Godot 4.1
Four months after the release of Godot 4.0, we are excited to bring you Godot 4.1 — an update with a focus on stability, performance, and polish.
Godot provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.
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Four months after the release of Godot 4.0, we are excited to bring you Godot 4.1 — an update with a focus on stability, performance, and polish.
It's official. Today marks the beginning of a new era for Godot. After 3+ years of breaking and rebuilding from the ground up, we're thrilled to say: Welcome to the start of Godot 4!
I went to GDC yet again (this time GDC 2018) trying to see how Godot is doing at the game industry. To my surprise this time, it was quite different..
The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected..
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.
All Godot contributors are delighted to release our latest milestone today, Godot 3.3, after more than 7 months of development! This release was initially planned as a 3.2.4 update to the 3.2 branch, but it grew to become a feature-packed update well worth of opening a new stable branch.
Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.
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.
Godot contributors are thrilled and delighted to release our newest major update, Godot 3.2! It's the result of over 10 months of work by close to 450 contributors who authored more than 6000 commits! Godot 3.2 is a major improvement over our previous 3.1 installment, bringing dozens of major features and hundreds of…
It has been a long road to Godot 4.0 with 17 alpha builds distributed in 2022, and continuous development effort since 2019. We aren’t done yet, but today marks a major milestone on the road to Godot 4.0: the first beta is out!
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…
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, and many other…
Godot's visual scripting language, VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from the start was simply not the right…
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?
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.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. The motivation behind it was not to achieve the maximum performance in extreme use cases, but accomodate better to most user's needs.
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.
The long-awaited first post about the multiplayer replication system in development for Godot 4.0 is here! Check out the design goals, concepts, initial prototype, and as always, stay tuned for more!
With the stability gained over the past five Godot 4 releases, it's time for polish and quality-of-life improvements for everyday development.
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.
We are excited to introduce a major improvement in terms of funding the development efforts of the Godot Engine.
After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features. Godot 3.1 is more mature and easy to use, and it does away with many hurdles introduced in the…
After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements! This includes a new Navigation system, 3D physics interpolation, Label3D and TextMesh, an Android editor port, asynchronous shader compilation, and more!
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).
We're determined to deliver a stable release of Godot 4.0 as soon as possible. To achieve this, we are going to enter the feature freeze phase (beta) for Godot 4.0, to shift our focus towards stabilizing the existing functionality and fixing bugs.
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.
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.
Another month, another Vulkan progress report! October was a busy month, as most of it was split between working on the new Global Illumination system and Godotcon/GIC in Poland.
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.