4 & 5, 2019, as well as propose a talk or workshop.</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/gdquest-kickstarter-learn-2d-and-3d-game-creation-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/ebd/56b/5c3ebd56b7fc9728379239.jpg) href=/article/gdquest-kickstarter-learn-2d-and-3d-game-creation-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>
<a class=pagination-next href=https://godotengine.org/blog/24/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c4/b93/a45/5c4b93a45047f384045358.png) href=/article/dev-snapshot-godot-3-1-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 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 3</h3><p class=excerpt>We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 to be like. We've reviewed the many bug reports filed in the 3.1 milestone over the last few weeks, and many of them have been resolved, or postponed to the next milestone when they were not critical. The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed.</div></article></a><a href=/article/gdquest-kickstarter-learn-2d-and-3d-game-creation-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/ebd/56b/5c3ebd56b7fc9728379239.jpg) href=/article/gdquest-kickstarter-learn-2d-and-3d-game-creation-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;18 January 2019</span></div><h3>GDquest Kickstarter: learn 2d and 3d game creation with Godot</h3><p class=excerpt>We are crowdfunding 2d and 3d training series for Godot once again! With our last campaign, we made both paid and free tutorials, contributed to the official documentation, and to Godot's demos. We want to do more, but for that, we need your help.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c4/0b8/f02/5c40b8f021bd5327148897.jpg) href=/article/dev-snapshot-godot-3-1-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 2</h3><p class=excerpt>We're making good progress on fixing the most critical bugs for Godot 3.1, and it's now time for another beta build for testers to work with. This brings us one step closer to the final release, with notably many crashes fixed. A major performance regression in the GLES2 backend has also been fixed.</div></article></a><a href=/article/dev-snapshot-godot-3-1-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c3/3a6/698/5c33a66988e9b192770083.jpg) href=/article/dev-snapshot-godot-3-1-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; 8 January 2019</span></div><h3>Dev snapshot: Godot 3.1 beta 1</h3><p class=excerpt>We're now entering the beta phase for Godot 3.1, and the release freeze, which means that only major bug fixes will now be merged in the master branch until 3.1 is released. This first development snapshot, 3.1 beta 1, brings a week's worth of bug fixes and enhancements merged in the master branch since the alpha 5 release.</div></article></a><a href=/article/introducing-japanese-indies-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c1/cd5/ee3/5c1cd5ee371a8697487065.png) href=/article/introducing-japanese-indies-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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<span class=by>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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;21 September 2018</span></div><h3>Welcoming our new gold sponsor: ImageCampus</h3><p class=excerpt>Godot gets a new Gold sponsor! In this case, we are welcoming Image Campus, an education institution located in Buenos Aires, Argentina, which specializes in animation, digital art and video games.</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>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp;21 September 2018</span></div><h3>Godot gets a new FileSystem dock for 3.1</h3><p class=excerpt>Godot's FileSystem dock gets an improved tree view mode with files included in the tree, with thumbnails. This makes it much easier to go through project files from a single dock. Various improvements are also done to the favorites usability, right-click menu and the split view mode.</div></article></a><a href=/article/simplex-noise-lands-godot-31/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ba/21d/1f8/5ba21d1f82c19965936967.png) href=/article/simplex-noise-lands-godot-31/></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;19 September 2018</span></div><h3>Simplex noise lands in Godot 3.1</h3><p class=excerpt>Simplex noise generation has just landed in Godot 3.1, using the unencumbered OpenSimplex implementation. It allows generation of 2D, 3D and 4D noise with a few lines of code with applications for procedural generation and visual effects.</div></article></a><a href=/article/hero-wanted-31-version/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b9/3eb/e13/5b93ebe13bb25635882307.png) href=/article/hero-wanted-31-version/></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 September 2018</span></div><h3>Hero wanted! (3.1 version)</h3><p class=excerpt>Looking for a good chance to learn about Godot internals and development? Want to become a hero and help with the release of Godot 3.1? This is your chance!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
<span class=by>Joan Fons </span><span class=date>&nbsp;-&nbsp;19 September 2018</span></div><h3>Simplex noise lands in Godot 3.1</h3><p class=excerpt>Simplex noise generation has just landed in Godot 3.1, using the unencumbered OpenSimplex implementation. It allows generation of 2D, 3D and 4D noise with a few lines of code with applications for procedural generation and visual effects.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/22/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-1-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b8/84a/92b/5b884a92b2b2a338707291.jpg) href=/article/dev-snapshot-godot-3-1-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>
<a class=pagination-next href=https://godotengine.org/blog/25/>Next →</a></div><div class=posts><a href=/article/hero-wanted-31-version/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b9/3eb/e13/5b93ebe13bb25635882307.png) href=/article/hero-wanted-31-version/></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 September 2018</span></div><h3>Hero wanted! (3.1 version)</h3><p class=excerpt>Looking for a good chance to learn about Godot internals and development? Want to become a hero and help with the release of Godot 3.1? This is your chance!</div></article></a><a href=/article/dev-snapshot-godot-3-1-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b8/84a/92b/5b884a92b2b2a338707291.jpg) href=/article/dev-snapshot-godot-3-1-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;31 August 2018</span></div><h3>Dev snapshot: Godot 3.1 alpha 1</h3><p class=excerpt>Godot 3.1 is shaping up nicely, and the master branch is finally ready for wider testing from the community. With this snapshot, we're entering the alpha stage and focus will now be solely on bug fixing and stabilizing the development version, up until we release Godot 3.1-stable.</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/soft-body/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b6/9e0/6e0/5b69e06e09f36011938163.png) href=/article/soft-body/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
<span class=by>Andrea Catania </span><span class=date>&nbsp;-&nbsp; 7 August 2018</span></div><h3>Soft Body in Godot 3.1</h3><p class=excerpt>It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.</div></article></a><a href=/article/skeleton-inverse-kinematic/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b6/6fd/2fb/5b66fd2fbc6eb388844952.png) href=/article/skeleton-inverse-kinematic/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Andrea Catania" loading=lazy>
@@ -37,8 +38,7 @@
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/maintenance-release-godot-3-0-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b2/146/640/5b214664037c0726907530.png) href=/article/maintenance-release-godot-3-0-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
<span class=by>HP van Braam </span><span class=date>&nbsp;-&nbsp;13 June 2018</span></div><h3>Maintenance release: Godot 3.0.3</h3><p class=excerpt>Godot 3.0.3! In this release we've enable C# exporting for desktop platforms and fixed many bugs.</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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;13 June 2018</span></div><h3>Vote for the Godot Jam's theme!</h3><p class=excerpt>As announced a few days ago, we will have a Godot Community Game Jam the coming week-end, from Friday 15 June at 18:00 UTC to Monday 18 June at 23:59 UTC. It's now time to vote to select the final theme for the jam: https://framaforms.org/theme-for-godot-jam-june-2018-1528803026</div></article></a><a href=/article/upcoming-godot-jam-15-18-june-theme-proposals/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/bb9/8e6/5b1bb98e62bf6087481087.png) href=/article/upcoming-godot-jam-15-18-june-theme-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; 9 June 2018</span></div><h3>Upcoming Godot Jam on 15-18 June, theme proposals</h3><p class=excerpt>It's been a loooong time since our previous Godot Community Game Jam in December 2016! We'll host a new one next week-end, from Friday 15 June to Monday 18 June, see the https://itch.io/jam/godotjam062018 for more details.</div></article></a><a href=/article/godot-gets-brand-new-animation-editor-cinematic-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/96c/a95/5b196ca9551b7541693881.png) href=/article/godot-gets-brand-new-animation-editor-cinematic-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; 7 June 2018</span></div><h3>Godot gets a brand new animation editor (with cinematic support)</h3><p class=excerpt>The existing animation system in Godot was already one of the most powerful of any game engine, but its age was starting to show (it was written 10 years ago and barely improved). The new one builds upon the strengths of the previous one but does massive improvements to features and usability.</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; 9 June 2018</span></div><h3>Upcoming Godot Jam on 15-18 June, theme proposals</h3><p class=excerpt>It's been a loooong time since our previous Godot Community Game Jam in December 2016! We'll host a new one next week-end, from Friday 15 June to Monday 18 June, see the https://itch.io/jam/godotjam062018 for more details.</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-apk-fixer-tool/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/962/b00/5b1962b00413a990510141.png) href=/article/godot-apk-fixer-tool/></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/26/>Next →</a></div><div class=posts><a href=/article/godot-gets-brand-new-animation-editor-cinematic-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/96c/a95/5b196ca9551b7541693881.png) href=/article/godot-gets-brand-new-animation-editor-cinematic-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; 7 June 2018</span></div><h3>Godot gets a brand new animation editor (with cinematic support)</h3><p class=excerpt>The existing animation system in Godot was already one of the most powerful of any game engine, but its age was starting to show (it was written 10 years ago and barely improved). The new one builds upon the strengths of the previous one but does massive improvements to features and usability.</div></article></a><a href=/article/godot-apk-fixer-tool/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/962/b00/5b1962b00413a990510141.png) href=/article/godot-apk-fixer-tool/></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; 7 June 2018</span></div><h3>Godot APK Fixer tool</h3><p class=excerpt>We have released a tool to repair APK files released with older versions of Godot. A fix for this will also be integrated in upcoming Godot releases.</div></article></a><a href=/article/importing-3d-assets-blender-gamedevtv/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/7f6/458/5b17f6458fa5c055437751.jpg) href=/article/importing-3d-assets-blender-gamedevtv/></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 June 2018</span></div><h3>Importing 3D assets from Blender (GameDev.tv)</h3><p class=excerpt>Guest blog post by Michael Bridges from GameDev.tv, explaining how to import 3D models and animations from Blender using Godot's "Better" Collada exporter.</div></article></a><a href=/article/gles2-and-gdnative-progress-report-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/817/ac2/5b1817ac23235651080146.png) href=/article/gles2-and-gdnative-progress-report-6/></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; 6 June 2018</span></div><h3>GLES2 and GDNative, progress report #6</h3><p class=excerpt>The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR.</div></article></a><a href=/article/dev-snapshot-godot-3-0-3-rc-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5b1/2ab/104/5b12ab104dfb6960002176.png) href=/article/dev-snapshot-godot-3-0-3-rc-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="HP van Braam" loading=lazy>
@@ -39,8 +40,7 @@ A very common request, though, was the ability to do custom mesh deformation bas
<span class=by>Pedro J. Estébanez </span><span class=date>&nbsp;-&nbsp;20 March 2018</span></div><h3>Sketchfab integrates with Godot</h3><p class=excerpt>Sketchfab is a well-known site where you can browse a big library of 3D models and download them for use in your own projects. Many of them are free, covered by open licenses.
They have just announced their download API, which allows third-parties to integrate with it, giving any application access to hundreds of thousands of models in glTF, a standard format that many tools, Godot included, understand.
