@akien@mastodon.gamedev.place
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akien

@akien@mastodon.gamedev.place

https://mastodon.gamedev.place/@godotengine project manager and maintainer.
Co-founder of W4 Games to support #GodotEngine users.
Free and #opensource software advocate. #Linux gaming.

Frenchman in #Copenhagen, sometimes found in beautiful #Lyon too.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

akien, to godot
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4.3 is shaping up to be such a cool release.

Still a few holes to patch here and there but it should be a major QoL, stability, UX, and feature update.

To me, it's starting to look like what we envisioned 5 years ago when @reduz began the modernization rewrite that would become Godot 4.

akien,
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@khalidabuhakmeh @reduz The exhaustive list is there, but it's big: https://godotengine.github.io/godot-interactive-changelog/#4.3

We're working on a blog post with some highlights for the 4.3 beta 1 release.

akien, to godot
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We just released #GodotEngine 4.2.1, as the first maintenance update to the 4.2 feature branch.

It fixes a number of platform-specific issues, which should make it easier for everyone to upgrade their Godot 4.1 projects, or start new ones in 4.2.

https://godotengine.org/article/maintenance-release-godot-4-2-1/

akien, to godot
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#GodotEngine 4.2 was released one week ago, and as is customary with feature updates, we have a late harvest of regression fixes to offer!

This 4.2.1 RC 1 fixes a number of issues that users ran into when upgrading to 4.2, so please give it a try!
https://godotengine.org/article/release-candidate-godot-4-2-1-rc-1/

akien, to godot
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New Release Candidate for #GodotEngine 4.2!

This has been a busy week for the team, triaging, debugging, and fixing regressions reported after our first RC.

This may be the one? 🤞
Please test it through and through!

https://godotengine.org/article/release-candidate-godot-4-2-rc-2/

akien, to godot
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New beta build for #GodotEngine 4.2!

We've now fixed almost all showstopper bugs that would prevent the release, but some of those fixes were fairly complex.

We need a lot of user testing on this build to make sure we're not introducing new issues. 🙏

https://godotengine.org/article/dev-snapshot-godot-4-2-beta-6/

akien, to godot
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If you follow #GodotEngine development closely, you might know that we were aiming to release 4.2 in early November.

We're a bit behind schedule due to a few significant regressions, but making good progress for a release candidate in coming days.

But first we'll have beta 6 :)

akien, to godot
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Another beta snapshot for #GodotEngine 4.2!

Aside from a lot of bug fixes, some notable changes:

  • New dialog to help upgrade meshes to the new 4.2 format
  • Updated toolchains for official builds
  • .NET 8 support should be ready for testing

https://godotengine.org/article/dev-snapshot-godot-4-2-beta-3/

akien, to godot
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Second beta snapshot for #GodotEngine 4.2!

We fixed a number of bugs reported by the community since the beta 1 release last week, so it's time for another round of testing!

https://godotengine.org/article/dev-snapshot-godot-4-2-beta-2/

akien, to godot
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Really happy with how #GodotEngine 4.2 is shaping up!

I'm impressed by the work all the contributors did in a mere 3 months since the 4.1 release. Thank you all! 💜

The shorter release cycles are really paying off. It's more fun and engaging for everyone :)

akien, to godot
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Here's #GodotEngine 4.2 dev 6, getting ready for the beta!

It got so many new features in just two weeks that it took me forever to write this blog post 😤

FSR 2, ANGLE, OpenGL 3D shadows, fast denoiser, unified animation APIs, GDExtension reloading, and more!

https://godotengine.org/article/dev-snapshot-godot-4-2-dev-6/

akien,
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The illustration picture shows a CC0-licensed asset pack by @Kay, as seen in this toot:
https://mastodon.gamedev.place/@Kay/111165127470032403

Check out their profile for relevant links, and Godot's Asset Library to find many packs ready to use in your projects:
https://godotengine.org/asset-library/asset?user=KayKit%20Game%20Assets

akien, to godot
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Long time no see, Godot 3!

