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<!doctype html><html lang=en><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=author content="Godot Engine"><meta name=description content="Develop your 2D & 3D games, cross-platform projects, or even XR ideas!"><script defer data-domain=godotengine.org src=https://plausible.godot.foundation/js/script.file-downloads.outbound-links.js></script><meta property="og:site_name" content="Godot Engine"><meta property="og:url" content="https://godotengine.org/blog/17/index.html"><meta property="og:type" content="website"><meta property="og:description" content="Develop your 2D & 3D games, cross-platform projects, or even XR ideas!"><meta property="og:image" content="https://godotengine.org/assets/share-image.webp"><meta name=twitter:card content="summary_large_image"><meta property="twitter:domain" content="godotengine.org"><meta property="twitter:url" content="https://godotengine.org/blog/17/index.html"><meta property="og:title" content="Godot Engine - Blog - Page 17 – Godot Engine"><title>Godot Engine - Blog - Page 17 – Godot Engine</title>
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<label for=nav_toggle_cb id=nav_toggle_btn><img src=/assets/icons/hamburger.svg width=24 height=24 alt="Main menu"></label></div></div><nav id=nav><ul class=left><li><a href=/features/>Features</a><li><a href=/showcase/>Showcase</a><li><a href=/blog/>Blog</a><li><a href=/community/>Community</a><li><a href=https://godotengine.org/asset-library/asset>Assets</a></ul><ul class=right><li><a href=/download/windows/ class=set-os-download-url>Download</a><li><a href=https://docs.godotengine.org>Docs</a><li><a href=https://docs.godotengine.org/en/stable/contributing/how_to_contribute.html>Contribute</a><li class="fund desktop"><a href=https://fund.godotengine.org><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" style="width:13px;fill:#fff;margin-right:4px;top:1px;position:relative"><path d="M47.6 300.4 228.3 469.1c7.5 7 17.4 10.9 27.7 10.9s20.2-3.9 27.7-10.9L464.4 300.4c30.4-28.3 47.6-68 47.6-109.5v-5.8c0-69.9-50.5-129.5-119.4-141C347 36.5 300.6 51.4 268 84L256 96 244 84c-32.6-32.6-79-47.5-124.6-39.9C50.5 55.6.0 115.2.0 185.1v5.8c0 41.5 17.2 81.2 47.6 109.5z"/></svg> Donate</a></ul></nav></div></header><main><style>.posts{display:grid;grid-template-columns:1fr;gap:30px}@media(min-width:768px){.posts{grid-template-columns:1fr 1fr}}@media(min-width:1024px){.posts{grid-template-columns:1fr 1fr 1fr}}.head .main{display:grid;gap:30px;padding:20px 0 39px}.head .main>:last-child,.head .main>:first-child{margin:0}@media(min-width:902px){.head .main{height:120px;grid-template-columns:1fr 1fr;align-content:center;padding:0}.head .main .search-bar{margin-top:6px;justify-self:end}}.tags{display:flex;align-items:baseline;gap:10px;flex-wrap:wrap}.tags h3{margin-top:1rem;display:inline-block;margin:0;font-size:19px}</style><div class=head><div class="container flex eqsize responsive"><div class=main><h1 class=intro-title>Blog</h1><form class=search-bar action=https://duckduckgo.com/><input type=hidden name=sites value=godotengine.org/article>
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<img width=24 height=24 src=/assets/icons/search.svg alt=search title=search></button></form></div></div></div><div class=container><div class=tags><h3>Categories</h3><a href=/blog/ title="Show all categories"><div class="tag tag--default active">All</div></a><a href=/blog/news title="General news that don't fit in other categories."><div class="tag tag--">News</div></a><a href=/blog/progress-report title="Progress report about a specific engine subsystem in Godot."><div class="tag tag--">Progress Report</div></a><a href=/blog/events title="Physical and online Godot-related event announcements."><div class="tag tag--">Events</div></a><a href=/blog/release title="Godot stable release announcements. See Pre-release category for alphas, betas and release candidates."><div class="tag tag--">Release</div></a><a href=/blog/pre-release title="Godot pre-release announcement (alpha, beta or release candidate)."><div class="tag tag--">Pre-release</div></a><a href=/blog/showcase title="Showreel video postings and showcase interviews. Showreel-related announcements are in the News category."><div class="tag tag--">Showcase</div></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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<a title="Godot Engine - Blog - Page 15" href=https://godotengine.org/blog/15/>15</a>