They have integrations for other famous game engines, like Unity and Unreal and have decided to provide an official plugin for Godot!</div></article></a><a href=/article/dev-snapshot-godot-2-1-5-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5aa/a32/458/5aaa324584dc2378307816.png) href=/article/dev-snapshot-godot-2-1-5-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;15 March 2018</span></div><h3>Dev snapshot: Godot 2.1.5 beta 2</h3><p class=excerpt>One step closer to releasing 2.1.5 (our "old stable" branch) with this new beta 2 build! If you are still working with Godot 2.1 for any reason, make sure to give it a try and ensure that your projects still work as intended. If all goes well we will soon make a release candidate build and then the stable one.</div></article></a><a href=/article/join-us-gdc-during-godot-meetup-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/efb/1f3/5a9efb1f3fd2f835314620.png) href=/article/join-us-gdc-during-godot-meetup-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; 6 March 2018</span></div><h3>Join us at GDC during the Godot Meetup 2018!</h3><p class=excerpt>Will you be attending GDC? If so, please come visit us at our 2018 meetup that we organize together with GitHub.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/24/>← Previous</a>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 March 2018</span></div><h3>Dev snapshot: Godot 2.1.5 beta 2</h3><p class=excerpt>One step closer to releasing 2.1.5 (our "old stable" branch) with this new beta 2 build! If you are still working with Godot 2.1 for any reason, make sure to give it a try and ensure that your projects still work as intended. If all goes well we will soon make a release candidate build and then the stable one.</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/maintenance-release-godot-302/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/bbf/1e2/5a9bbf1e2b04f446577255.jpg) href=/article/maintenance-release-godot-302/></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/27/>Next →</a></div><div class=posts><a href=/article/join-us-gdc-during-godot-meetup-2018/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/efb/1f3/5a9efb1f3fd2f835314620.png) href=/article/join-us-gdc-during-godot-meetup-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; 6 March 2018</span></div><h3>Join us at GDC during the Godot Meetup 2018!</h3><p class=excerpt>Will you be attending GDC? If so, please come visit us at our 2018 meetup that we organize together with GitHub.</div></article></a><a href=/article/maintenance-release-godot-302/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/bbf/1e2/5a9bbf1e2b04f446577255.jpg) href=/article/maintenance-release-godot-302/></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; 4 March 2018</span></div><h3>Maintenance release: Godot 3.0.2</h3><p class=excerpt>We've found several small regressions in Godot 3.0.1. This maintenance release addresses these and also add some features for our C# users.</div></article></a><a href=/article/abandoning-gles3-vulkan-and-gles2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/681/3c1/5a96813c154bd636778829.svg) href=/article/abandoning-gles3-vulkan-and-gles2/></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 February 2018</span></div><h3>Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0</h3><p class=excerpt>The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms. This sounds really good in theory and we could say it *almost* works, but...</div></article></a><a href=/article/maintenance-release-godot-3-0-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/2f7/557/5a92f75575e65533435326.jpg) href=/article/maintenance-release-godot-3-0-1/></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;25 February 2018</span></div><h3>Maintenance release: Godot 3.0.1</h3><p class=excerpt>We are pretty happy with the overall stability of Godot 3.0, that we released in late January. Still, we want to provide the best level of support to our users, so we are going to make regular maintenance releases for the 3.0 branch, to bring backward-compatible bug fixes and enhancements to all users. Our aim is that you should be able to just upgrade to 3.0.1 and continue developing your 3.0 projects without any change (apart from C# support, which is still in alpha and thus a moving target).
@@ -41,8 +42,7 @@ Now they have decided to use Godot for such development work! The switch from th
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 December 2017</span></div><h3>Bugs: Let's catch 'em all this Saturday 9 December</h3><p class=excerpt>Both testers and developers are doing a great job, but we need to go ever faster to get Godot 3.0 out as soon as possible - especially now that the master branch is in feature freeze, meaning that new features will have to wait for Godot 3.1 to be merged.
We propose to have a special bug hunting day on Saturday, 9 December, to focus on fixing the bugs reported for the 3.0 milestone. Testers are also encouraged to use this opportunity to file new bug reports, after checking existing issues for potential duplicates.</div></article></a><a href=/article/hero-wanted-campaing-fixing-final-bugs-launchs/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/806/8a7/5a28068a7039e549952344.png) href=/article/hero-wanted-campaing-fixing-final-bugs-launchs/></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 December 2017</span></div><h3>Hero Wanted campaign for fixing final bugs launches!</h3><p class=excerpt>We are all working hard on fixing the remaining issues for delivering a stable Godot 3.0 as soon as possible, but we definitely need a hand to speed up the work!</div></article></a><a href=/article/godot-3-capitole-du-libre/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/678/7be/5a26787bebf13417068091.jpg) href=/article/godot-3-capitole-du-libre/></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 December 2017</span></div><h3>Godot 3 at the Capitole du libre</h3><p class=excerpt>We met with Julian and Gilles at the Capitole du Libre 2017 in Toulouse. It's one of the largest French events dedicated to Free Software. We went there to showcase Godot 3 and try to introduce new users to it. Here's our report, with a bonus presentation.</div></article></a><a href=/article/shedding-light-on-godot-development-process/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/422/3b0/5a24223b08a3b535873636.png) href=/article/shedding-light-on-godot-development-process/></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; 3 December 2017</span></div><h3>Shedding light on Godot's development process</h3><p class=excerpt>Godot keeps growing steadily in both users and contributors, and 3.0 will be our best release yet. As our community keeps expanding, the development process also reshapes to accommodate new contributions. While our process is completely transparent, it is not obvious for a large part of the community how new features, fixes and improvements are added. This short article will attempt to shed some light on it.</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; 5 December 2017</span></div><h3>Godot 3 at the Capitole du libre</h3><p class=excerpt>We met with Julian and Gilles at the Capitole du Libre 2017 in Toulouse. It's one of the largest French events dedicated to Free Software. We went there to showcase Godot 3 and try to introduce new users to it. Here's our report, with a bonus presentation.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/25/>← Previous</a>
<a title="Godot Engine - Blog - Page 24" href=https://godotengine.org/blog/24/>24</a>
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<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-0-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/01a/2d7/5a201a2d7a27e423350304.jpg) href=/article/dev-snapshot-godot-3-0-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/28/>Next →</a></div><div class=posts><a href=/article/shedding-light-on-godot-development-process/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/422/3b0/5a24223b08a3b535873636.png) href=/article/shedding-light-on-godot-development-process/></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; 3 December 2017</span></div><h3>Shedding light on Godot's development process</h3><p class=excerpt>Godot keeps growing steadily in both users and contributors, and 3.0 will be our best release yet. As our community keeps expanding, the development process also reshapes to accommodate new contributions. While our process is completely transparent, it is not obvious for a large part of the community how new features, fixes and improvements are added. This short article will attempt to shed some light on it.</div></article></a><a href=/article/dev-snapshot-godot-3-0-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/01a/2d7/5a201a2d7a27e423350304.jpg) href=/article/dev-snapshot-godot-3-0-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;30 November 2017</span></div><h3>Dev snapshot: Godot 3.0 beta 1</h3><p class=excerpt>Godot 3.0's development official entered the beta stage last week, which coincides for us with what we name the feature freeze: from now on, no new features will be merged in the master branch, as the focus will be fully on fixing existing issues to stabilize the current feature set. To get broader testing of the feature-frozen branch, we're releasing an official build, Godot 3.0 beta 1, just one month after the previous alpha 2.</div></article></a><a href=/article/introducing-onion-skinning-godot-game-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/b3d/3f2/5a1b3d3f23c11640221120.png) href=/article/introducing-onion-skinning-godot-game-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 November 2017</span></div><h3>Introducing onion skinning for the Godot game engine</h3><p class=excerpt>Right on time before Beta Freeze, our superstar contributor Pedro Estebanez completed Onion Skinning support! This implementation is really good, and allows visualizing future and past frames. This helps animators have a much greater deal of control on repositioning objects on every frame.</div></article></a><a href=/article/enjin-coin-supports-godot-and-announces-upcoming-module/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/8a8/a92/5a18a8a92779a993178386.png) href=/article/enjin-coin-supports-godot-and-announces-upcoming-module/></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 2017</span></div><h3>Enjin Coin supports Godot and announces upcoming module</h3><p class=excerpt>Godot just got its first platinum sponsor, and we're thrilled to announce that it's Enjin Coin, a smart cryptocurrency designed for virtual goods in games! They are working on a module to integrate their open source framework in Godot 3.</div></article></a><a href=/article/please-help-us-reach-our-second-patreon-goal/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/5de/ee5/5a15deee52d15217381472.png) href=/article/please-help-us-reach-our-second-patreon-goal/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 August 2017</span></div><h3>A small defense of glTF 2.0 on its comparison against OpenGEX</h3><p class=excerpt>This is a short article clarifying some on my views of why I believe glTF to be a great asset pipeline format, contrarily to the claims of Eric Lengyel's feature comparison of OpenGEX and glTF.</div></article></a><a href=/article/how-actually-make-your-dream-game/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/598/fb6/1bb/598fb61bb576f136583931.png) href=/article/how-actually-make-your-dream-game/></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 August 2017</span></div><h3>How to make your dream game, publish it and not die in the process</h3><p class=excerpt>Many devs asked me to write about this for a long time, so sharing my experience for this process.</div></article></a><a href=/article/support-godot-patreon-lets-make-best-game-engine-ever-together/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/598/c4c/b22/598c4cb22c32c629530888.png) href=/article/support-godot-patreon-lets-make-best-game-engine-ever-together/></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 August 2017</span></div><h3>Support Godot on Patreon! Let's make the best game engine ever, together!</h3><p class=excerpt>We are launching a Patreon site (https://www.patreon.com/godotengine) to help fund Godot development. Help us develop Godot better and faster by becoming our Patron!</div></article></a><a href=/article/we-should-all-use-gltf-20-export-3d-assets-game-engines/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/598/3d8/bca/5983d8bcaa467213846247.png) href=/article/we-should-all-use-gltf-20-export-3d-assets-game-engines/></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; 3 August 2017</span></div><h3>Why we should all support glTF 2.0 as THE standard asset exchange format for game engines</h3><p class=excerpt>Khronos, with glTF 2.0, has given us a fantastic open standard for asset exchange format between 3D modelling software and game engines. Here's why we must make it succeed...</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 9 August 2017</span></div><h3>Support Godot on Patreon! Let's make the best game engine ever, together!</h3><p class=excerpt>We are launching a Patreon site (https://www.patreon.com/godotengine) to help fund Godot development. Help us develop Godot better and faster by becoming our Patron!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/26/>← Previous</a>
<a title="Godot Engine - Blog - Page 25" href=https://godotengine.org/blog/25/>25</a>
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<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-0-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/597/8e2/fc4/5978e2fc4ffb4676085667.jpg) href=/article/dev-snapshot-godot-3-0-alpha-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/we-should-all-use-gltf-20-export-3d-assets-game-engines/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/598/3d8/bca/5983d8bcaa467213846247.png) href=/article/we-should-all-use-gltf-20-export-3d-assets-game-engines/></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; 3 August 2017</span></div><h3>Why we should all support glTF 2.0 as THE standard asset exchange format for game engines</h3><p class=excerpt>Khronos, with glTF 2.0, has given us a fantastic open standard for asset exchange format between 3D modelling software and game engines. Here's why we must make it succeed...</div></article></a><a href=/article/dev-snapshot-godot-3-0-alpha-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/597/8e2/fc4/5978e2fc4ffb4676085667.jpg) href=/article/dev-snapshot-godot-3-0-alpha-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;26 July 2017</span></div><h3>Dev snapshot: Godot 3.0 alpha1</h3><p class=excerpt>There is still a long way to go to finalize Godot 3.0 and release it publicly, but we are now ready for some broader testing of the alpha version. The first alpha build comes with many known issues, but also a lot of interesting (and undocumented) features to experiment with and debug.</div></article></a><a href=/article/beta-release-python-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/596/62b/1c4/59662b1c4ffa8859295653.png) href=/article/beta-release-python-support/></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 July 2017</span></div><h3>Beta release for Python support</h3><p class=excerpt>Emmanuel Leblond (touilleMan) just released the first beta of his Python for Godot interface, which will allow developers to use Python 3 and its complete ecosystem as a scripting language in Godot 3.0.</div></article></a><a href=/article/tests-needed-godot-2-1-4-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/ffc/f90/594ffcf90df4b624442486.jpg) href=/article/tests-needed-godot-2-1-4-beta/></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 June 2017</span></div><h3>Tests needed for Godot 2.1.4-rc</h3><p class=excerpt>Today's beta build for the upcoming Godot 2.1.4 version brings two months worth of development, including both bug fixes and new features, some of which potentially bolder than usual - with the long wait for Godot 3.0, many 2.1.x users grow restless and push to get the latest and shiniest included in the stable branch ;) As such, testers needed to make sure everything works flawlessly!</div></article></a><a href=/article/make-2d-games-godot-last-day-kickstarter/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/594/95a/1a5/59495a1a5ee9e468550721.jpg) href=/article/make-2d-games-godot-last-day-kickstarter/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 November 2016</span></div><h3>Maintenance release: Godot 2.1.1</h3><p class=excerpt>Three months after the release of Godot 2.1, we finally have the first maintenance release in the current stable branch. Rich of 271 new commits, it brings many bug fixes, enhancements and even some new features backported for the master branch! Highlights are OSX gamepad support, AStar implementation and some advanced drag and drop features in the editor!</div></article></a><a href=/article/onward-new-3d-renderer/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/582/b4e/3d2/582b4e3d2aa2d842351907.jpg) href=/article/onward-new-3d-renderer/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 November 2016</span></div><h3>Onward to the new 3D renderer</h3><p class=excerpt>We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.</div></article></a><a href=/article/godots-new-renderer-progress-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/581/887/929/5818879291fdb843399564.png) href=/article/godots-new-renderer-progress-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 1 November 2016</span></div><h3>Godot's new renderer, progress report #1</h3><p class=excerpt>As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments when evaluating godot by potential users is that, for 2D, Godot is awesome but for 3D it's pretty far from the mainstream alternatives.
