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<a class=pagination-next href=https://godotengine.org/blog/18/>Next →</a></div><div class=posts><a href=/article/camille-mohr-daurat-hired-work-physics/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/d4a/1da/5fdd4a1dadfac213080744.png) href=/article/camille-mohr-daurat-hired-work-physics/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Camille Mohr-Daurat" loading=lazy>
<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-showcase-little-red-dog-games/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/8c9/92b/5fd8c992b68a7578144586.jpg) href=/article/godot-showcase-little-red-dog-games/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp;15 December 2020</span></div><h3>Godot Showcase - Little Red Dog Games talk about their experience</h3><p class=excerpt>This week, we've interviewed Little Red Dog Games' lead developer Ryan Hewer about their latest project, Rogue State Revolution.</div></article></a><a href=/article/godot-engine-receiving-support-funded-facebook-reality-labs/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/3d8/93c/5fd3d893cc1bb743932204.png) href=/article/godot-engine-receiving-support-funded-facebook-reality-labs/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 December 2020</span></div><h3>Godot Engine receiving support funded by Facebook Reality Labs</h3><p class=excerpt>It is with great excitement that we announce that the Godot Engine project is receiving support funded by a grant from Facebook Reality Labs to further the development of Virtual Reality (VR) features within Godot.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fd/398/01a/5fd39801a2fcb799144127.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;11 December 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 4</h3><p class=excerpt>Here's a new feature-packed beta build for the upcoming Godot 3.2.4: GDNative support for HTML5, MP3 support, FBX import fixes, and more!</div></article></a><a href=/article/new-showcase-for-projects-made-with-godot/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/e5b/f98/5fce5bf98e348880445902.png) href=/article/new-showcase-for-projects-made-with-godot/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/calinou.png alt="Hugo Locurcio" loading=lazy>
<span class=by>Hugo Locurcio </span><span class=date>&nbsp;-&nbsp; 7 December 2020</span></div><h3>Announcing the new showcase for projects made with Godot</h3><p class=excerpt>We are proud to announce the official Godot showcase is making a return after 3 years of absence! The new showcase focuses on high-quality, published projects but also features a few projects that had successful crowdfunding campaigns.</div></article></a><a href=/article/godot-docs-improvements-report/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/8fe/e80/5fc8fee80a1e9162541704.png) href=/article/godot-docs-improvements-report/></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; 4 December 2020</span></div><h3>Godot docs improvements report</h3><p class=excerpt>Some of you like the docs for what it covers already; others dislike it for what it lacks. The team's well-aware there is always room for improvement, and so they hired me to work part-time on it since September. Here are all the changes you can already enjoy today!</div></article></a><a href=/article/call-for-participation-online-godotcon-2021/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/8f2/85e/5fc8f285e75a5623838507.png) href=/article/call-for-participation-online-godotcon-2021/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/julian.webp alt="Julian Murgia" loading=lazy>
<span class=by>Julian Murgia </span><span class=date>&nbsp;-&nbsp; 3 December 2020</span></div><h3>Call for participation to Online GodotCon 2021</h3><p class=excerpt>Given the international situation, we are going online for our next Godot conference in 2021! Online GodotCon 2021 will happen on the 23rd of January 2021, with pre-recorded talks and then live Q&As with the speakers, as well as a dedicated chat platform for attendees to socialize together. We're now asking all interested users to send us proposals for talks, demos, etc. for the event.</div></article></a><a href=/article/tiles-editor-rework/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/66e/e08/5fc66ee08ee7b547877260.gif) href=/article/tiles-editor-rework/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/groud.png alt="Gilles Roudiere" loading=lazy>