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<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
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<a class=active title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
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<a title="Godot Engine - Blog - Page 18" href=https://godotengine.org/blog/18/>18</a>
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<a title="Godot Engine - Blog - Page 19" href=https://godotengine.org/blog/19/>19</a>
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<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/godot-community-poll-2020/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/c5e/633/5f0c5e633f71e265929241.png) href=/article/godot-community-poll-2020/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 13 July 2020</span></div><h3>Godot community poll 2020</h3><p class=excerpt>It's this time of the year again! Help us better understand who is using Godot, what are your needs and towards where Godot usage is trending by completing the anonymous community poll!</div></article></a><a href=/article/help-us-reach-next-funding-goal-ensure-continued-c-support/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/88d/f52/5f088df523902915752287.png) href=/article/help-us-reach-next-funding-goal-ensure-continued-c-support/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 10 July 2020</span></div><h3>Help us reach the next funding goal to ensure continued C# support</h3><p class=excerpt>During the past year, Ignacio Etcheverry worked on significantly improving C# support and its integration in Godot, adding support for Android, HTML5 and iOS, as well as popular third party IDEs. This was financed thanks to a generous donation from Microsoft. Unfortunately, due to the Covid situation, the renewal of this grant has been suspended and is uncertain.</div></article></a><a href=/article/donation-changes/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f0/611/604/5f06116044778216695928.png) href=/article/donation-changes/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 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>
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<span class=by>George Marques </span><span class=date> - 6 July 2020</span></div><h3>GDScript progress report: Type checking is back</h3><p class=excerpt>Report on the new GDScript code featuring the new type checking, warnings, code completion and a few more details.</div></article></a><a href=/article/csharp-vs-and-vscode/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ef/e2d/10d/5efe2d10d53f8199324952.png) href=/article/csharp-vs-and-vscode/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/ignacio.webp alt="Ignacio Roldán Etcheverry" loading=lazy>
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<span class=by>Ignacio Roldán Etcheverry </span><span class=date> - 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>
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<span class=by>Juan Linietsky </span><span class=date> - 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>
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<span class=by>Rémi Verschelde </span><span class=date> - 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>
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<span class=by>Rémi Verschelde </span><span class=date> - 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>
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<span class=by>Rémi Verschelde </span><span class=date> - 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>
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<span class=by>Rémi Verschelde </span><span class=date> - 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>
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<span class=by>Rémi Verschelde </span><span class=date> - 12 June 2020</span></div><h3>Release candidate: Godot 3.2.2 RC 1</h3><p class=excerpt>The upcoming Godot 3.2.2 is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate.