For Godot 3.0 (our new release being worked on) we are working hard to change this.</div></article></a><a href=/article/asset-library-web-frontend-reaches-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/581/7c8/856/5817c8856eccf877486140.png) href=/article/asset-library-web-frontend-reaches-beta/></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;31 October 2016</span></div><h3>The Asset Library web frontend reaches beta</h3><p class=excerpt>After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
For Godot 3.0 (our new release being worked on) we are working hard to change this.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/making-shaders-more-accessible/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/85d/a5a/57f85da5a8026317996214.png) href=/article/making-shaders-more-accessible/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/30/>Next →</a></div><div class=posts><a href=/article/asset-library-web-frontend-reaches-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/581/7c8/856/5817c8856eccf877486140.png) href=/article/asset-library-web-frontend-reaches-beta/></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;31 October 2016</span></div><h3>The Asset Library web frontend reaches beta</h3><p class=excerpt>After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!</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/our-point-click-framework-finally-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/f6c/a06/57ef6ca06ea2a421665008.png) href=/article/our-point-click-framework-finally-out/></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; 1 October 2016</span></div><h3>Our point'n'click framework is finally out!</h3><p class=excerpt>The long-awaited framework to create point & click adventure games, initially promised during the Kickstarter for The Interactive Adventures of Dog Mendonça and Pizzaboy®, is finally available. It is of course open source, and comes with a great manual written by Ariel Manzur and the FLOSS Manuals FR team.</div></article></a><a href=/article/join-hacktoberfest-and-contribute-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/f83/c4e/57ef83c4e718d700719754.svg) href=/article/join-hacktoberfest-and-contribute-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 October 2016</span></div><h3>Join the Hacktoberfest and contribute to Godot!</h3><p class=excerpt>Hacktoberfest, an event that encourages you to contribute to open source projects (Godot included) starts now, and will last for the whole month of October. If you make at least four pull requests, you can earn a cool hacker T-shirt!</div></article></a><a href=/article/why-does-godot-use-servers-and-rids/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/85e/895/57e85e89581c7897117696.png) href=/article/why-does-godot-use-servers-and-rids/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 April 2016</span></div><h3>The community forum is back!</h3><p class=excerpt>Some members of the community have set up a new Godot Developers forum, with the contents from the old forum as well as many new features to showcase games and share content. We also set up an official YouTube channel for Godot and uploaded a showcase video of some very nice games developed with Godot!</div></article></a><a href=/article/godot-aims-mainstream/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56f/e06/275/56fe06275ca75941745597.jpg) href=/article/godot-aims-mainstream/></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 2016</span></div><h3>Godot aims for mainstream</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- The most important feedback we got at GDC is that Godot is different from the most popular game engines, and thus confusing and quite badly known in the industry. So in order to become more popular we decided to make Godot more like the other mainstream engines, by taking some radical decisions.</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/updates-on-the-release-cycle-and-godot-2-0-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56d/dbf/0e0/56ddbf0e04286898440859.png) href=/article/updates-on-the-release-cycle-and-godot-2-0-1/></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; 7 March 2016</span></div><h3>Updates on the release cycle and Godot 2.0.1</h3><p class=excerpt>After the lengthy development of Godot 2.0, we decided to try to have a shorter release cycle (therefore with several releases in the 2.x branch instead of the massive 2.1 release planned up to now) and to provide maintenance releases for the current stable branch. As a start, Godot 2.0.1 is released with several usability enhancements and bug fixes.</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;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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/28/>← Previous</a>
<a title="Godot Engine - Blog - Page 27" href=https://godotengine.org/blog/27/>27</a>
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<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-4-dev-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-6.webp) href=/article/dev-snapshot-godot-4-4-dev-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/4/>Next →</a></div><div class=posts><a href=/article/godot-game-awards-stayathomedev/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-awards-stayathomedev.webp) href=/article/godot-game-awards-stayathomedev/></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; 9 December 2024</span></div><h3>Meet the creator behind the Godot Game Awards</h3><p class=excerpt>StayAtHomeDev has been sharing his passion on YouTube for over two years and now he's running the awards.</div></article></a><a href=/article/dev-snapshot-godot-4-4-dev-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-4-dev-6.webp) href=/article/dev-snapshot-godot-4-4-dev-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp; 5 December 2024</span></div><h3>Dev snapshot: Godot 4.4 dev 6</h3><p class=excerpt>New snapshot on the road to beta, with a lot of 3D workflow goodies!</div></article></a><a href=/article/beyond-100000-you-re-breathtaking/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/beyond-100000-you-re-breathtaking.webp) href=/article/beyond-100000-you-re-breathtaking/></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; 4 December 2024</span></div><h3>Beyond #100000: You're breathtaking!</h3><p class=excerpt>As we reach issue #100,000 on GitHub, we celebrate with a little retrospective on our issue and pull request growth.</div></article></a><a href=/article/godot-foundation-update-dec-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-foundation-update-2024.webp) href=/article/godot-foundation-update-dec-2024/></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; 2 December 2024</span></div><h3>Godot Foundation Update December 2024</h3><p class=excerpt>Weve made progress on several key initiatives for the organization and the Godot ecosystem. Heres what weve been up to.</div></article></a><a href=/article/statement-on-godloader-malware-loader/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/statement-on-godloader-malware-loader.webp) href=/article/statement-on-godloader-malware-loader/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/security_team.webp alt="Godot Security Team" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 8 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 3</h3><p class=excerpt>With all known major regressions fixed, we are now publishing a third release candidate to confirm that 4.3 is ready to go stable.</div></article></a><a href=/article/gamescom-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gamescom-cover-2024.webp) href=/article/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; 6 August 2024</span></div><h3>Gamescom here we come!</h3><p class=excerpt>We are once again attending gamescom, and organizing two meet-up opportunities this time.</div></article></a><a href=/article/introducing-the-improved-ufbx-importer-in-godot-4-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-new-ufbx-importer.webp) href=/article/introducing-the-improved-ufbx-importer-in-godot-4-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lyuma.webp alt=Lyuma loading=lazy>
<span class=by>Lyuma </span><span class=date>&nbsp;-&nbsp; 2 August 2024</span></div><h3>Introducing the improved ufbx importer in Godot 4.3</h3><p class=excerpt>Godot 4.3 now includes native .fbx support</div></article></a><a href=/article/release-candidate-godot-4-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-2.webp) href=/article/release-candidate-godot-4-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 2</h3><p class=excerpt>After a week in the Release Candidate stage, we have squashed most bugs we were still tracking for 4.3, and are ready for a second candidate.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
<span class=by>Lyuma </span><span class=date>&nbsp;-&nbsp; 2 August 2024</span></div><h3>Introducing the improved ufbx importer in Godot 4.3</h3><p class=excerpt>Godot 4.3 now includes native .fbx support</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/2/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/31/>Next →</a></div><div class=posts><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>
<a class=pagination-next href=https://godotengine.org/blog/31/>Next →</a></div><div class=posts><a href=/article/updates-on-the-release-cycle-and-godot-2-0-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56d/dbf/0e0/56ddbf0e04286898440859.png) href=/article/updates-on-the-release-cycle-and-godot-2-0-1/></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; 7 March 2016</span></div><h3>Updates on the release cycle and Godot 2.0.1</h3><p class=excerpt>After the lengthy development of Godot 2.0, we decided to try to have a shorter release cycle (therefore with several releases in the 2.x branch instead of the massive 2.1 release planned up to now) and to provide maintenance releases for the current stable branch. As a start, Godot 2.0.1 is released with several usability enhancements and bug fixes.</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/godot-engine-reaches-2-0-stable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/bd3/9db/56cbd39dbdddc275301297.png) href=/article/godot-engine-reaches-2-0-stable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;23 February 2016</span></div><h3>Godot Engine reaches 2.0 stable</h3><p class=excerpt>Godot 2.0 is out! This release is special because our team has grown a lot. We have more regular contributors, a documentation team, a bug triage team and a much larger community! Godot keeps growing and becoming more and more awesome.</div></article></a><a href=/article/home-sweet-home/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/9da/a89/56c9daa8921c3243289535.jpg) href=/article/home-sweet-home/></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 2016</span></div><h3>Home, sweet home</h3><p class=excerpt>Godot Engine has a new home! A new website was designed from the ground up with a modular design, so that it can easily be extended and customized to fit our needs. You'll now find a Q&A section where the community can share its knowledge, and a new documentation system that can be contributed to directly via pull requests!</div></article></a><a href=/article/open-source-godot-gets-two-years-old/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/329/c21/56c329c21a583053685050.jpg) href=/article/open-source-godot-gets-two-years-old/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 December 2014</span></div><h3>Godot 1.0 RC1 is here!</h3><p class=excerpt>A long time in the baking, but the first release candidate is here. This does not mean Godot is now without bugs, but that nothing should be too serious to affect your productivity. After stable release, well keep fixing issues and then head over to 1.1 (see roadmap!).</div></article></a><a href=/article/website-back/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/56c/31d/d31/56c31dd310721810623867.png) href=/article/website-back/></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 December 2014</span></div><h3>Website is back</h3><p class=excerpt>Godot website is back, and with a slight redesign. To say truth we were unsure about how long it was going to last after being hacked a few times, but it seems the latest changes, security patches and overall maintenance worked.</div></article></a><a href=/article/support-us-kickstarter/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/215/f4c/57f215f4cd1a8346937832.png) href=/article/support-us-kickstarter/></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;20 October 2014</span></div><h3>Support us on Kickstarter!</h3><p class=excerpt>As you know, Okam Studio, the company that develops Godot Engine, also makes games. One of our oldest projects is The Interactive Adventures of Dog Mendonça & Pizza Boy, a 2D point & click graphic adventure that weve been developing in-house as a side-project, and weve launched a Kickstarter to raise the funds to finish it.</div></article></a><a href=/article/godot-history-images/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/215/a0e/57f215a0e3c2a359176299.png) href=/article/godot-history-images/></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 January 2014</span></div><h3>Godot history in images!</h3><p class=excerpt>How does more than a decade of engine development look like?</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/29/>← Previous</a>
<span class=by>Ariel Manzur </span><span class=date>&nbsp;-&nbsp;20 October 2014</span></div><h3>Support us on Kickstarter!</h3><p class=excerpt>As you know, Okam Studio, the company that develops Godot Engine, also makes games. One of our oldest projects is The Interactive Adventures of Dog Mendonça & Pizza Boy, a 2D point & click graphic adventure that weve been developing in-house as a side-project, and weve launched a Kickstarter to raise the funds to finish it.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/29/>← Previous</a>
<a title="Godot Engine - Blog - Page 27" href=https://godotengine.org/blog/27/>27</a>
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<a class=active title="Godot Engine - Blog - Page 31" href=https://godotengine.org/blog/31/>31</a></div><div class=posts><a href=/article/first-public-release/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/218/5f6/57f2185f638af084238366.svg) href=/article/first-public-release/></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 31" href=https://godotengine.org/blog/31/>31</a></div><div class=posts><a href=/article/godot-history-images/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/215/a0e/57f215a0e3c2a359176299.png) href=/article/godot-history-images/></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 January 2014</span></div><h3>Godot history in images!</h3><p class=excerpt>How does more than a decade of engine development look like?</div></article></a><a href=/article/first-public-release/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57f/218/5f6/57f2185f638af084238366.svg) href=/article/first-public-release/></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 January 2014</span></div><h3>First public release!</h3><p class=excerpt>Writing a game engine is a really difficult process which takes a long time and we realize a life is not enough to add every single feature wed like to it. Godot has been an in-house engine for a long time and the priority of new features were always linked to what was needed for each game and the priorities of our clients.