<span class=by>Gilles Roudiere </span><span class=date>&nbsp;-&nbsp; 1 December 2020</span></div><h3>Tiles editor progress report #1</h3><p class=excerpt>As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going.</div></article></a><a href=/article/godots-2d-engine-gets-several-improvements-upcoming-40/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/2a1/782/5fc2a17821989501808749.png) href=/article/godots-2d-engine-gets-several-improvements-upcoming-40/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;28 November 2020</span></div><h3>Godot's 2D engine gets several improvements for upcoming 4.0</h3><p class=excerpt>While the focus of Godot 4.0 Vulkan rewrite has largely been improvements to the 3D engine, the 2D side will also see several improvements.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fc/0f4/eac/5fc0f4eac186e790380821.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 3</h3><p class=excerpt>This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip.</div></article></a><a href=/article/betsy-gpu-texture-compressor/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/e92/016/5fbe920160a53834592537.jpg) href=/article/betsy-gpu-texture-compressor/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Matias Goldberg" loading=lazy>
<span class=by>Matias Goldberg </span><span class=date>&nbsp;-&nbsp;25 November 2020</span></div><h3>Introducing the Betsy GPU texture compressor</h3><p class=excerpt>My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs.</div></article></a><a href=/article/dev-snapshot-godot-3-2-4-beta-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fb/540/f13/5fb540f133068076528179.jpg) href=/article/dev-snapshot-godot-3-2-4-beta-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;18 November 2020</span></div><h3>Dev snapshot: Godot 3.2.4 beta 2</h3><p class=excerpt>While development keeps going at full speed towards Godot 4.0, a lot of work is also being done on the `3.2` branch for the upcoming Godot 3.2.4: better FBX, 2D transform snapping, configurable amount of lights per object, and more! And of course, lots of bug and regression fixes since the previous beta build.</div></article></a><a href=/article/complex-text-layouts-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/ab1/122/5f9ab11220775871830624.png) href=/article/complex-text-layouts-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Pāvels Nadtočajevs" loading=lazy>
<span class=by>Pāvels Nadtočajevs </span><span class=date>&nbsp;-&nbsp;10 November 2020</span></div><h3>Complex text layouts progress report #2</h3><p class=excerpt>Report on the complex text layouts support implementation progress, including changes to Godot's Font resources, and UI mirroring and BiDi implementation details.</div></article></a><a href=/article/fbx-importer-rewritten-for-godot-3-2-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5fa/3f1/fd2/5fa3f1fd29135851685419.jpg) href=/article/fbx-importer-rewritten-for-godot-3-2-4/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/default_avatar.svg alt="Gordon MacPherson" loading=lazy>
<span class=by>Gordon MacPherson </span><span class=date>&nbsp;-&nbsp; 5 November 2020</span></div><h3>FBX importer rewritten for Godot 3.2.4 and later</h3><p class=excerpt>Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations. After a lot of debugging and research, the importer has been fully rewritten to better implement FBX support in Godot specifically, and vastly increase the compatibility with commercial FBX assets. This new importer will be available in the upcoming Godot 3.2.4, as well as Godot 4.0.</div></article></a><a href=/article/godot-web-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f9/88c/905/5f988c90545a8956737903.png) href=/article/godot-web-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/faless.webp alt="Fabio Alessandrelli" loading=lazy>
<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><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>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;17 September 2020</span></div><h3>Maintenance release: Godot 3.2.3</h3><p class=excerpt>Godot contributors are proud to release Godot 3.2.3 as a maintenance update to the stable 3.2 branch. The main development focus for this version was to fix regressions reported against the fairly big 3.2.2 release from June, but in the process many other bugfixes for older issues have been merged.</div></article></a><a href=/article/we-hired-gdquest-work-manual/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f4/ed8/457/5f4ed845746c3708025266.png) href=/article/we-hired-gdquest-work-manual/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/nathan.webp alt="Nathan GDQuest" loading=lazy>
<span class=by>Nathan GDQuest </span><span class=date>&nbsp;-&nbsp;10 September 2020</span></div><h3>We hired Nathan to work on the manual</h3><p class=excerpt>We hired Nathan from GDQuest to work on the online user manual. He will work on the workflow, content organization, and improving the Getting Started guide.</div></article></a><a href=/article/release-candidate-godot-3-2-3-rc-6/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/5f5/89f/2b4/5f589f2b46587026501332.jpg) href=/article/release-candidate-godot-3-2-3-rc-6/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 9 September 2020</span></div><h3>Release candidate: Godot 3.2.3 RC 6</h3><p class=excerpt>Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/16/>← Previous</a>
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