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This new RC 1 build should be quite stable and we hope that many Godot 3.2.x users will give it a try and help us confirm that it's ready to take the place of the current 3.2.1 stable build.</div></article></a><a href=/article/godot-core-budget-meeting-report-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ee/105/a49/5ee105a49ffe5297659537.png) href=/article/godot-core-budget-meeting-report-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 11 June 2020</span></div><h3>Godot core budget meeting report #1</h3><p class=excerpt>The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/a94/760/5eda94760bb2e320902518.png) href=/article/dev-snapshot-godot-3-2-2-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 5 June 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 4</h3><p class=excerpt>Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better.</div></article></a><a href=/article/gdscript-progress-report-writing-new-parser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ed/43c/e24/5ed43ce245f10218039510.png) href=/article/gdscript-progress-report-writing-new-parser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 1 June 2020</span></div><h3>GDScript progress report: Writing a new parser</h3><p class=excerpt>Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.</div></article></a><a href=/article/godot-editor-running-web-browser/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/fac/efa/5ecfacefaeb1e933757325.png) href=/article/godot-editor-running-web-browser/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
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<span class=by>Fabio Alessandrelli </span><span class=date> - 29 May 2020</span></div><h3>Godot Editor running in a web browser</h3><p class=excerpt>Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ec/7a2/8d5/5ec7a28d5656c146172595.png) href=/article/dev-snapshot-godot-3-2-2-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 22 May 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 3</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We already had two betas, and here's the next round with Godot 3.2.2 beta 3.</div></article></a><a href=/article/godot-40-will-get-new-modernized-lightmapper/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/70d/c27/5eb70dc27e632736391193.png) href=/article/godot-40-will-get-new-modernized-lightmapper/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 9 May 2020</span></div><h3>Godot 4.0 will get a new, modernized lightmapper</h3><p class=excerpt>In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/400/0dd/5eb4000ddf0d8512778590.png) href=/article/dev-snapshot-godot-3-2-2-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 7 May 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 2</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 beta 2.</div></article></a><a href=/article/gdscript-progress-report-writing-tokenizer/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5eb/018/a65/5eb018a659a8f843228718.png) href=/article/gdscript-progress-report-writing-tokenizer/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/vnen.webp alt="George Marques" loading=lazy>
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<span class=by>George Marques </span><span class=date> - 4 May 2020</span></div><h3>GDScript progress report: Writing a tokenizer</h3><p class=excerpt>GDScript is being rewritten. In this article we talk about the new tokenizer—the first step in the compilation process.</div></article></a><a href=/article/vulkan-progress-report-7/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ea/ca9/b28/5eaca9b28e21f592433351.jpeg) href=/article/vulkan-progress-report-7/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 1 May 2020</span></div><h3>Vulkan progress report #7</h3><p class=excerpt>It's been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.</div></article></a><a href=/article/announcing-2020-showreel/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5ea/435/3b5/5ea4353b508ad758750279.png) href=/article/announcing-2020-showreel/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 25 April 2020</span></div><h3>Announcing the 2020 showreel!</h3><p class=excerpt>The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, and it was even more difficult as wehad had record submission amount (over 200) so, this time, several core contributors took the work of ranking and voting them to decide which would make up the final reel.</div></article></a><a href=/article/dev-snapshot-godot-3-2-2-beta-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/c16/331/5e9c16331c02c557914246.png) href=/article/dev-snapshot-godot-3-2-2-beta-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
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<span class=by>Rémi Verschelde </span><span class=date> - 19 April 2020</span></div><h3>Dev snapshot: Godot 3.2.2 beta 1</h3><p class=excerpt>After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it's time to integrate some of the new features that didn't make it into the 3.2 merge window. Notably, Godot 3.2.2 is going to add three major features: C# support for the iOS platform, 2D batching for the GLES2 renderer, and a re-architecture of the Android plugin system.</div></article></a><a href=/article/godot-40-gets-global-and-instance-shader-uniforms/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e9/927/545/5e9927545d809505894099.png) href=/article/godot-40-gets-global-and-instance-shader-uniforms/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
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<span class=by>Juan Linietsky </span><span class=date> - 17 April 2020</span></div><h3>Godot 4.0 gets global and per-instance shader uniforms</h3><p class=excerpt>Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.</div></article></a><a href=/article/gles2-renderer-optimization-2d-batching/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5e8/e58/0c6/5e8e580c63d1e981395802.png) href=/article/gles2-renderer-optimization-2d-batching/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/lawnjelly.webp alt=lawnjelly loading=lazy>
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<span class=by>lawnjelly </span><span class=date> - 9 April 2020</span></div><h3>GLES2 renderer optimization - 2D batching</h3><p class=excerpt>While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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<a title="Godot Engine - Blog - Page 15" href=https://godotengine.org/blog/15/>15</a>
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<a title="Godot Engine - Blog - Page 16" href=https://godotengine.org/blog/16/>16</a>
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<a class=active title="Godot Engine - Blog - Page 17" href=https://godotengine.org/blog/17/>17</a>
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<a title="Godot Engine - Blog - Page 18" href=https://godotengine.org/blog/18/>18</a>
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<a title="Godot Engine - Blog - Page 19" href=https://godotengine.org/blog/19/>19</a>
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