Because of this we are opening the engine to the community so anyone can develop games using Godot and benefit from its amazing workflow design. We are also opening the source code with the most generous license, MIT with the hope that other developers will contribute to it and publish their games without any restriction.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/30/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-1.webp) href=/article/release-candidate-godot-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/5/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-3-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-2.webp) href=/article/release-candidate-godot-4-3-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 August 2024</span></div><h3>Release candidate: Godot 4.3 RC 2</h3><p class=excerpt>After a week in the Release Candidate stage, we have squashed most bugs we were still tracking for 4.3, and are ready for a second candidate.</div></article></a><a href=/article/release-candidate-godot-4-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-3-rc-1.webp) href=/article/release-candidate-godot-4-3-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 July 2024</span></div><h3>Release candidate: Godot 4.3 RC 1</h3><p class=excerpt>We are cautiously optimistic that Godot 4.3 is ready for release, please test it and let us know if we are right!</div></article></a><a href=/article/dev-snapshot-godot-4-3-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-beta-3.webp) href=/article/dev-snapshot-godot-4-3-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;10 July 2024</span></div><h3>Dev snapshot: Godot 4.3 beta 3</h3><p class=excerpt>We are nearing the end of the beta phase for Godot 4.3, which is shaping up to be a very solid release, solving a lot of pain points.</div></article></a><a href=/article/development-fund-perks/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/development-fund-perks.webp) href=/article/development-fund-perks/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/winston.png alt="Winston Yallow" loading=lazy>
<span class=by>Winston Yallow </span><span class=date>&nbsp;-&nbsp;10 July 2024</span></div><h3>New Dev Fund Perks: Discord Role and Forum Badge</h3><p class=excerpt>Proudly display your support on our community platforms.</div></article></a><a href=/article/release-candidate-godot-3-6-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-3-6-rc-1.webp) href=/article/release-candidate-godot-3-6-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
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<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>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;15 March 2024</span></div><h3>Release candidates: Godot 4.1.4 RC 2 & 4.2.2 RC 2</h3><p class=excerpt>Another round of release candidates for Godot 4.1.4 and 4.2.2, just before we head off to GDC!</div></article></a><a href=/article/gdc-2024-godot-games/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/gdc/2024/gdc2.webp) href=/article/gdc-2024-godot-games/></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; 1 March 2024</span></div><h3>Introducing our GDC Line-up</h3><p class=excerpt>Like we announced a while ago, the team is preparing to head over to the US for this years GDC. We will have a booth on the expo floor, and would love to welcome you there!</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-4.webp) href=/article/dev-snapshot-godot-4-3-dev-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;29 February 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 4</h3><p class=excerpt>Another 4.3 dev release means that many more fixes and improvements are on their way!</div></article></a><a href=/article/rendering-acyclic-graph/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gpu-sync-progress-report.webp) href=/article/rendering-acyclic-graph/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/dario.webp alt="Darío Banini" loading=lazy>
<span class=by>Darío Banini </span><span class=date>&nbsp;-&nbsp;16 February 2024</span></div><h3>GPU synchronization in Godot 4.3 is getting a major upgrade</h3><p class=excerpt>Say goodbye to placing barriers, hello to the new acyclic graph</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/3/>← Previous</a>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;29 February 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 4</h3><p class=excerpt>Another 4.3 dev release means that many more fixes and improvements are on their way!</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/godot-at-gdc-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/gdc/2024/gdc-thumbnail.webp) href=/article/godot-at-gdc-2024/></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>
<a class=pagination-next href=https://godotengine.org/blog/6/>Next →</a></div><div class=posts><a href=/article/rendering-acyclic-graph/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gpu-sync-progress-report.webp) href=/article/rendering-acyclic-graph/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/dario.webp alt="Darío Banini" loading=lazy>
<span class=by>Darío Banini </span><span class=date>&nbsp;-&nbsp;16 February 2024</span></div><h3>GPU synchronization in Godot 4.3 is getting a major upgrade</h3><p class=excerpt>Say goodbye to placing barriers, hello to the new acyclic graph</div></article></a><a href=/article/godot-at-gdc-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/gdc/2024/gdc-thumbnail.webp) href=/article/godot-at-gdc-2024/></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;13 February 2024</span></div><h3>Godot Does Conferences - Meet us at GDC!</h3><p class=excerpt>We are excited to announce that the Godot Engine will attend the 2024 Game Developers Conference (March 18-22).</div></article></a><a href=/article/dev-snapshot-godot-4-3-dev-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-3-dev-3.webp) href=/article/dev-snapshot-godot-4-3-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; 8 February 2024</span></div><h3>Dev snapshot: Godot 4.3 dev 3</h3><p class=excerpt>A month's worth of development means a lot of new features to test, such as single-threaded web exports and Wayland support!</div></article></a><a href=/article/january-jams-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-jam.webp) href=/article/january-jams-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;31 January 2024</span></div><h3>January Jams</h3><p class=excerpt>Looking back at a month of game jams, we curated a list of ten events that you might or might not have heard of before.</div></article></a><a href=/article/platform-state-in-csharp-for-godot-4-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-update-csharp-2.webp) href=/article/platform-state-in-csharp-for-godot-4-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/raulsantos.webp alt="Raul Santos" loading=lazy>
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<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>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 7 November 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 5</h3><p class=excerpt>More critical fixes are coming your way on the road to Godot 4.2 stable, including smoother transition for 3D projects made in 4.1.</div></article></a><a href=/article/maintenance-release-godot-4-1-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-3.webp) href=/article/maintenance-release-godot-4-1-3/></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; 2 November 2023</span></div><h3>Maintenance release: Godot 4.1.3</h3><p class=excerpt>With stability in mind, Godot contributors offer yet another set of changes for Godot 4.1 users, addressing a variety of bugs related to rendering, input, GUI, and platform support.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-4.webp) href=/article/dev-snapshot-godot-4-2-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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;31 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 4</h3><p class=excerpt>We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release.</div></article></a><a href=/article/release-candidate-godot-4-1-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-3-rc-1.webp) href=/article/release-candidate-godot-4-1-3-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 October 2023</span></div><h3>Release candidate: Godot 4.1.3 RC 1</h3><p class=excerpt>Another batch of fixes and stability improvements for Godot 4.1 users is ready to be tested. Of note, this release addresses a number of rendering and GUI issues, and improves class documentation.</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;31 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 4</h3><p class=excerpt>We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/4/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-4-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-3.webp) href=/article/dev-snapshot-godot-4-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/7/>Next →</a></div><div class=posts><a href=/article/release-candidate-godot-4-1-3-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-3-rc-1.webp) href=/article/release-candidate-godot-4-1-3-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 October 2023</span></div><h3>Release candidate: Godot 4.1.3 RC 1</h3><p class=excerpt>Another batch of fixes and stability improvements for Godot 4.1 users is ready to be tested. Of note, this release addresses a number of rendering and GUI issues, and improves class documentation.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-3.webp) href=/article/dev-snapshot-godot-4-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;24 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 3</h3><p class=excerpt>We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release.</div></article></a><a href=/article/progress-report-state-of-particles/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/progress-report-state-of-particles.webp) href=/article/progress-report-state-of-particles/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ilaria.webp alt="Ilaria Cislaghi" loading=lazy>
<span class=by>Ilaria Cislaghi </span><span class=date>&nbsp;-&nbsp;23 October 2023</span></div><h3>State of particles and future updates</h3><p class=excerpt>An update on the current state of the particle system in Godot, and some hints about what the future holds!</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-2.webp) href=/article/dev-snapshot-godot-4-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;19 October 2023</span></div><h3>Dev snapshot: Godot 4.2 beta 2</h3><p class=excerpt>After last week's 4.2 beta 1 release, we introduced fixes for a number of bugs reported by the community, which are now ready to test in beta 2.</div></article></a><a href=/article/dev-snapshot-godot-4-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-beta-1.webp) href=/article/dev-snapshot-godot-4-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>Yuri Sizov </span><span class=date>&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>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;28 July 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 2</h3><p class=excerpt>Closing the first month of development of Godot 4.2, the second development snapshot includes both smaller improvements and bigger features.</div></article></a><a href=/article/release-candidate-godot-4-0-4-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-4-rc-1.webp) href=/article/release-candidate-godot-4-0-4-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;21 July 2023</span></div><h3>Release candidate: Godot 4.0.4 RC 1</h3><p class=excerpt>A new batch of backported fixes for Godot 4.0 is ready for testing! Even if you aren't able to move to Godot 4.1 just yet, we can't leave you without support and improvements.</div></article></a><a href=/article/dev-snapshot-godot-4-2-dev-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-2-dev-1.webp) href=/article/dev-snapshot-godot-4-2-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>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;19 July 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 1</h3><p class=excerpt>We are ready to share the first batch of improvements coming to Godot 4.2 later this year with the release of the first dev snapshot!</div></article></a><a href=/article/godotcon-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2023.webp) href=/article/godotcon-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;18 July 2023</span></div><h3>Join us at the Godot Conference 2023!</h3><p class=excerpt>We are happy to announce that we are going to be hosting the 2023 GodotCon in Munich, Germany.</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 July 2023</span></div><h3>Dev snapshot: Godot 4.2 dev 1</h3><p class=excerpt>We are ready to share the first batch of improvements coming to Godot 4.2 later this year with the release of the first dev snapshot!</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/maintenance-release-godot-4-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-1.webp) href=/article/maintenance-release-godot-4-1-1/></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>
<a class=pagination-next href=https://godotengine.org/blog/8/>Next →</a></div><div class=posts><a href=/article/godotcon-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godotcon-2023.webp) href=/article/godotcon-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;18 July 2023</span></div><h3>Join us at the Godot Conference 2023!</h3><p class=excerpt>We are happy to announce that we are going to be hosting the 2023 GodotCon in Munich, Germany.</div></article></a><a href=/article/maintenance-release-godot-4-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-1-1.webp) href=/article/maintenance-release-godot-4-1-1/></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 July 2023</span></div><h3>Maintenance release: Godot 4.1.1</h3><p class=excerpt>Hot on the heels of its parent release, here's Godot 4.1.1 — the first maintenance release of the 4.1 branch, with more stability and workflow improvements.</div></article></a><a href=/article/release-candidate-godot-4-1-1-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-1-1-rc-1.webp) href=/article/release-candidate-godot-4-1-1-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;12 July 2023</span></div><h3>Release candidate: Godot 4.1.1 RC 1</h3><p class=excerpt>The first round of bugfixes and usability improvements for Godot 4.1 is ready for your consideration!</div></article></a><a href=/article/funding-breakdown-and-hiring-process/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/funding-breakdown-and-hiring-process.webp) href=/article/funding-breakdown-and-hiring-process/></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;11 July 2023</span></div><h3>Godot Funding Breakdown & Hiring Process</h3><p class=excerpt>This article aims to shed light on the current status of Godot's funding, hiring, and our plans for sustainable funding long term.</div></article></a><a href=/article/godot-4-1-is-here/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-4-1-is-here.webp) href=/article/godot-4-1-is-here/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/everyone.webp alt="Godot contributors" loading=lazy>
