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Systems: These handle the logic, such as rendering, animations, or physics calculations. This modular approach keeps everything clean and efficient, allowing developers to focus on their game logic instead of wrestling with tangled code. I’ve always believed that developers shouldn’t have to fight with the tools—they should just work.
Hey everyone, It has been two years since I began rewriting my game engine, and while development has been slow, it has been steady. For those who are unaware, the Untold Engine is a 3D game engine designed for macOS and iOS devices, which I started developing in 2013. What is the Untold Engine? What’s next?
You can buy the game on Steam , and follow the development on Twitter. is jam-packed with new features despite having a much shorter development period than 4.3. Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! development cycle. New in Beta 1!
Our first development snapshot for 4.5 Developed by Nachosama Games , the game was recently released on Steam. Highlights Mute Game toggle Previously, if a developer wished to mute the audio while testing in the editor, they had to either use the operating systems builtin tools for sound or outright pause/close their work.
We knew from the beginning that aiming for a late-February release was an ambitious timeframe, but the community has risen to the challenge and kept development right on track! The cover illustration is from Dawnfolk , a charmingly dark and minimalist survival city-builder, developed by Darenn Keller and published by Astra Logical!
Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. The developers love it, so we thought we’d share the insights this developer gave with our Western community. x : provides several sample applications (curtain, rope?)
Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). As always, a bunch of nice rendering fixes! Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. See the list below.
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca 's car scene , rendered in Godot 4.0 Jump to the Downloads section.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). What's new.
Physics: Fix collision detection for degenerate capsules ( GH-69657 ). Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ).
As many of you have probably heard, a new rendering backend is being worked on for Godot. Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Refactor the rendering API to make it easier to understand (and contribute to!).
Physics fixes and improvements for sphere-capsule, sphere-box, sphere-cylinder, and capsule-cylinder collisions ( GH-70660 , GH-70787 ). As always, a bunch of nice rendering fixes! Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. See the list below.
It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Add Layered/Stencil rendering.
The illustration picture for this article is from Dauphin , a 2D RPG in development by Ben / devduck which was recently ported to Godot 4.0 You can follow development via Ben’s awesome YouTube devlogs and Twitter account. Physics: Implement analytic collision normals ( GH-71447 ). Requires.NET SDK 6.0 specifically. milestone.
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 (“Compatibility”) projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca ’s car scene , rendered in Godot 4.0 Jump to the Downloads section.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Physics: Bind methods related to disabling collision between joint bodies ( GH-70477 ). What’s new.
Previous engines we have developed (we as in Juan Linietsky and Ariel Manzur) did not really use this architecture and everything was provided via simple classes with inheritance and polymorphism. This order of events can't be escaped, as logic affects physics and rendering needs both information from logic and physics to display.
Unity, once synonymous with indie development, now stands as a serious contender for console-quality game builds. Because in modern game development , performance is not a final phase. milliseconds to render visuals, process logic, handle input, run physics, and update the UI. Great rendering doesnt mean doing more.
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Rendering: Fixed images in black margins ( GH-37475 ).
The particle system was developed to be a more efficient way of rendering multiple images quickly to create effects that the normal rendering methods would not be able to do without a huge drain on computational power. Here you can set how the particle is rendered to the user. External Forces. Sub Emitters.
New dynamic BVH for rendering and the GodotPhysics backends, which should fix some issues and improve performance significantly in games using a high number of dynamic objects. In this beta, the dynamic BVH is the default option for both physics and rendering. New dynamic BVH for rendering and the GodotPhysics backends (new in beta 6).
Render Graph The Render Pipeline customization based on Render Graph will be officially available to developers in version 3.8. The documentation for the Render Graph and pipeline customization is not yet ready, please give us more patience, we will provide the complete documentation before the official release of 3.8.
Note that the project settings from the rendering/quality/2d section have now been moved to rendering/2d , so if you used any of those, you will need to re-enable them under the new section in 3.2.4. New dynamic BVH for rendering and the GodotPhysics backends. Multiple fixes to one-way collisions. New CPU lightmapper.
Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ). Physics: Hack a hot fix for Bullet's collision margin regression ( GH-64875 ). Rendering: Fix skeleton 2D stale bounding rect ( GH-63071 ). Rendering: Fix multiple ubershader bugs ( GH-64096 ). if something that worked fine in 3.5
The illustration picture for this article is a screenshot of devmar 's game Penitent , which is being developed with Godot 4.0. David Snopek ( dsnopek ) got WebXR minimally working again ( GH-64514 ) using the WebGL 2 renderer implemented by Clay John ( clayjohn ). Rendering: Fix/restore BackBufferCopy ( GH-65794 ).
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Rendering: Fixed images in black margins ( GH-37475 ).
All Godot contributors are delighted to release our latest milestone today, Godot 3.3 , after more than 7 months of development! While most development focus is on our upcoming Godot 4.0 x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience.
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Rendering: Fixed images in black margins ( GH-37475 ).
New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. Multiple fixes to one-way collisions. Rendering: New dynamic BVH ( GH-44901 ).
New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. Multiple fixes to one-way collisions. Rendering: New dynamic BVH ( GH-44901 ).
The illustration picture for this article is a screenshot of Black Pellet , an upcoming claymation-style Western adventure by Raisel Edwards , which is being developed with Godot 4.0. Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0,
The illustration picture for this article is a screenshot of Black Pellet , an upcoming claymation-style Western adventure by Raisel Edwards , which is being developed with Godot 4.0. Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0,
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Rendering: Fixed images in black margins ( GH-37475 ).
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Rendering: Fixed images in black margins ( GH-37475 ).
development branch (see our release policy for details on the various Godot versions). With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). The upcoming Godot 3.4
Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Rendering: VisualServer now sorts based on AABB position ( GH-43506 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Fix CanvasItem bounding rect calculation in some cases ( GH-49160 ).
After 4 months of development it's time to aim for the 3.2.4 New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. WebXR support for VR games.
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