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05 декабря 2017

Shedding light on Godot's development process

Godot keeps growing steadily in both users and contributors, and 3.0 will be our best release yet. As our community keeps expanding, the development process also reshapes to accommodate new contributions.

While our process is completely transparent, it is not obvious for a large part of the community how new features, fixes and improvements are added. This short article will attempt to shed some light on it.


29 ноября 2017

Introducing onion skinning for the Godot game engine

Right on time before Beta Freeze, our superstar contributor Pedro Estebanez completed Onion Skinning support! This implementation is really good, and allows visualizing future and past frames. This helps animators have a much greater deal of control on repositioning objects on every frame.

More can be read about this work in Pedro's Blog.

08 ноября 2017

Godot / Help fix the remaining issues for 3.0

Godot 3.0 is in its final march towards a stable release, hopefully before year's end. The first beta will be released shortly and then release candidates and stable.
There are, however, many issues open in the tracker and the idea is to fix as many as possible before 3.0 is out. We are working hard to get everything fixed, but extra hands are always very welcome.

This is a great chance to be a hero and help close issues! Also, if you are not familiar with Godot's internals, this is a great starting point to start contributing.


06 ноября 2017

Godot 3.0 switches to Bullet 3 for physics

Godot Physics Engine

Back at the first versions of Godot (a decade ago), not many physics engines existed or were available. Even if a few were, Godot always had quite demanding API requirements for them (such as Area nodes, KinematicBody, RayCast shapes, etc), so they were not usable without a lot of modification. This led me to do some research and write my own.
Over time this became quite a hassle, because maintaining a physics engine and keeping it up to date with the new techniques and algorithms is time consuming.

Introducing Bullet 3

Godot always supported an abstract physics interface, so Andrea Catania (Odino) volunteered to add Bullet 3 support as a back-end. I initially though it would not be possible to replicate Godot API in Bullet faithfully, but Andrea proved me wrong and did a fantastic job. He also finished before Beta deadline, so his work was just merged and will be present in Godot 3.0.
Physics should work just like before, and no code should change, except Bullet is being used internally. Godot old physics engine is provided for compatibility and can be selected in the project settings, but will likely be removed by the time 3.1 is out.

New Possibilities

With Bullet as physics back-end, new possibilities emerge, such as soft body and cloth support and GPU (OpenCL) physics. This will be added after 3.0 is out, likely for 3.1.


28 сентября 2017

Godot 3's renderer design explained

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.

This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Without it it's quite difficult to get into the internals. Rendering engineers are rare to find, so this can be a starting point. If you are not an existing or aspiring rendering engineer and you still want to help, please donate to our Patreon :) so we can eventually hire intern work for this.

Please also ask for anything that might still be unclear to be explained further if needed. As always, feedback is very welcome as this is an open project.


25 августа 2017

Godot / A small defense of glTF 2.0 on its comparison against OpenGEX

A few weeks ago, I wrote an article about why I believe glTF 2.0 to be a great format and that we should encourage its widespread adoption. I also compared it to other formats, including Eric Lengyel's OpenGEX.

As I mentioned on the original article, I think OpenGEX is a very good format. My main criticism to the format was that development is not lead in what today would be considered an open fashion. Eric alone maintains control of it. In contrast, glTF is a true standard developed by a non profit and an open development process.
Today, Eric has published what I assume is a defense of OpenGEX vs glTF (and the ancient Collada). Eric has claimed that glTF is a format with design flaws (and that it is not fit to be a pipeline format).

While I agree on many points, and I won't argue that OpenGEX is a great format, I just wanted to clarify a few things from my point of view for those interested in the technical aspects, explaining why many of glTF "shortcomings" are, in my opinion, actually brilliant design decisions. All this, of course, always for the sake of helping glTF 2.0 gain more adoption.


04 августа 2017

Support glTF 2.0 / Godot Engine

glTF 2.0 was introduced two months ago by Khronos, the body behind Vulkan and OpenGL.

Today, this format was added to Godot, which now supports the full specification. The reasoning behind this late feature addition is that, now that we released 3.0 alpha1, users need more content to test with the new 3D engine.

Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format.

The surprise, though, is how good this format is for video game asset exchange. Nothing as good existed before, and it solves a problem that we, as an industry, have been struggling with for a long time.