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<span class=by>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>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp;21 April 2023</span></div><h3>Dev snapshot: Godot 4.1 dev 1</h3><p class=excerpt>Here be dragons! First development snapshot for the upcoming Godot Engine 4.1 is available to early adopters and adventurous types.</div></article></a><a href=/article/release-management-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-management-4-1.jpg) href=/article/release-management-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;20 April 2023</span></div><h3>Release Management Post Godot 4.0</h3><p class=excerpt>We outline our plan for future Godot releases and Godot 4.1 specifically, which you can expect at the end of June, after three months of feature merging and one month of bug fixing.</div></article></a><a href=/article/rendering-priorities-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/rendering-priorities-4-1.png) href=/article/rendering-priorities-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/6/>← Previous</a>
<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></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 title="Godot Engine - Blog - Page 10" href=https://godotengine.org/blog/10/>10</a>
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/dev-snapshot-godot-3-6-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-1.jpg) href=/article/dev-snapshot-godot-3-6-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>
<a class=pagination-next href=https://godotengine.org/blog/9/>Next →</a></div><div class=posts><a href=/article/d3d12-adventures-in-shaderland/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/d3d12-adventures-in-shaderland.jpg) href=/article/d3d12-adventures-in-shaderland/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/pedro.webp alt="Pedro J. Estébanez" loading=lazy>
<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/dev-snapshot-godot-3-6-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-3-6-beta-1.jpg) href=/article/dev-snapshot-godot-3-6-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;13 April 2023</span></div><h3>Dev snapshot: Godot 3.6 beta 1</h3><p class=excerpt>It's time to start testing the next feature release of Godot 3, packed with over 500 fixes and enhancements which don't require any compatibility breaking changes!</div></article></a><a href=/article/gdc-2023-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/gdc-2023-retrospective.jpg) href=/article/gdc-2023-retrospective/></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; 6 April 2023</span></div><h3>GDC 2023: Retrospective</h3><p class=excerpt>We attended the Game Developers Conference (GDC) in San Francisco this year.</div></article></a><a href=/article/maintenance-release-godot-4-0-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/maintenance-release-godot-4-0-2.jpg) href=/article/maintenance-release-godot-4-0-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
<span class=by>Yuri Sizov </span><span class=date>&nbsp;-&nbsp; 4 April 2023</span></div><h3>Maintenance release: Godot 4.0.2</h3><p class=excerpt>As the work on Godot 4.1 continues, more fixes and enhancements become available to existing 4.0 users as patch releases. Meet Godot 4.0.2, addressing more of your reports, including several regressions from 4.0.1, and improving platform support for Android, macOS, and Windows!</div></article></a><a href=/article/release-candidate-godot-4-0-2-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-0-2-rc-1.jpg) href=/article/release-candidate-godot-4-0-2-rc-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/yuri.jpeg alt="Yuri Sizov" loading=lazy>
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<span class=by>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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 1 February 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 17</h3><p class=excerpt>We're now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. This beta adds audio blending in AnimationTree, fixes GDScript typed arrays, and refactors high quality texture import to enable ASTC support.</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><a href=/article/dev-snapshot-godot-4-0-beta-16/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-16.jpg) href=/article/dev-snapshot-godot-4-0-beta-16/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 16</h3><p class=excerpt>We're now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. This beta includes .NET 7 support, better RichTextLabel minimum size calculation, and a lot of general quality of life improvements.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-15/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-15.jpg) href=/article/dev-snapshot-godot-4-0-beta-15/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 15</h3><p class=excerpt>We're getting dangerously close to Release Candidate, finalizing many of the remaining high priority issues. This beta adds support Unicode identifiers in GDScript, custom resources in the Quick Open menu, multiple active plugins in parallel, and more!</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;27 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 16</h3><p class=excerpt>We're now just days away from the Release Candidate, working at full capacity on finalizing as many of the remaining high priority issues as we can. This beta includes .NET 7 support, better RichTextLabel minimum size calculation, and a lot of general quality of life improvements.</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-14/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-14.jpg) href=/article/dev-snapshot-godot-4-0-beta-14/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<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-15/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-15.jpg) href=/article/dev-snapshot-godot-4-0-beta-15/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;25 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 15</h3><p class=excerpt>We're getting dangerously close to Release Candidate, finalizing many of the remaining high priority issues. This beta adds support Unicode identifiers in GDScript, custom resources in the Quick Open menu, multiple active plugins in parallel, and more!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-14/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-14.jpg) href=/article/dev-snapshot-godot-4-0-beta-14/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 14</h3><p class=excerpt>Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This time around there are improvements to CanvasItem draw methods, TileMap, AnimationStateMachine, and more!</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-13/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-0-beta-13.jpg) href=/article/dev-snapshot-godot-4-0-beta-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;17 January 2023</span></div><h3>Dev snapshot: Godot 4.0 beta 13</h3><p class=excerpt>Beta snapshots are getting out quicker to ensure stability and quickly spot regressions! This week major important changes come to animation, with an unfortunate but necessary feature rollback. We also deliver a new tool for cross-platform development.</div></article></a><a href=/article/whats-missing-in-godot-for-aaa/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/whats-missing-in-godot-for-aaa.jpg) href=/article/whats-missing-in-godot-for-aaa/></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 January 2023</span></div><h3>Godot for AA/AAA game development - What's missing?</h3><p class=excerpt>Godot 4.0 is coming out soon. It includes major improvements all across the board in both features, performance and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings?</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-12/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63c/17e/368/63c17e3689796351687911.jpg) href=/article/dev-snapshot-godot-4-0-beta-12/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 November 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 4</h3><p class=excerpt>We're now at 4.0 beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. It adds less new features than previous beta snapshots did, but instead has more focus on bugfixing and stabilization, which should make it a much nicer experience than previous betas.</div></article></a><a href=/article/godots-graduation-godot-moves-to-a-new-foundation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/176/88b/63617688b5cec969138693.png) href=/article/godots-graduation-godot-moves-to-a-new-foundation/></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 November 2022</span></div><h3>Godots Graduation: Godot moves to a new Foundation</h3><p class=excerpt>Software Freedom Conservancy and the Godot leadership are excited to share their decision that the Godot project has reached a level of success for which makes sense for Godot to have its own independent foundation.</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>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;17 October 2022</span></div><h3>Emulating Double Precision on the GPU to Render Large Worlds</h3><p class=excerpt>One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did.</div></article></a><a href=/article/dev-snapshot-godot-4-0-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/634/94d/db5/63494ddb52303196548493.jpg) href=/article/dev-snapshot-godot-4-0-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;14 October 2022</span></div><h3>Dev snapshot: Godot 4.0 beta 3</h3><p class=excerpt>Progress continues on Godot 4.0 development while the community is busy testing our beta builds and reporting bugs. This is now the 3rd beta release, fixing a lot of bugs reported in the previous releases and continuing the implementation of some key features.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/8/>← Previous</a>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;17 October 2022</span></div><h3>Emulating Double Precision on the GPU to Render Large Worlds</h3><p class=excerpt>One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did.</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 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/godot-4-5-making-dreams-accessible/ style=text-decoration:none><article class=article-card><div class=thumbnail style="background-image:url(/storage/blog/covers/godot-4-5-making-dreams-accessible.webp?cache=v2)" href=/article/godot-4-5-making-dreams-accessible/></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>
<a class=pagination-next href=https://godotengine.org/blog/2/>Next →</a></div><div class=posts><a href=/article/ensuring-quality-godot-documentation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/ensuring-quality-godot-documentation.webp) href=/article/ensuring-quality-godot-documentation/></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 September 2025</span></div><h3>Ensuring quality in the Godot documentation, a continuous process</h3><p class=excerpt>The Godot documentation is the fruits of the labor of hundreds of people working together. How do we ensure the highest possible level of quality, while making it easy for anyone to contribute? Find out in this article.</div></article></a><a href=/article/godot-4-5-making-dreams-accessible/ style=text-decoration:none><article class=article-card><div class=thumbnail style="background-image:url(/storage/blog/covers/godot-4-5-making-dreams-accessible.webp?cache=v2)" href=/article/godot-4-5-making-dreams-accessible/></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 September 2025</span></div><h3>Godot 4.5, making dreams accessible</h3><p class=excerpt>From mind-blowing effects now made possible by the stencil buffer to accessibilty descriptions of your GUI elements that opens up the possibility for some with disabilities to play your game — we are proud to present to you Godot 4.5.</div></article></a><a href=/article/release-candidate-godot-4-5-rc-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-5-rc-2.webp) href=/article/release-candidate-godot-4-5-rc-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/repiteo.jpg alt="Thaddeus Crews" loading=lazy>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp;10 September 2025</span></div><h3>Release candidate: Godot 4.5 RC 2</h3><p class=excerpt>One more for the road, again!</div></article></a><a href=/article/release-candidate-godot-4-5-rc-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-candidate-godot-4-5-rc-1.webp) href=/article/release-candidate-godot-4-5-rc-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; 5 September 2025</span></div><h3>Release candidate: Godot 4.5 RC 1</h3><p class=excerpt>Godot 4.5 stable release is imminent; let the last round(s) of testing begin!</div></article></a><a href=/article/godot-xr-update-aug-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/august-2025-update-godot-xr-community.webp) href=/article/godot-xr-update-aug-2025/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<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>
<span class=by>Thaddeus Crews </span><span class=date>&nbsp;-&nbsp; 2 June 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 5</h3><p class=excerpt>The cool chill of the feature freeze approaches…</div></article></a><a href=/article/dev-snapshot-godot-4-5-dev-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/dev-snapshot-godot-4-5-dev-4.webp) href=/article/dev-snapshot-godot-4-5-dev-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;13 May 2025</span></div><h3>Dev snapshot: Godot 4.5 dev 4</h3><p class=excerpt>One post-GodotCon snapshot coming up!</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-showcase-somar/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showcase-the-somar-project.webp) href=/article/godot-showcase-somar/></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; 2 May 2025</span></div><h3>Godot Showcase - Somar</h3><p class=excerpt>We interviewed Frédéric Plourde from Collabora and Daniel Castellanos from Decasis about the Somar project.</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>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></div><div class="flex pagination"><a class=active title="Godot Engine - Blog" href=https://godotengine.org/blog/>1</a>
