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Analyzed about 21 hours ago. based on code collected 1 day ago.
Posted almost 9 years ago by Juan Linietsky
Running Native on the Web. Godot has a long story on attempts trying to make it run on the web.  We always wanted this to happen, we tried many approaches, it may finally happen.  This article will be a small recoup of our experiences with this matter. Atmosphir A long time ago Ariel and I wrote […]
Posted almost 9 years ago by Juan Linietsky
Godot At RMLL2015 Juan Linietsky, one of the main developers of Godot Engine will be giving a talk and a workshop about Godot Engine at RMLL2015. As most of them reside in South America, this is a great opportunity for Europeans to learn about Godot, meet the developers and have the chance to go out for beers! […]
Posted almost 9 years ago by Juan Linietsky
Waiting for Vulkan As many of you know, Vulkan will be the next open and multi platform rendering 2D and 3D API. While many claim it will just be an additional API, those of us who have been in the industry for long enough know well that Vulkan will make other APIs obsolete. CAD and 3D […]
Posted almost 9 years ago by Juan Linietsky
Brand New 2D Engine and More! After many months of hard work (and many more of bug fixing), Godot 1.1 is out!! This release brings a completely new 2D engine and more features (feature list below). At this point Godot is one of the most advanced 2D engines out there.  Check out (And share!) this […]
Posted almost 9 years ago by Juan Linietsky
Many more issues were reported issues after rc2 (changelog), so we’ll be releasing one more candidate.  This time, we’ll raise the bar so if nothing really serious is reported, this should go as  1.1stable! New release in downloads, or at github.    
Posted almost 9 years ago by Juan Linietsky
The second release candidate is out, with a large amount of fixes. Let’s hope this is the last one and becomes stable! It is recommended to migrate to this version if you are using RC1, because a serious bug was fixed when saving animations in xml format that can end up in a corrupted scene.
Posted almost 9 years ago by Juan Linietsky
After 1.1 Beta a month ago, our first release candidate is here. A huge amount of issues were fixed (full changelog). If you didn’t report your favorite bugs, this is the time before it’s too late! If you reported them and they were not fixed yet, it’s your chance to pester the developers (just add […]
Posted about 9 years ago by Juan Linietsky
Time to get serious again! After three months of hard work, our first new release is out! This beta prepares the road for the 1.1 release, expected sometime in late April. New features include: Rewritten Auto-Completion in the Code-Editor. Supports a lot of scenarios and perform smart-completion of node types if a scene where the script is […]
Posted over 9 years ago by Juan Linietsky
Smart Completion It has only been a week since the stable release and development is moving on to other new cool features! This week has been pushed to GitHub a new code completion for the built-in editor. Godot previously only supported limited code ... [More] completion (only symbols) in the editor. As GDScript is a dynamically typed scripted language, variables are […] [Less]
Posted over 9 years ago by Juan Linietsky
10 Months of Hard Work After 10 months of hard work following the open sourcing of Godot, we are proud to release our first stable. Godot 1.0! Several hundred issues were fixed, and dozens of contributions from the community were merged. In the meanwhile and in the absence of any publicity or mention in the developer […]