Khronos, with glTF 2.0, has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines. To better understand why, a list of previous attempts will be explained and why they failed.


12 июля 2017

GODOT / Beta release for Python support

This is a guest post by Emmanuel Leblond (touilleMan), a Godot contributor and Python lover who develops a GDNative interface to use Python 3 as alternative scripting language in Godot. To answer the obligatory question: yes, the plan is still to ship Godot 3.0 with GDScript, VisualScript and C# support. Python support should also be ready by then and usable plug 'n play thanks to GDNative; its main advantage compared to the Python-like GDScript will be the access to the whole Python ecosystem.

Who said Godot's only about waiting? Today we are releasing the first beta version of Python for Godot, the GDNative interface that enables you to use the full-blown Python 3 as a scripting language for Godot games. Now we need you to try it and give your feedback, so that it can be made as good as possible for the upcoming 3.0 release!
All core features of Godot are expected to work fine:
  • Builtins (e.g. Vector2)
  • Object classes (e.g. Node)
  • Signals
  • Variable export
  • RPC synchronization

On top of that, mixing GDScript and Python code inside a project should work fine, have a look at the Pong example to see how you can convert one by one your existing GDScript code to Python fairly easily.


01 июля 2017

Tests needed for Godot 2.1.4-beta

Already more than 2 months since the last maintenance release in the 2.1 branch, and many bug fixes as well as new developments have made it to that branch.

Some of those new developments being slightly more experimental than we use to merge in the stable branch, the upcoming 2.1.4 release will need some heavy testing from the community to make sure it does not bring regressions.

So now's your time to shine:
What are regressions? They are bugs that did not occur in the previous stable release (2.1.3) but which can now be experienced in the beta build. You can also report bugs in the new features of 2.1.4, which, even if not strictly speaking regressions, should be worth looking into before the release.

Note: In this build the 32-bit Linux binaries are missing (both for the editor and the export templates) due to a buildsystem issue; this will be fixed before the stable release.

Happy testing, and thanks for your help!

15 июня 2017

Godot Progress report April/May 2017

It's been a while since the last progress report, and there have been lots of changes in the development branch that you might not have heard of yet. Usually we let our lead developer Juan (reduz) do progress reports on his impressive work on rendering features, but since he was in holidays for more than a month, we'll showcase the work of some key contributors this time.

This report covers important changes made by all contributors from April to today, excluding Juan's recent work which will be covered in his next progress report (but check his Twitter account for some more 3.0 teasers). There were over 300 commits by more than 30 different contributors, so this was a busy time even while our lead dev was away.

Before going over some hand-picked changes, we'd like to welcome new contributors who got involved in the engine development during the last few months: magyar123, mcanders, Noshyaar, RameshRavone, toger5 and touilleMan. Thanks for your contributions, and we hope to see you stick around and become core developers!


16 мая 2017

Godot: GDNative is here / Godot 3.0 progress report #6

A short introduction to the new GDNative module (formerly DLScript) and how to use it in a project. This is a very early version, but the overall process will stay the same.



Godot 3.0

Another month of work, another progress report. This month work was divided into completing the exporters, GDNative (formerly DLScript) and the new particle system.


15 мая 2017

Godot course on Kickstarter next Monday!

GDquest, content creator and gamedev teacher of Krita and Godot fame, will soon start a Kickstarter campaign for a professional quality game creation course targeting the upcoming Godot 3!

Among Godot developers, we are all thrilled about the project and want it to be a huge success, so mark the date and be sure to support the campaign!


01 мая 2017

Dreams of Elendin 2 v1.6.2

Системные требования:

Processor: Intel® Pentium® Processor P6200 and newer.
Memory: 2 GB RAM.
Graphics: OpenGL 2.1+ / Nvidia GeForce 200 series and newer, AMD Radeon HD 5000 Series and newer, Intel HD Graphics in Intel P6200 (GMA 4500) processors and newer.
Hard Drive: 250+ MB HD space.
Display resolution: 1280 x 720.
HTML5: Chrome Web Browser (base).