A maintenance update was long overdue, so here's #GodotEngine 3.5.3, with a number of important bug fixes and platform compatibility improvements.

Worth checking out if you have games in production using 3.5.x!
https://godotengine.org/article/maintenance-release-godot-3-5-3/

akien,
@akien@mastodon.gamedev.place avatar

The illustration picture is from Hauma, a detective noir game with a comic book art direction, set in Munich. It's developed by SenAm Games (@gamedevsenad) and published by Assemble Entertainment.

It was published a couple of weeks, check it out on Steam!
https://store.steampowered.com/app/1443470/Hauma__A_Detective_Noir_Story/

akien, to godot
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I have to say, it's pretty motivating to see the incredible energy around #GodotEngine today, with so many cool developers trying it out, or sharing their expertise.

Lots of new users, bug reports (yay!), and supporters on the Dev Fund. Thanks everyone for the good vibes 💖

grumpygamer, to godot
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Dear #godotengine, please use someone besides PayPal for payment, they are a morally bankrupt company that stole money from me and closed my account for no reason. I would love to give you money, but not through PayPal.

akien,
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@grumpygamer Hi Ron! It's great to read you'd like to support Godot!

We're working on adding Stripe as a backend, but I have no ETA for it currently.

Another available option is direct bank transfers as described on https://godotengine.org/donate/

akien, to unity
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So, big news yesterday. I'm appalled at the impact this will have on the #Unity ecosystem, and #gamedev at large. There's just no way this can lead to anything good for anyone.

#GodotEngine is getting a lot of positive attention in reaction, so I want to address a few things. 🧵

akien,
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Many Unity devs rightfully feel threatened by this change, and want to abandon ship after a series of bad leadership decisions.

Lots of people say they'll switch to Godot, or are considering it. I strongly believe that foundational tech should be #FOSS, so I welcome this, but...

akien,
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I also strongly believe that such decisions shouldn't be rushed, and taken out of spite and anger.

Unity's install fee will likely be withdrawn given the backlash, but the writing's on the wall and the trust is broken. Use the time you have available to consider options fairly.

akien,
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I love that you're eyeing Godot, but take your time to weigh the pros and cons.

It's a great engine, but no software is perfect and we don't want you to come to it in panic, and end up frustrated that it might not be the drop-in replacement for what you had to leave behind.

akien,
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More than anything, we want people to have access to technology that empowers them to create the games they want to make, and have a good experience doing so.

Godot is one such option, but there are many others, both FOSS and proprietary. Try out a few before settling again!

akien,
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If you need insights into where Godot is at currently, and where it's headed, I'm happy to discuss it. You can ask questions in this thread, or DM me or @Emi.

If you're going to consider Godot for your games, we want you to do it in the right conditions so you can thrive.

akien, to godot
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Finally found time to build and release #GodotEngine 3.5.3 RC 1!

It fixes a few important bugs, and notably updates the Android export templates to target API level 33 by default, as now required by Google Play.

Please test it well!
https://godotengine.org/article/release-candidate-godot-3-5-3-rc-1/

akien, to godot
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Slightly over schedule, but way better for it, here's the release announcement for #GodotEngine 4.2 dev 4! :godot:

This snapshot packs a lot of goodies in rendering, GDScript, GDExtension, the editor, and more!

Oh and Android 🤖 export templates for .NET!

https://godotengine.org/article/dev-snapshot-godot-4-2-dev-4/

terry, to random
@terry@mastodon.gamedev.place avatar

ahhhh - I knew Godot4's web exporter was a little shaky, but apparently it just crashes the browser completely on Mac

akien,
@akien@mastodon.gamedev.place avatar

@terry WebGL2 support on Chrome on macOS is broken - or will be as long as they don't enable the MetalANGLE backend (there's a command line switch for it that solves the issue).

Even Safari defaults to MetalANGLE, I don't know what's holding Chrome back. Last I heard enabling it was planned, but I don't know the ETA.

For once it's not Safari being the worst browser on macOS ;)

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