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<a class=pagination-next href=https://godotengine.org/blog/29/>Next →</a></div><div class=posts><a href=/article/warning-head-going-unstable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/ab0/894/586ab08946903852839807.png) href=/article/warning-head-going-unstable/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 2 January 2017</span></div><h3>WARNING: HEAD is going unstable!</h3><p class=excerpt>Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.</div></article></a><a href=/article/godots-new-renderer-progress-report-3/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/586/7a0/005/5867a0005ade3286241109.jpg) href=/article/godots-new-renderer-progress-report-3/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;31 December 2016</span></div><h3>Godot's new renderer, progress report #3</h3><p class=excerpt>It's been a month since the second progress report, and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented.</div></article></a><a href=/article/godot-gamejam-dec-2016-jan-2017/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/585/28c/770/58528c770b44a828339905.png) href=/article/godot-gamejam-dec-2016-jan-2017/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;15 December 2016</span></div><h3>Godot Community Game Jam - Dec 2016 / Jan 2017</h3><p class=excerpt>After the success of the previous game jams in March and June, we launch a new community game jam for the new year, with the theme "Two buttons". Go to https://itch.io/jam/godotjam122016 to partake in the jam, alone or in a team with other community members!</div></article></a><a href=/article/godots-new-renderer-progress-report-2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/584/4da/2c0/5844da2c08826494171869.png) href=/article/godots-new-renderer-progress-report-2/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp; 4 December 2016</span></div><h3>Godot's new renderer, progress report #2</h3><p class=excerpt>It's been a month since the first [progress report](https://godotengine.org/article/godots-new-renderer-progress-report-1), and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature.</div></article></a><a href=/article/maintenance-release-godot-2-1-1/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/582/e11/fe3/582e11fe32c47456712354.jpg) href=/article/maintenance-release-godot-2-1-1/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<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><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>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 September 2016</span></div><h3>Why does Godot use Servers and RIDs?</h3><p class=excerpt>If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.</div></article></a><a href=/article/change-image/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57e/5b7/9a6/57e5b79a6b638283853884.png) href=/article/change-image/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 September 2016</span></div><h3>A change of Image</h3><p class=excerpt>Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you don't really care much about keeping a reference. One of the early built-in types in Godot is Image, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).</div></article></a><a href=/article/godots-new-high-level-networking-preview/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57b/7d4/a03/57b7d4a0368f1273442154.png) href=/article/godots-new-high-level-networking-preview/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;20 August 2016</span></div><h3>Godot's new high level networking preview is up!</h3><p class=excerpt>Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...</div></article></a><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/godot-reaches-2-1-stable/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/886/5d5/57a8865d5dc44195460713.png) href=/article/godot-reaches-2-1-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; 9 August 2016</span></div><h3>Godot reaches 2.1 stable!</h3><p class=excerpt>After almost six months of hard work, we are proudly presenting you the marvellous Godot Engine 2.1. Just like 2.0, this version focuses almost exclusively on further improving usability and the editor interface.</div></article></a><a href=/article/last-call-take-off-godot-2-1-rc2/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/57a/264/f66/57a264f6629b5388916056.jpeg) href=/article/last-call-take-off-godot-2-1-rc2/></div><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 August 2016</span></div><h3>Last call before take-off: Godot 2.1 RC2</h3><p class=excerpt>The 2.1-stable release is imminent, so to make sure everything will work as expected, here's a new release candidate with its load of bugfixing and small enhancements.</div></article></a><a href=/article/godot-2-1-rc1-out/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/62e/949/5ee/62e9495eee18d883052090.jpg) href=/article/godot-2-1-rc1-out/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;24 July 2016</span></div><h3>Godot 2.1 RC1 is out!</h3><p class=excerpt>Our first Release Candidate for Godot 2.1 is here! If you don't find enough bugs, this will be our final candidate, so better get testing!</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><a href=/article/godot-2-1-reaches-beta-ready-for-testing/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/578/568/145/5785681454bd4264168994.png) href=/article/godot-2-1-reaches-beta-ready-for-testing/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;12 July 2016</span></div><h3>Godot 2.1 reaches beta, ready for testing!</h3><p class=excerpt>After 5 months of development and more than 1,600 commits, we are pretty happy with the state of the upcoming 2.1 version, and therefore release a beta for the community to test and give feedback upon! This new releases had again an important focus on usability, making Godot a very convenient and pleasing engine to use!</div></article></a><a href=/article/maintenance-release-godot-2-0-4/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/578/177/7be/5781777bede24096930798.png) href=/article/maintenance-release-godot-2-0-4/></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; 9 July 2016</span></div><h3>Maintenance release: Godot 2.0.4.1</h3><p class=excerpt>Godot 2.0.4 is released, with many bug fixes and improvements, as well as greatly enhanced documentation and new versions for embedded libraries!</div></article></a><a href=/article/showcase-your-godot-game-our-website/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/577/10f/154/57710f154bf65180806121.png) href=/article/showcase-your-godot-game-our-website/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp;27 June 2016</span></div><h3>Showcase your Godot game on our website!</h3><p class=excerpt>We added a Showcase page to the website, to show the world that yes, Godot is a great engine used to make creative and good looking games!</div></article></a><a href=/article/mozilla-awards-godot-engine-part-moss-mission-partners-program/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/576/ac8/b00/576ac8b00df8c332598879.jpg) href=/article/mozilla-awards-godot-engine-part-moss-mission-partners-program/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/reduzio.webp alt="Juan Linietsky" loading=lazy>
<span class=by>Juan Linietsky </span><span class=date>&nbsp;-&nbsp;22 June 2016</span></div><h3>Mozilla awards Godot Engine as part of the MOSS “Mission Partners” program</h3><p class=excerpt>Mozilla awards Godot Engine USD 20,000 as part of the MOSS “Mission Partners” program, to support the development of Godot's WebAssembly and WebGL 2 integration.</div></article></a><a href=/article/godot-gamejam-june-2016/ style=text-decoration:none><article class=article-card><div class=thumbnail style=background-image:url(/storage/app/uploads/public/575/1f9/6f2/5751f96f2d777586519643.png) href=/article/godot-gamejam-june-2016/></div><div class=content><div class=info><img class=avatar width=25 height=25 src=/assets/images/authors/akien.webp alt="Rémi Verschelde" loading=lazy>
<span class=by>Rémi Verschelde </span><span class=date>&nbsp;-&nbsp; 3 June 2016</span></div><h3>Godot Community Game Jam - June 2016</h3><p class=excerpt>After the success of the previous game jam in March, we launch a new community game jam for the month of June 2016, with the theme "Procedural". Go to https://itch.io/jam/godotjam062016 to partake in the jam, alone or in a team with other community members!</div></article></a></div><div class="flex pagination"><a class=pagination-previous href=https://godotengine.org/blog/27/>← Previous</a>
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