Тестируемая Конфигурация:

- Intel® Core™ i5- 4690K @4.2 GHz.
- DDR3 (1600) - 24GB (Dual).
- Ubuntu 16.04.1 /  Linux Mint 18 / x-86_64.
- DE / Mate 1.16 (Compiz off).
- Kernel 4.8
- Multi-monitor 3280x1080
- Intel® HD Graphics 4600
- Nvidia GTX-1050 TI Windforce ddr5 4GB / 128 bit.
- Nvidia GTX-650 ddr5 1024 mb / 128 bit.
- Drivers 378.13
- WineHQ 2.x x-86_64 (Windows).


Path 1.6.1 - 1.6.2

- Правка DoE2_doc.txt
- Дополнен DoE2_doc.txt
- Обновление игрового движка Godot Engine 2.1.3

* Патчноут отражает ключевые изменения в игре и не содержит список всех исправлений.



14 апреля 2017

Godot 2.1.3

Short of three months after the release of Godot 2.1.2, the community is proud to announce this new maintenance update in the stable branch, Godot 2.1.3!

Due to the long development process of the upcoming Godot 3.0 (see our Devblog for technical posts about its impressive progress), many contributors took a renewed interest in the 2.1 branch. This release therefore brings various new features to GDScript, the editor, some nodes' API – but we tried to ensure that compatibility with earlier 2.1.x releases would be fully preserved.

Download it now, and read on for details on the update!

A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues.


11 апреля 2017

Godot 3.0 progress report #6

Another month of work, another progress report. This month work was divided into completing the exporters, DLScript and the new particle system.

Web Export

Godot has now an experimental exporter to WebAssembly+WebGL2, Thanks to Eska014's work. You need latest Chrome or Firefox to test it, but it works really well. It even runs games flawlessly on mobile web!
Here's a small demo you can try! (again, remember, latest versions of Chrome or Firefox only!).


We wrote our own article about DLScript (Name is not final!). Let me tell you that this amazing new feature by Thomas Herzog (Karrofel) is the real deal. It allows way too many amazing things:
  1. Add Godot objects made in C++, without recompiling Godot or the editor. Before this, a module had to be created, which including recompiling everything.
  2. Optimize any part of your game by rewriting it transparently in C++, wihout recompiling the engine or templates.
  3. Bind to any external libraries (ie, SQLite, Steam, etc) without any recompiling. Even downloading the bindings from our asset sharing is possible.
  4. Add import/export formats using official libraries from outside Godot. Ie, you could download an FBX import module from the asset sharing. Same as direct support for stuff such as Spine using their own lib.
  5. Add external scripting languages, such as Lua, Python etc. Of course, without integration as nice as GDScript, and you'll have to be aware of the limitations.
This will be one of the new amazing additions of Godot 3.0

New Particle System

Godot 3.0 will come with a new particle system. As times change, the main difference is that this one processes particles entirely in GPU. What does this mean?

you can have hundreds of thousands of particles on legacy CPUs or mobile.. or several million particles on modern desktop GPUs.


05 апреля 2017

Godot Engine / DLScript is here!

... at least the first usable version, there's still work to do, but it's usable!
As some of you might have heard, we were working on a module that lets you use shared libraries as scripts.

I'll explain what DLScript exactly is, what it is not, what you can use it for and lastly show you how to use it.

So what is DLScript?

DLScript is a module for Godot that adds a new "scripting language" to it. I put "scripting language" in quotes because it's not a language.
A "script" in Godot is defined as something that has methods, properties and signals. It also offers a way to use these things (calling methods, get and set properties...). Instead of having a text file representing these things (like a GDScript file for example), DLScript uses shared libraries.
In some ways, shared libraries have things in common with scripts.
  • you can load them
  • you can unload them
  • you can load function symbols
  • you can call functions

A method in a DLScript is just native machine code. You can call third party libraries from that code as well. You can call GDScript functions from a DLScript and vice versa. When C# will be supported optionally, you'll be able to call C# code as well.


28 марта 2017

Meet the Nodes - Godot event in Paris

Get ready to Meet the Nodes in person: we are organising a Godot event on Saturday 22 April 2017 in Paris, where many Godot developers will be giving talks, lead workshops or just be available to discuss the engine and game development!

It's worth noting that our lead dev Juan Linietsky (reduz) will be present too, which is a great opportunity for our European community to finally meet him in person.