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<a class=pagination-next href=https://godotengine.org/blog/news/3/>Next →</a></div><div class=posts><a href=/article/whats-missing-in-godot-for-aaa/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/whats-missing-in-godot-for-aaa.jpg) href=/article/whats-missing-in-godot-for-aaa/></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/news/3/>Next →</a></div><div class=posts><a href=/article/godot-arrives-in-the-epic-games-store/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-epic-games-store.jpg) href=/article/godot-arrives-in-the-epic-games-store/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;17 March 2023</span></div><h3>Godot Arrives in the Epic Games Store</h3><p class=excerpt>We are honored to announce that Epic Games is offering Godot Engine a place on Epic Games' own digital distribution platform, the Epic Games Store.</div></article></a><a href=/article/whats-missing-in-godot-for-aaa/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/whats-missing-in-godot-for-aaa.jpg) href=/article/whats-missing-in-godot-for-aaa/></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 January 2023</span></div><h3>Godot for AA/AAA game development - What's missing?</h3><p class=excerpt>Godot 4.0 is coming out soon. It includes major improvements all across the board in both features, performance and usability. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings?</div></article></a><a href=/article/2022-retrospective/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/63a/ebf/03e/63aebf03e854b249543216.png) href=/article/2022-retrospective/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 December 2022</span></div><h3>2022: A Retrospective</h3><p class=excerpt>The year 2022 was very special for us. We reached a lot of milestones within Godot and also in the community. This blog post will offer a small retrospective of the year.</div></article></a><a href=/article/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/godots-graduation-godot-moves-to-a-new-foundation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/636/176/88b/63617688b5cec969138693.png) href=/article/godots-graduation-godot-moves-to-a-new-foundation/></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>Joan Fons </span><span class=date>&nbsp;-&nbsp; 1 March 2021</span></div><h3>Joan Fons is hired to work on Godot's rendering</h3><p class=excerpt>Hello! This is Joan speaking. I'm happy to announce that, starting today, I will be working as a full-time Godot developer, and my main focus will be anything rendering related.</div></article></a><a href=/article/why-isnt-godot-ecs-based-game-engine/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/603/926/d51/603926d51ea4c913888481.png) href=/article/why-isnt-godot-ecs-based-game-engine/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;26 February 2021</span></div><h3>Why isn't Godot an ECS-based game engine?</h3><p class=excerpt>The topic of why Godot does not utilize ECS comes up often, so this article will explain the design decisions behind that, as well as shed some light on how Godot works.</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/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/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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/news/>← 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/news/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/news/4/>Next →</a></div><div class=posts><a href=/article/announcing-new-community-map-user-groups/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/86b/4bc/60086b4bc8790999054229.png) href=/article/announcing-new-community-map-user-groups/></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>
<a class=pagination-next href=https://godotengine.org/blog/news/4/>Next →</a></div><div class=posts><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/announcing-new-community-map-user-groups/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/600/86b/4bc/60086b4bc8790999054229.png) href=/article/announcing-new-community-map-user-groups/></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;20 January 2021</span></div><h3>Announcing the new community map for user groups</h3><p class=excerpt>Starting from today, there is a new User groups page on the Godot Engine website! This page replaces the old User groups page by featuring a community map that can be freely navigated and contributed to.</div></article></a><a href=/article/godot-2020-year-in-review-video/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fe/e21/1c7/5fee211c7e4eb714359827.jpg) href=/article/godot-2020-year-in-review-video/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;31 December 2020</span></div><h3>Godot 2020 Year in Review video</h3><p class=excerpt>While 2020 was a difficult year for most of us, it's been a great year for Godot development! In the spirit of last year's retrospective article, we made a video showcasing various features that have been developed in 2020.</div></article></a><a href=/article/camille-mohr-daurat-hired-work-physics/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/d4a/1da/5fdd4a1dadfac213080744.png) href=/article/camille-mohr-daurat-hired-work-physics/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
<span class=by>Camille Mohr-Daurat </span><span class=date>&nbsp;-&nbsp;19 December 2020</span></div><h3>Camille Mohr-Daurat was hired to work on physics</h3><p class=excerpt>We hired Camille Mohr-Daurat to work on the 2D and 3D physics engines for Godot 4.</div></article></a><a href=/article/godot-engine-receiving-support-funded-facebook-reality-labs/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/3d8/93c/5fd3d893cc1bb743932204.png) href=/article/godot-engine-receiving-support-funded-facebook-reality-labs/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;12 December 2019</span></div><h3>New Godot T-shirt design: Call for content</h3><p class=excerpt>In preparation for the next GodotCon in February 2020, we're planning to make new T-shirts with Godot branding to sell to contributors and engine users, as well as visitors at FOSDEM. This year, we'd like to give our wonderful community the opportunity to contribute T-shirt concepts that we could choose from, so that our 2020 T-shirt design is as good as it can be!</div></article></a><a href=/article/interblock-supports-godot-development/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dd/555/69a/5dd55569a6e5d003811414.png) href=/article/interblock-supports-godot-development/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;20 November 2019</span></div><h3>Interblock supports Godot development</h3><p class=excerpt>We are happy to announce that Interblock is now supporting Godot's development as Platinum sponsor! For this occasion, we asked them to share some words about the company, why they choose to support Godot and their plans to use the engine for their products.</div></article></a><a href=/article/code-of-conduct-godot-community/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5dc/019/1f9/5dc0191f92385004371530.svg) href=/article/code-of-conduct-godot-community/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 4 November 2019</span></div><h3>Code of Conduct for the Godot community</h3><p class=excerpt>The Godot community now has a Code of Conduct, which applies to all users and contributors on all Godot community platforms, both online and at Godot-related events. It defines common sense guidelines to ensure that our community platforms are a safe and welcoming environment for all Godot users. By interacting with other participants in the Godot community, you agree to respect the terms of the Code of Conduct.</div></article></a><a href=/article/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/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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/news/2/>← Previous</a>
<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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/news/2/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/news/5/>Next →</a></div><div class=posts><a href=/article/introducing-godot-proposals-repository/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d7/025/084/5d70250842430761259264.png) href=/article/introducing-godot-proposals-repository/></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/news/5/>Next →</a></div><div class=posts><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/introducing-godot-proposals-repository/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5d7/025/084/5d70250842430761259264.png) href=/article/introducing-godot-proposals-repository/></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 September 2019</span></div><h3>Introducing the Godot Proposals repository</h3><p class=excerpt>The past two years, the project kept growing at a steady pace. One of the most important consequences of this growth process is that our GitHub issue tracker has exploded with ideas, proposals and bug reports.</div></article></a><a href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/f3f/2b5/5caf3f2b5f75b989378173.png) href=/article/godot-engine-awarded-50000-mozilla-open-source-support-program/></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 April 2019</span></div><h3>Godot Engine awarded $50,000 by Mozilla Open Source Support program</h3><p class=excerpt>We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This award will be used to fund the work of some of our core contributors on three different work packages, all linked with Mozilla's mission of furthering an open and accessible Web. For Godot, this means making sure that everyone can build and play networked and browser-based games with open source technology.</div></article></a><a href=/article/godot-engine-go-public-2019/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ca/165/3d9/5ca1653d931bd503713803.png) href=/article/godot-engine-go-public-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; 1 April 2019</span></div><h3>Godot Engine to go public in 2019</h3><p class=excerpt>APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.</div></article></a><a href=/article/gdquest-kickstarter-stretch-goals-free-tutorials-godot-demos/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5c5/2c6/f92/5c52c6f92b52f124565436.png) href=/article/gdquest-kickstarter-stretch-goals-free-tutorials-godot-demos/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
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They have just announced their download API, which allows third-parties to integrate with it, giving any application access to hundreds of thousands of models in glTF, a standard format that many tools, Godot included, understand.
They have integrations for other famous game engines, like Unity and Unreal and have decided to provide an official plugin for Godot!</div></article></a><a href=/article/abandoning-gles3-vulkan-and-gles2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a9/681/3c1/5a96813c154bd636778829.svg) href=/article/abandoning-gles3-vulkan-and-gles2/></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 February 2018</span></div><h3>Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0</h3><p class=excerpt>The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms. This sounds really good in theory and we could say it *almost* works, but...</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/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).
They "skin" the device cosmetically for the targeted product and develop interactive apps that run on them. People walking by can interact with them, something which creates great product awareness and also entertains.
Now they have decided to use Godot for such development work! The switch from the well-known non-free engine they were using formerly has been a wise decision.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/news/3/>← Previous</a>
<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></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/news/3/>← Previous</a>
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<a class=pagination-next href=https://godotengine.org/blog/news/6/>Next →</a></div><div class=posts><a href=/article/hero-wanted-campaing-fixing-final-bugs-launchs/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/806/8a7/5a28068a7039e549952344.png) href=/article/hero-wanted-campaing-fixing-final-bugs-launchs/></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/news/6/>Next →</a></div><div class=posts><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).
They "skin" the device cosmetically for the targeted product and develop interactive apps that run on them. People walking by can interact with them, something which creates great product awareness and also entertains.
Now they have decided to use Godot for such development work! The switch from the well-known non-free engine they were using formerly has been a wise decision.</div></article></a><a href=/article/hero-wanted-campaing-fixing-final-bugs-launchs/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/806/8a7/5a28068a7039e549952344.png) href=/article/hero-wanted-campaing-fixing-final-bugs-launchs/></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 December 2017</span></div><h3>Hero Wanted campaign for fixing final bugs launches!</h3><p class=excerpt>We are all working hard on fixing the remaining issues for delivering a stable Godot 3.0 as soon as possible, but we definitely need a hand to speed up the work!</div></article></a><a href=/article/shedding-light-on-godot-development-process/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a2/422/3b0/5a24223b08a3b535873636.png) href=/article/shedding-light-on-godot-development-process/></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; 3 December 2017</span></div><h3>Shedding light on Godot's development process</h3><p class=excerpt>Godot keeps growing steadily in both users and contributors, and 3.0 will be our best release yet. As our community keeps expanding, the development process also reshapes to accommodate new contributions. While our process is completely transparent, it is not obvious for a large part of the community how new features, fixes and improvements are added. This short article will attempt to shed some light on it.</div></article></a><a href=/article/enjin-coin-supports-godot-and-announces-upcoming-module/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/8a8/a92/5a18a8a92779a993178386.png) href=/article/enjin-coin-supports-godot-and-announces-upcoming-module/></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 2017</span></div><h3>Enjin Coin supports Godot and announces upcoming module</h3><p class=excerpt>Godot just got its first platinum sponsor, and we're thrilled to announce that it's Enjin Coin, a smart cryptocurrency designed for virtual goods in games! They are working on a module to integrate their open source framework in Godot 3.</div></article></a><a href=/article/please-help-us-reach-our-second-patreon-goal/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5a1/5de/ee5/5a15deee52d15217381472.png) href=/article/please-help-us-reach-our-second-patreon-goal/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date>&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/asset-library-web-frontend-reaches-beta/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/581/7c8/856/5817c8856eccf877486140.png) href=/article/asset-library-web-frontend-reaches-beta/></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;31 October 2016</span></div><h3>The Asset Library web frontend reaches beta</h3><p class=excerpt>After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!</div></article></a><a href=/article/our-point-click-framework-finally-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/f6c/a06/57ef6ca06ea2a421665008.png) href=/article/our-point-click-framework-finally-out/></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; 1 October 2016</span></div><h3>Our point'n'click framework is finally out!</h3><p class=excerpt>The long-awaited framework to create point & click adventure games, initially promised during the Kickstarter for The Interactive Adventures of Dog Mendonça and Pizzaboy®, is finally available. It is of course open source, and comes with a great manual written by Ariel Manzur and the FLOSS Manuals FR team.</div></article></a><a href=/article/godot-getting-more-languages/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/b73/701/57ab73701f653339027447.jpg) href=/article/godot-getting-more-languages/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 August 2016</span></div><h3>More programming languages in Godot, want to help?</h3><p class=excerpt>There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.</div></article></a><a href=/article/help-us-complete-godots-api-reference/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/578/778/e37/578778e37372a436221460.png) href=/article/help-us-complete-godots-api-reference/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 July 2016</span></div><h3>Help us complete Godot's API reference!</h3><p class=excerpt>The class reference has seen a lot of work over the last 3 months, and could still use more hands to help document all the classes, methods, constants, member variables and signals for the complete Godot API! With a handful of contributors it's a huge job, but with the help of the community we can make it pretty fast!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/news/4/>← Previous</a>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;10 August 2016</span></div><h3>More programming languages in Godot, want to help?</h3><p class=excerpt>There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/news/4/>← Previous</a>
