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Not sure where the phrase “penny wise and pound foolish” comes from. I suppose I could look it up on the internets, but that seems like too much work. As a kid, this phrase made no sense to me, it was only later when I realized that a “pound” was a form of English money that it kind of fell into place. We did a lot of things right when building Thimbleweed Park.
Board game conventions are the flashiest events in board gaming. Some are gigantic like Gen Con, Essen, and UKGE. Others are close-knit and local, but still lots of fun. They are wonderful gathering places for board gamers. It should come as no surprise that many game creators go to conventions to pick up customers. Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
Godot will be at the Libre Software Meeting 2018 (also known as RMLL – Rencontres Mondiales du Logiciel Libre ) in Strasbourg, France from Saturday 7 July to Thursday 12 July. We will give a 1-hour talk, a 3-hour game development workshop, and there will be a Godot stand with core developers to welcome you for the whole duration of the event. LSM is a yearly community event in France focused on Free/Libre and Open Source Software, and we're looking forward to representing Godot there this year.
Board game conventions have a certain mystique to them. Many board gamers absolutely adore going to big conventions such as Gen Con, Essen, or UKGE. As such, board game developers often find their own interest in conventions piqued. The potential of reaching out to so many customers is enticing, and besides – they’re a lot of fun, right?
Board game conventions have a certain mystique to them. Many board gamers absolutely adore going to big conventions such as Gen Con, Essen, or UKGE. As such, board game developers often find their own interest in conventions piqued. The potential of reaching out to so many customers is enticing, and besides – they’re a lot of fun, right?
Not sure where the phrase "penny wise and pound foolish" comes from. I suppose I could look it up on the internets, but that seems like too much work. As a kid, this phrase made no sense to me, it was only later when I realized that a "pound" was a form of English money that it kind of fell into place. We did a lot of things right when building Thimbleweed Park.
After a long time coming, and as part of the trend of modernizing many old Godot subsystems, the animation tree has been rewritten from scratch and it's now brand new, with plenty of new features. This was one of the main missing features in Godot, which makes it now much more apt for complex 3D games. Completely modular design. There is a new node, AnimationTree.
Welcome to Godot 3.0.4. This is a bit of a brown paper bag release. There is a bug in 3.0.3 causing crashing of the asset library on systems with low threadcount CPUs. This was missed as I did testing only with machines of 8 threads and higher. This bug in itself wouldn't be the worst but for many new users this is the first interaction with Godot they have.
Support for the Leap Motion sensor was added as a GDNative plugin a few months back however full support for this sensor required changes made in Godot 3.0.3. With Godot 3.0.3 officially released we can now announce support for this wonderful device. The module uses Leap Motions latest LeapC libraries which are a big improvement on their older API. This new API has only been released for Windows at this point in time so there is no support for Linux and Mac yet.
With a slight delay (1) , the Godot Community Game Jam is now starting and we can announce the theme that was elected by the community: TEMPERATURE. That's it! The jam starts today (Friday 15 June) at 19:30 UTC and will end on Monday 18 June at 23:59:59 UTC. Rules. The rules are detailed on the jam page , but let's mention them here too for clarity: Theme: TEMPERATURE.
We are proud to announce the availability of Godot 3.0.3. Thanks to Ignacio Etcheverry ( neikeq ) it is now possible to export C# based projects to Windows, Linux, and MacOSX! This release, however, still has the APK permission problem. We're hoping to fix this problem soon. In the meantime we have a tool that can fix your APKs after export available.
As announced a few days ago , we will have a Godot Community Game Jam the coming week-end, from Friday 15 June at 18:00 UTC to Monday 18 June at 23:59 UTC. Check the itch.io page for the latest details and to register! We had dozens of great proposals for the jam's theme, and made a selection from those for you to vote on. The aim is now to select one theme, and everyone can vote for only one entry.
We'll host a new Godot Community Game Jam next week-end, from Friday 15 June to Monday 18 June , see the itch.io jam page. It's been a loooong time since our previous one in December 2016 , and the community has changed a lot since then, so we're thrilled to see what you will make! Propose themes. We'd like to have a theme for the jam, as many of us benefit from having a specific constraint to feed their creativity :).
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. A bit of history. Animation editing was one of the first distinctive Godot features.
The following post is a guest article by Michael Bridges of GameDev.tv , where he runs the Blender course among other things. He is collaborating with Yann Burrett and Ben Tristem on their upcoming Godot course on Udemy , and offered to share a tutorial on how to import 3D assets from Blender using Godot's "Better" Collada exporter. Importing 3D assets.
As previously mentioned in this blog post the Godot placeholder permissions are causing some issues on the play store. We are working on fixing this for future versions of Godot but games stuck on older versions have to do a bit of work to get their games showing up on the Play store again. To aid developers with these types of games we've created a tool that can fix an existing APK without any need to rebuild it.
We're pleased to announce the third release candidate for what will become Godot 3.0.3. Quite a lot of work went into making the Mono exports work for Windows targets. It turned out to be quite a hairy problem. But now Mono exports to Windows, Linux, and MacOS should work with a single click. It is no longer necessary to ship the Mono runtime DLL manually.
Introduction. The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR. Roadmap. Done May 2018. enviroment relections. cubemap filtering. implement BRDF. omni lights. lambert+phong. normal maps. rewrite OAHashMap to use RobinHood hashing. improved C++ bindings compilation workflow. fixed a GDNative binary compatibility bug.
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