The event will be hosted by Mozilla at their Paris Space (16 Bis Boulevard Montmartre, Paris 75009, France), starting at 9 am and running up to 7 pm.

There is no entrance fee, but to ease the organisation we'd like you to fill this form if you plan to join us, so that we know how many people to expect. See our events page for up-to-date information about the event.


14 марта 2017

Godot 3.0, new progress report and GDC

February was spent mostly rewriting the import and export workflow of Godot, so not many pretty visual features were added. At the end of the month, I also went to San Francisco for GDC.

Import Workflow

The import workflow is mostly complete. Begining Godot 3.0, Godot will attempt to import files transparently (no more import -> menu), more in the vein on how Unity works. This was a neccesary change for many reasons:
  • It's much, much simpler to write import/export code this way. Godot import/export code was most likely simplified tenfold.
  • Export options (convert textures, etc) are removed, as they are no longer needed. Any PNG,JPG,etc file in the project can be tweaked in the import options to become the desired format.
  • Automatic detection and reimport of many use cases for textures. If an image is detected as being used for 3D, it will change it's flags (ie, mipmaps enabled, repeat enabled). If an image is used for an albedo channel, it will automatically be converted and reimported from SRGB to Linear. Of course, all these settings can be forced manually too.
  • Multiple editing of imported files is posible, so settings for several files can be changed at once by selecting them on filesystem dock. This gets rid of image groups and the hassle of changing settings for many files.
  • In general, much greater ease of use as files don't need to be in a separate folder outside the project for them to be imported.

Scene Importing

Importing of scenes is now operational. DAE (and hopefully FBX in the future) files are treated as if they were actual scenes (you load them directly from code). Trying to open a DAE file as a scene, however, will display this message:

Of course, as these .dae files are read-only (godot can't save them), it brings the question of how to modify these scenes. There are a couple different ways to do this:
  • Using scene inheritance is the simplest and most common way. Just inherit from the imported scene and do all the desired changes.
  • If you only care about materials, it is possible to tell Godot to save them as separate files. This is more akin to how Unity works. Reimports will not overrite the saved materials.
  • If you care about using meshes separately, it is also possible to tell Godot to save them as files. Reimports will overwrite those meshes, though.
  • If you seriously don't care about reusing the .dae file ever again, you can choose "Open Anyway", save as another file and modify the scene to your hearts contempt.


The export system in Godot has been greatly simplified, but at the same time it became more flexible. There is a new export dialog:

The idea is that, instead of choosing a platform and hiting export, "Export Presets" can be created.
Many presets per same platform can be created with different export options. This allows exporting different versions (ie, debug settings, different bit depth, demo version of a game with less files, etc). It also makes automating exports from command line easier.
One of the presets has to be the "runnable" one per platform, which will be used in the one click deploy for many platforms.


A new export mode for exportable resources ("Selected Scenes") is available, which makes it easy to choose which scenes will be exported. All dependencies are tracked an exported.
The previous modes (all resources and selected resources) are still there. The "All files" mode is gone, as it's not very useful.


Godot always supported loading patches as extra .pck files, but tools to create them were not readily available. Godot 3.0 will bring a simple tool to create patches based on previous releases and previous patches.
This should make it really easy to create patch files, DLCs, etc.


A new exporter to WebAssembly + WebGL2 is in the works, should be working soon. This will hopefully revolutionize games on the web!

GDC 2017

I had the pleasure of going to GDC 2017, San Francisco this year. Initially I wanted to showcase Godot 3.0, but we couldn't progress as quick as desired so this will have to wait for next year :(. By then the stable version will be out and we will have a lot of awesome demo content.
A litle more people has heard of Godot, but it's still very largely unknown. We seriously need to consider ways to improve on this!
Other than that, some people from key companies were pretty amazed about the new renderer features we have and will be following our progress more closely!
Will be writing a post with more detail about this shortly.


All it remains now is to complete and fix the remaining and existing feaures and we will be releasing an alpha of 3.0. Hope that happens soon!

Seeing the code

If you are interested in seeing what each feature looks like in the code, you can check the master branch on GitHub.