<a title="Blog - News - Page 2" href=https://godotengine.org/blog/news/2/>2</a>
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<a class=active title="Blog - News - Page 6" href=https://godotengine.org/blog/news/6/>6</a></div><div class=posts><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>
<a class=active title="Blog - News - Page 6" href=https://godotengine.org/blog/news/6/>6</a></div><div class=posts><a href=/article/help-us-complete-godots-api-reference/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/578/778/e37/578778e37372a436221460.png) href=/article/help-us-complete-godots-api-reference/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;14 July 2016</span></div><h3>Help us complete Godot's API reference!</h3><p class=excerpt>The class reference has seen a lot of work over the last 3 months, and could still use more hands to help document all the classes, methods, constants, member variables and signals for the complete Godot API! With a handful of contributors it's a huge job, but with the help of the community we can make it pretty fast!</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/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/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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<a class=pagination-next href=https://godotengine.org/blog/news/2/>Next →</a></div><div class=posts><a href=/article/submissions-open-godot-2025-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2023.webp) href=/article/submissions-open-godot-2025-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<a class=pagination-next href=https://godotengine.org/blog/news/2/>Next →</a></div><div class=posts><a href=/article/ensuring-quality-godot-documentation/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/ensuring-quality-godot-documentation.webp) href=/article/ensuring-quality-godot-documentation/></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 September 2025</span></div><h3>Ensuring quality in the Godot documentation, a continuous process</h3><p class=excerpt>The Godot documentation is the fruits of the labor of hundreds of people working together. How do we ensure the highest possible level of quality, while making it easy for anyone to contribute? Find out in this article.</div></article></a><a href=/article/submissions-open-godot-2025-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-showreel-2023.webp) href=/article/submissions-open-godot-2025-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;15 August 2025</span></div><h3>Submissions open for Godot 2025 showreel</h3><p class=excerpt>Showcase your Godot creations in 2025! We're inviting submissions of short videos featuring your published or in-progress Godot games or tools. Don't miss this chance to be a part of it!</div></article></a><a href=/article/jetbrains-joins-dev-fund-supports-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-jetbrains.webp) href=/article/jetbrains-joins-dev-fund-supports-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/foundation.webp alt="Godot Foundation" loading=lazy>
<span class=by>Godot Foundation </span><span class=date>&nbsp;-&nbsp; 5 August 2025</span></div><h3>Godot Foundation welcomes JetBrains as Platinum Sponsor</h3><p class=excerpt>The Godot Foundation is thrilled to welcome JetBrains as a Platinum Sponsor! Were very grateful for the support, and hope youll give them a warm welcome too.</div></article></a><a href=/article/godot-community-poll-2025/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot_peluche_2025_5.webp) href=/article/godot-community-poll-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;30 June 2025</span></div><h3>Godot Community Poll 2025</h3><p class=excerpt>We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.</div></article></a><a href=/article/godot-xr-community-nov-2024/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/december-2024-update-godot-xr-community.webp) href=/article/godot-xr-community-nov-2024/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/bastiaan.jpg alt="Bastiaan Olij" loading=lazy>
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<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;12 September 2023</span></div><h3>Introducing the new Godot Development Fund</h3><p class=excerpt>We are excited to introduce a major improvement in terms of funding the development efforts of the Godot Engine.</div></article></a><a href=/article/funding-breakdown-and-hiring-process/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/funding-breakdown-and-hiring-process.webp) href=/article/funding-breakdown-and-hiring-process/></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;11 July 2023</span></div><h3>Godot Funding Breakdown & Hiring Process</h3><p class=excerpt>This article aims to shed light on the current status of Godot's funding, hiring, and our plans for sustainable funding long term.</div></article></a><a href=/article/godot-community-poll-2023/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/quiz-2023.png) href=/article/godot-community-poll-2023/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;23 June 2023</span></div><h3>Godot community poll 2023</h3><p class=excerpt>It's this time of the year! Godot Community Poll 2023 is now out!</div></article></a><a href=/article/release-management-4-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/release-management-4-1.jpg) href=/article/release-management-4-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;20 April 2023</span></div><h3>Release Management Post Godot 4.0</h3><p class=excerpt>We outline our plan for future Godot releases and Godot 4.1 specifically, which you can expect at the end of June, after three months of feature merging and one month of bug fixing.</div></article></a><a href=/article/godot-arrives-in-the-epic-games-store/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/blog/covers/godot-epic-games-store.jpg) href=/article/godot-arrives-in-the-epic-games-store/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/emi.webp alt=Emi loading=lazy>
<span class=by>Emi </span><span class=date>&nbsp;-&nbsp;17 March 2023</span></div><h3>Godot Arrives in the Epic Games Store</h3><p class=excerpt>We are honored to announce that Epic Games is offering Godot Engine a place on Epic Games' own digital distribution platform, the Epic Games Store.</div></article></a></div><div class="flex pagination"><a class=active title="Blog - News" href=https://godotengine.org/blog/news/>1</a>
<span class=by>Clay John </span><span class=date>&nbsp;-&nbsp;20 April 2023</span></div><h3>Release Management Post Godot 4.0</h3><p class=excerpt>We outline our plan for future Godot releases and Godot 4.1 specifically, which you can expect at the end of June, after three months of feature merging and one month of bug fixing.</div></article></a></div><div class="flex pagination"><a class=active title="Blog - News" href=https://godotengine.org/blog/news/>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>Godot 4.5, making dreams accessible</title><link>https://godotengine.org/article/godot-4-5-making-dreams-accessible/</link><summary>From mind-blowing effects now made possible by the stencil buffer to accessibilty descriptions of your GUI elements that opens up the possibility for some with disabilities to play your game — we are proud to present to you Godot 4.5.</summary><description/><category>Release</category><guid>https://godotengine.org/article/godot-4-5-making-dreams-accessible/</guid><dc:creator>Godot contributors</dc:creator><pubDate>Mon, 15 Sep 2025 20:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godot-4-5-making-dreams-accessible.webp?cache=v2</image></item><item><title>Release candidate: Godot 4.5 RC 2</title><link>https://godotengine.org/article/release-candidate-godot-4-5-rc-2/</link><summary>One more for the road, again!</summary><description>&lt;p>On Friday of last week, we dropped our first &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> build. As a reminder, we release RC builds once we &lt;em>think&lt;/em> the engine has stabilized and is ready for release. It is your last chance to report critical regressions before we release the stable version. Now, not even a full week later, were ready with our second snapshot. This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.&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>Ensuring quality in the Godot documentation, a continuous process</title><link>https://godotengine.org/article/ensuring-quality-godot-documentation/</link><summary>The Godot documentation is the fruits of the labor of hundreds of people working together. How do we ensure the highest possible level of quality, while making it easy for anyone to contribute? Find out in this article.</summary><description>&lt;p>What makes up the quality and usability of an open-source project is not just about its code. A big part of what makes a project useful to the community is its documentation.&lt;/p>
&lt;p>Over the years, Godot contributors have developed many tools and processes to ensure the highest possible level of quality for the &lt;a href="https://docs.godotengine.org/">documentation&lt;/a>. Read on if youre curious about how the documentation is made.&lt;/p>
&lt;h2 id="documentation-repository-organization">Documentation repository organization&lt;/h2>
&lt;p>Godots documentation is hosted on &lt;a href="https://about.readthedocs.com/">Read the Docs&lt;/a>. This service provides hosting for projects using &lt;a href="https://www.sphinx-doc.org/">Sphinx&lt;/a>, which is a static site generator targeted at building documentation.&lt;/p>
&lt;p>The documentations source files are hosted &lt;a href="https://github.com/godotengine/godot-docs">on GitHub&lt;/a>. Several customizations have been made to improve readability, such as &lt;a href="https://github.com/godotengine/godot-docs/blob/master/_static/css/custom.css">adding a dark theme&lt;/a> (used according to browser/OS preferences) and &lt;a href="https://github.com/godotengine/godot-docs/blob/master/_extensions/gdscript.py">GDScript syntax highlighting&lt;/a>.&lt;/p>
&lt;p>There is a continuous integration system in place, which performs several automated tasks:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/ci.yml">General continuous integration&lt;/a>
&lt;ul>
&lt;li>Runs pre-commit hooks and builds the website to ensure no errors occur. The pre-commit hooks are configured to check for typos using &lt;a href="https://github.com/codespell-project/codespell">codespell&lt;/a>.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/sync_class_ref.yml">Synchronize the class reference&lt;/a>
&lt;ul>
&lt;li>Automatically synchronizes the generated class reference with the &lt;a href="https://github.com/godotengine/godot/tree/master/doc/classes">class reference XML&lt;/a> from the main Godot repository.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/build_offline_docs.yml">Build offline documentation in HTML and ePub formats&lt;/a>
&lt;ul>
&lt;li>Creates downloads of the documentation in offline-friendly formats.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/check_urls.yml">Check URLs for dead links&lt;/a>
&lt;ul>
&lt;li>URLs can stop working over time for several reasons. This check makes it possible to be informed of link rot and replace links with archived versions when needed.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;li>&lt;a href="https://github.com/godotengine/godot-docs/blob/master/.github/workflows/cherrypick.yml">Automatically cherry-pick relevant pull requests to stable branches&lt;/a>
&lt;ul>
&lt;li>The documentation is split into several branches (one for &lt;code class="language-plaintext highlighter-rouge">master&lt;/code>, one for the latest &lt;code class="language-plaintext highlighter-rouge">stable&lt;/code> version, one for &lt;code class="language-plaintext highlighter-rouge">4.3&lt;/code> and so on). Pull requests that make changes relevant for stable versions are assigned a label such as &lt;code class="language-plaintext highlighter-rouge">cherrypick:4.3&lt;/code>. When the pull request is merged, the commit is automatically cherry-picked to the corresponding stable branch.&lt;/li>
&lt;/ul>
&lt;/li>
&lt;/ul>
&lt;h2 id="internationalizing-the-documentation">Internationalizing the documentation&lt;/h2>
&lt;p>As the Godot community is worldwide, we want the ability to provide not only the Godot editor in users native languages, but also the documentation.&lt;/p>
&lt;p>Godot uses &lt;a href="https://hosted.weblate.org">Hosted Weblate&lt;/a> as a collaborative translation platform. Since Weblate does not natively support reStructuredText for translation sources (the markup format used by Sphinx), we had to find an alternative solution to get the strings into Weblate. We use scripts from the &lt;a href="https://github.com/godotengine/godot-docs-l10n">godot-docs-l10n&lt;/a> repository to convert the reStructuredText from the documentation repository to &lt;a href="https://en.wikipedia.org/wiki/Gettext">.PO&lt;/a>, a format natively supported by Weblate (&lt;a href="https://docs.godotengine.org/en/stable/tutorials/i18n/localization_using_gettext.html">and also by Godot!&lt;/a>).&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://hosted.weblate.org/projects/godot-engine/godot-docs/">&lt;strong>Godot Documentation project on Hosted Weblate&lt;/strong>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>&lt;img alt="Hosted Weblate Godot documentation website screenshot" src="/storage/blog/ensuring-quality-godot-documentation/hosted-weblate.webp" />&lt;/p>
&lt;h2 id="splitting-the-contributor-documentation-to-its-own-website">Splitting the contributor documentation to its own website&lt;/h2>
&lt;p>Since September 2025, documentation for new and returning engine contributors has been split to its own website, &lt;a href="https://contributing.godotengine.org">contributing.godotengine.org&lt;/a>. This website is powered by Sphinx, just like the main documentation. This split was motivated by several factors:&lt;/p>
&lt;ul>
&lt;li>The documentation is split by minor version, but the contributing documentation generally does not need a version split. Feature development always happens on the &lt;code class="language-plaintext highlighter-rouge">master&lt;/code> branch, with cherry-picking towards the previous stable branch. In practice, its easier to maintain only one version of the documentation.&lt;/li>
&lt;li>Contributing to the engine requires English reading comprehension. The existing documentation had some translations available, but they were not always complete or up-to-date. Focusing on English for contribution guides reduces the burden on translators, which can then better focus on other sections of the manual.&lt;/li>
&lt;/ul>
&lt;p>Note that some of the pages that were previously in the Contributing section of the documentation were moved to a new section called &lt;a href="https://docs.godotengine.org/en/latest/engine_details/architecture/index.html">Engine details&lt;/a>. These pages are not just useful for engine contributors, but also for people looking to compile their own builds and write custom modules in C++.&lt;/p>
&lt;p>As an aside, splitting this website allows it to build much faster, which is useful when testing changes locally. The main documentation website now also builds slightly faster, but is still slow due to containing the class reference. The GitHub repository for the new website can be found at &lt;a href="https://github.com/godotengine/godot-contributing-docs">godotengine/godot-contributing-docs&lt;/a>.&lt;/p>
&lt;h2 id="class-reference-progress-tracker">Class reference progress tracker&lt;/h2>
&lt;p>The Godot documentation is more than just a manual. It also contains an hosted mirror of the &lt;em>class reference&lt;/em>, which documents every class thats exposed to the scripting API in the engine. This class reference can be read directly offline in the editor, but the hosted version can be linked to on a website.&lt;/p>
&lt;p>Since the class reference represents a massive amount of items to document, we built a website to track the documentation progress for each class:&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://godotengine.github.io/doc-status/">&lt;strong>Godot class reference status&lt;/strong>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>This website relies on the &lt;a href="https://github.com/godotengine/godot/blob/master/doc/tools/make_rst.py">&lt;code class="language-plaintext highlighter-rouge">make_rst.py&lt;/code>&lt;/a> script from the main Godot repository, which detects the completion percentage and outputs a Markdown table with the results.&lt;/p>
&lt;p>Being aware of the overall and per-class completion percentages at all times made it a lot easier to improve the documentation coverage. As of writing, the overall completion percentage is &lt;strong>97%&lt;/strong>. With additional efforts from &lt;a href="https://docs.godotengine.org/en/stable/contributing/documentation/updating_the_class_reference.html">contributors like you&lt;/a>, we can perhaps reach 100% completion in the future.&lt;/p>
&lt;p>&lt;img alt="Godot class reference status website screenshot" src="/storage/blog/ensuring-quality-godot-documentation/doc-status.webp" />&lt;/p>
&lt;h2 id="team-reports-for-class-reference-pull-requests">Team reports for class reference pull requests&lt;/h2>
&lt;p>Another way for contributors to organize pull requests and work through the backlog is to use the &lt;em>team reports&lt;/em> website. This website was built for contributors to check all open pull requests in a more convenient fashion than using GitHubs web interface. Using this website, its easier to see when pull requets were last active and whether they are in a mergeable state (which may not be the case due to merge conflicts).&lt;/p>
&lt;p>This website only tracks the main Godot repository on GitHub, not the documentation repository. With that said, in the context of the documentation, this is still relevant since all contributions to the class reference are sent to the main Godot repository. (The documentation repository only hosts a generated copy of the class reference from the XML source files.)&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://godotengine.github.io/godot-team-reports/#documentation">&lt;strong>Godot Team Reports&lt;/strong>&lt;/a>&lt;/li>
&lt;/ul>
&lt;p>&lt;img alt="Godot team reports website screenshot" src="/storage/blog/ensuring-quality-godot-documentation/team-reports.webp" />&lt;/p>
&lt;h2 id="user-notes-system">User notes system&lt;/h2>
&lt;p>In 2024, the Godot documentation got an integration for user notes using &lt;a href="https://giscus.app/">Giscus&lt;/a>. This allows users to share additional information relevant for documentation readers. This integration is currently present on the &lt;code class="language-plaintext highlighter-rouge">4.4&lt;/code>, &lt;code class="language-plaintext highlighter-rouge">stable&lt;/code>, and &lt;code class="language-plaintext highlighter-rouge">latest&lt;/code> branches of the documentation.&lt;/p>
&lt;p>As an example, you can see it in action at the bottom of the &lt;a href="https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html#godot-giscus">GDScript reference&lt;/a> manual page.&lt;/p>
&lt;p>&lt;img alt="Godot documentation user notes screenshot" src="/storage/blog/ensuring-quality-godot-documentation/user-notes.webp" />&lt;/p>
&lt;h3 id="why-have-user-notes-on-the-documentation">Why have user notes on the documentation?&lt;/h3>
&lt;p>The Godot documentation is an essential learning resource for new and returning users alike. However, the content can sometimes benefit from additional clarification not found on the page itself. Since its an officially-maintained resource, it also tries to limit the number of third-party resources it links to.&lt;/p>
&lt;p>To resolve this problem, weve decided to introduce a &lt;em>user note system&lt;/em> in the Godot documentation. Inspired by user-provided comment systems such as &lt;a href="https://www.php.net/docs.php">PHPs&lt;/a>, this allows the community to make the documentation more useful for everyone: not just for users, but also for engine developers.&lt;/p>
&lt;p>&lt;strong>It should be noted that &lt;em>user notes&lt;/em> are different from the usual comments youd find on a blog post.&lt;/strong> As described by the &lt;a href="https://github.com/godotengine/godot-docs-user-notes/discussions/1">user-contributed notes policy&lt;/a>, they are intended to be used to provide additional context for the documentation or link to community resources. They are not designed to report bugs or suggest features. When the documentation is incorrect or outdated, please open an issue on the &lt;a href="https://github.com/godotengine/godot-docs">godot-docs&lt;/a> repository instead of leaving a user note.&lt;/p>
&lt;h3 id="how-user-notes-are-implemented">How user notes are implemented&lt;/h3>
&lt;p>The user notes integration is powered by &lt;a href="https://giscus.app/">Giscus&lt;/a>, an open-source script that allows integrating a GitHub Discussions thread on a web page. To do so, it automatically creates a discussion in a &lt;a href="https://github.com/godotengine/godot-docs-user-notes">repository&lt;/a> when the first comment on a page is posted. On the Godot documentation, pages are matched based on their file name, but several page matching modes are provided by Giscus depending on the websites needs.&lt;/p>
&lt;p>Being hosted on GitHub Discussions allows anyone with a GitHub account to comment. On the organizational side, this also reduces system administration overhead as no separate backend or database for hosting comments is required. Spam protection (a traditionally difficult topic with comment platforms) is handled on GitHubs end, which has historically been quite effective at avoiding spam.&lt;/p>
&lt;p>As a bonus, you can also watch the &lt;a href="https://github.com/godotengine/godot-docs-user-notes">godot-docs-user-notes&lt;/a> repository on GitHub to be informed of new user notes being added to documentation pages. Replying to user notes left by others is a good way to get started with documentation improvements, as many user notes bring new information that can be incorporated into the main page.&lt;/p>
&lt;h2 id="conclusion">Conclusion&lt;/h2>
&lt;p>This organization allows more people to contribute in various ways, even with limited technical know-how. Not only does the documentation benefit from those opening &lt;a href="github.com/godotengine/godot-docs/pulls">pull requests&lt;/a>, its also continuously improved every day by those posting user notes at the bottom of documentation pages. These user notes bring further clarifications and context to the manual pages, as well as linking to useful resources.&lt;/p>
&lt;p>A massive &lt;strong>thank you&lt;/strong> to &lt;a href="https://github.com/godotengine/godot-docs/graphs/contributors">all contributors to the documentation&lt;/a>! As always, we welcome contributions to the documentation. &lt;a href="https://docs.godotengine.org/en/stable/contributing/documentation/index.html">The contribution process is well-documented&lt;/a>, but youre welcome to hop on the &lt;a href="https://chat.godotengine.org">Godot contributors chat&lt;/a>s &lt;code class="language-plaintext highlighter-rouge">#documentation&lt;/code> channel if you have any questions.&lt;/p>
&lt;h2 id="support">Support&lt;/h2>
&lt;p>If you would like to help with the development of these features, please consider &lt;a href="https://fund.godotengine.org/">supporting the project financially&lt;/a>! More funding allows us to sponsor volunteer contributors and better respond to technical demands of project users.&lt;/p></description><category>News</category><guid>https://godotengine.org/article/ensuring-quality-godot-documentation/</guid><dc:creator>Hugo Locurcio</dc:creator><pubDate>Thu, 18 Sep 2025 14:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/ensuring-quality-godot-documentation.webp</image></item><item><title>Godot 4.5, making dreams accessible</title><link>https://godotengine.org/article/godot-4-5-making-dreams-accessible/</link><summary>From mind-blowing effects now made possible by the stencil buffer to accessibilty descriptions of your GUI elements that opens up the possibility for some with disabilities to play your game — we are proud to present to you Godot 4.5.</summary><description/><category>Release</category><guid>https://godotengine.org/article/godot-4-5-making-dreams-accessible/</guid><dc:creator>Godot contributors</dc:creator><pubDate>Mon, 15 Sep 2025 20:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godot-4-5-making-dreams-accessible.webp?cache=v2</image></item><item><title>Release candidate: Godot 4.5 RC 2</title><link>https://godotengine.org/article/release-candidate-godot-4-5-rc-2/</link><summary>One more for the road, again!</summary><description>&lt;p>On Friday of last week, we dropped our first &lt;a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Release_candidate">Release Candidate&lt;/a> build. As a reminder, we release RC builds once we &lt;em>think&lt;/em> the engine has stabilized and is ready for release. It is your last chance to report critical regressions before we release the stable version. Now, not even a full week later, were ready with our second snapshot. This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.&lt;/p>
&lt;p>At this point in the process you will see the activity on GitHub slow down as we avoid merging work for 4.5. Our focus in the coming days will be on preparing the release, and queuing up all the changes we would like to merge early in the 4.6 release cycle.&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 try the &lt;a href="https://editor.godotengine.org/releases/4.5.rc2/">&lt;strong>Web editor&lt;/strong>&lt;/a>, the &lt;a href="https://www.meta.com/s/h9JcJGHfg">&lt;strong>XR editor&lt;/strong>&lt;/a>, or the &lt;a href="https://play.google.com/store/apps/details?id=org.godotengine.editor.v4">&lt;strong>Android editor&lt;/strong>&lt;/a> 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>
@@ -2213,10 +2293,4 @@ While engine maintainers try their best to ensure that each preview snapshot and
&lt;p>In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).&lt;/p>
&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 or 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> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-2/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Tue, 01 Jul 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-beta-2.webp</image></item><item><title>Godot Community Poll 2025</title><link>https://godotengine.org/article/godot-community-poll-2025/</link><summary>We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.</summary><description>&lt;p>&lt;strong>Update:&lt;/strong> This poll is now over. &lt;a href="https://docs.google.com/forms/d/e/1FAIpQLScKWGJoLEeNW1qrsDfZRfk7gHultapacH5ZhQmo9XRZADW1IQ/viewanalytics">You can view the results here.&lt;/a>&lt;/p>
&lt;hr />
&lt;p>We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you. To achieve that, we have a short set of questions and hope you will take a few minutes to fill them out. The results will also help us guide our current and future items in the &lt;a href="https://godotengine.org/priorities/">priority list&lt;/a>.&lt;/p>
&lt;p>The poll is anonymous, and we will share the results publicly once submissions are closed. It will remain open for a week and should take only 5-10 minutes to complete.&lt;/p>
&lt;p>👉 &lt;a href="https://forms.gle/FmCSVdQBDiuVLeJ99">Click here to complete the 2025 community poll!&lt;/a>&lt;/p>
&lt;p>If you are interested in results from previous years, you can find them at the following links:
&lt;a href="https://docs.google.com/forms/d/1eicOppRQG2RFZ8CjIGFf5Kha5yklO854fV8-YFtlWxk/viewanalytics">2024&lt;/a>, &lt;a href="https://docs.google.com/forms/d/e/1FAIpQLSeXRE1nF64PUilO6fA7Pevh2lWukJtpdBvc2_A3fGfuciy-gQ/viewanalytics">2023&lt;/a>, &lt;a href="https://docs.google.com/forms/d/e/1FAIpQLSe-OIpxXqou9cDnPXEAjxzpICbf8_YZB3jUizdECXRydtB8cA/viewanalytics">2022&lt;/a>, &lt;a href="https://docs.google.com/forms/d/e/1FAIpQLSfOj9m71X98_z7-UC4iiM6Uxd2HhITRzmF-M2Yx-d7Yq5KNUg/viewanalytics">2021&lt;/a>, and &lt;a href="https://docs.google.com/forms/d/e/1FAIpQLSePCblF1p-Sv3AJYWQ8reRhx8c-1WOX9ZI0P-NJ-5TGw79bqA/viewanalytics">2020&lt;/a>.&lt;/p></description><category>News</category><guid>https://godotengine.org/article/godot-community-poll-2025/</guid><dc:creator>Emi</dc:creator><pubDate>Mon, 30 Jun 2025 14:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/godot_peluche_2025_5.webp</image></item></channel></rss>
&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> platform managed by &lt;a href="https://godot.foundation/">Godot Foundation&lt;/a>. There are also several &lt;a href="/donate">alternative ways to donate&lt;/a> which you may find more suitable.&lt;/p></description><category>Pre-release</category><guid>https://godotengine.org/article/dev-snapshot-godot-4-5-beta-2/</guid><dc:creator>Thaddeus Crews</dc:creator><pubDate>Tue, 01 Jul 2025 12:00:00 +0000</pubDate><image>https://godotengine.org/storage/blog/covers/dev-snapshot-godot-4-5-beta-2.webp</image></item></channel></rss>

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