10 марта 2017

Dreams of Elendin 2 v1.6.1

Системные требования:

Processor: Intel® Pentium® Processor P6200 and newer.
Memory: 2 GB RAM.
Graphics: OpenGL 2.1+ / Nvidia GeForce 400 series and newer, AMD Radeon HD 5000 Series and newer, Intel HD Graphics in Intel P6200 (GMA 4500) processors and newer.
Hard Drive: 250+ MB HD space.
Display resolution: 1280 x 720.
HTML5: Chrome Web Browser (base).


Тестируемая Конфигурация:

- Intel® Core™ i5- 4690K @4.2 GHz.
- DDR3 (1600) - 24GB (Dual).
- Ubuntu 16.04.1 /  Linux Mint 18 / x-86_64.
- DE / Mate 1.16 (Compiz off).
- Kernel 4.8
- Multi-monitor 3280x1080
- Intel® HD Graphics 4600
- Nvidia GTX-1050 TI Windforce ddr5 4GB / 128 bit.
- Nvidia GTX-650 ddr5 1024 mb / 128 bit.
- Drivers 378.13
- WineHQ 2.x x-86_64 (Windows).


Path 1.6.0 - 1.6.1

- Правка DoE2_doc.txt
- Дополнен DoE2_doc.txt
- Дополнен Help Center.
- Правка сайта проекта https://crimea-karro.ru/dev_karro/doe/
- В пустых ячейках меню для выбора уровня, созданы дополнительные сцены.
- Развитие новой логики нелинейности движения персонажа (игрока).
- Развитие новой логики подсказок для игрока (Книга Тайн).
- Игровой уровень Сад, изменена фоновая музыка.
- Игровой уровень Сладости, добавлен звук для персонажа Кот.
- Игровой уровень Сладости, правка логики звука Ведьмы.
- Игровой уровень Грибы, правка логики анимации Бабочки.
- Игровой уровень Грибы, добавлена анимация цвета облаков,луны, общего фона.
- Игровой уровень Грибы, добавлена анимация цвета вихря.
- Игровой уровень Чулан, правка логики анимации Ящика.
- Игровой уровень Глубина, добавлена анимация цвета общего фона.
- Игровой уровень Сад, изменение размера первой бочки (спрайт / коллизии).
- Игровой уровень Сад, изменение позиции яблок для сбора и декоративные элементы.
- Игровой уровень Чулан, правка спрайта лампы (нижней).
- Правка спрайта Лисы, дизайн, анимация.
- Удалены технические папки из ресурсов проекта.
- Правка конечных сцен уровней, логика рестарта начинается с сцены Книги Тайн.
- Правка анимации в сцене Донат.
- Добавлен новый основной шрифт LinLibertine.
- Правка основных сцен после смены основного шрифта.
- Правка Help Center, улучшено качество видео, правка логики смены сцен.
- Дополнительное, общие достижения, Without time (Без времени), время игры более 07:59 мин.

* Патчноут отражает ключевые изменения в игре и не содержит список всех исправлений.


06 марта 2017

Dreams of Elendin 2 v1.6.x / Progress Report #2

- Развитие новой логики нелинейности движения персонажа (игрока).

Поверхности и поведение персонажа в 2D мире практически однотипно.
Поэтому создано нелинейное поведение физики персонажа, в реализации логики и кода, все просто.

При нажатии кнопок прыжка, движения, генерируется фиксированный диапазон значений. Проще говоря, например каждый новый прыжок персонажа будет иметь новую, унифицированную силу.

Это совсем не много усложнит процесс перемещения, симулируя тем самым попытки взобраться на что либо, совершить прыжок, не рассчитывая на повторные действия с одинаковым значением и тактом, действий игрока.

- Развитие новой логики подсказок для игрока (Книга Тайн).

Добавлены дополнительные сцены подсказки. Сцены визуализируют слова, это ключи которые стоит запомнить и проанализировать, игровой уровень в поиске предметов (героев), для планирования игрового процесса игрока.

Например, уровень Чулан. Паук - Мышь - Ящик, игроку необходимо убрать большого паука, использовать пауков для перемещения по игровому уровню, достигнуть позиции мыши, сбросить ящик на большого паука. 

- Синхронно проводится оптимизация и доработки созданных ранее игровых уровней, правки анимации, новые эффекты и тд.

Сектора Лирики