Don't want to see articles from a certain category? When logged in, go to your User Settings and adjust your feed in the Content Preferences section where you can block tags!
We do often include affiliate links to earn us some pennies. See more here.

After going through 11 beta builds and 3 release candidates, Godot 3.1 is officially out with tons of new features.

This open source game engine continues to impress and this latest release might be quite enticing to game developers. Godot 3.1 comes in little over a year after Godot 3.0 and to say it's a big release would be a huge understatement. When looking over what they've done, I'm shocked at just how many features have been put in.

You can expect to find greatly improved C# integration, a return of the OpenGL ES 2.0 / OpenGL 2.1 renderer for older devices, a revamped 2D editor, a brand new TileSet editor, an improved 3D editor, support for WebSockets, support for UPnP, support for soft bodies (so cloth simulation is possible), the visual shader editor has returned and it's better than ever, support for 2D meshes and the list just goes on.

To celebrate, they've put together an overview video:

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

When looking at what they have planned for future versions of Godot, it's also rather impressive.

For Godot 4.0, they're looking to get Vulkan support in to get truly top-notch 3D rendering like other major game engines can do. The 4.0 release is currently scheduled for around one year from now.

Even before that though, Godot 3.2 will be due sometime in the second half of this year which will hopefully include even more improved networking (dedicated servers and modern protocols being mentioned), support for running the Godot editor in a web browser, mobile platform improvements, FBX support and more.

See the official news post here. If you wish to support them, you can do so on Patreon.

Article taken from GamingOnLinux.com.
30 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
The comments on this article are closed.
16 comments
Page: 1/2»
  Go to:

Purple Library Guy Mar 13, 2019
Awesome! Really seems to be upgrading at high speed.
Definitely looking forward to Vulkan support.
Anyone have any idea just how competitive Godot is at this point with other engines?
monnef Mar 13, 2019
Quoting: Purple Library GuyAnyone have any idea just how competitive Godot is at this point with other engines?
In 2D very, not so much in 3D. From what I read it lacks occlusion culling (= low fps in heavy scenes), many people miss FBX (common 3D format), some issues with physics (faster, but more buggy because of use of float instead of double), performance issues with high number of nodes, main language - GDScript - is very slow (it's unusable for e.g. voxel stuff, but you can use C# or C++; that said for majority of indie titles it is sufficient), support (docs, many bugs) of other languages is not great, no direct support for many platforms (e.g. Switch and other consoles). Oh, that's not only 3D stuff, but also general issues, sorry.

I would say that for small and medium (maybe even big) 2D games Godot is great, for some time was even top (not sure how it is now, probably on par), for a small 3D games it's alright.

I have high hopes for the Vulcan renderer and they are aware of those issue listed above, so I think in a year or two Godot will be much more viable alternative for small and medium pro teams.

PS: Take this with a grain of salt, I only work in Godot for a short time (over a month on half time).
axredneck Mar 13, 2019
So now Godot is on par with what UDK was or even better!
WJMazepas Mar 13, 2019
Quoting: Purple Library GuyAnyone have any idea just how competitive Godot is at this point with other engines?

For 2D is by many considered the best. The tools for designing a 2D game make much more sense in Godot than Unity and are less complicated to use.

The problem is if you want to make a game for various platforms. Until now, i only heard about one release of a game using Godot for consoles.


Also 3D support could improve, but it looks like most of people developing on Godot dont want to produce a game with full 3D graphics so theres that
Kimyrielle Mar 13, 2019
Does anyone know if 4.0 will be breaking backwards compatibility with projects started in 3.x, like 3.0 did with 2.x projects?
Kimyrielle Mar 13, 2019
Quoting: WJMazepasAlso 3D support could improve, but it looks like most of people developing on Godot dont want to produce a game with full 3D graphics so theres that

Could be a chicken/egg problem though. Godot has traditionally not been awesome for 3D games, so people did these in Unity or UE. Maybe people would totally use Godot for 3D if it would be on par with the big names? Hard to say, really. I guess Godot is mostly used by non-incorporated developers for smaller projects these days, and full 3D tends to be too complex for teams of 1-3 developers to tackle. I can totally imagine at least smaller studios giving Godot a look as it matures into a full-featured 3D engine.
gustavoyaraujo Mar 13, 2019
Does anyone know any linux title developed on it?
BielFPs Mar 14, 2019
I hope for some big companies to invest money on this project, so we could have some AAA games developed with godot in the future.

Of couse, it's vital to have a proper vulkan support first.
lucinos Mar 14, 2019
Quoting: gustavoyaraujoDoes anyone know any linux title developed on it?

The most known probably is:
The Interactive Adventures of Dog Mendonça and Pizzaboy

It demonstrates that Godot is fine. I thought that The Journey Down was also in Godot but maybe I am wrong, the wikipedia only says: Adventure Game Studio.
monnef Mar 14, 2019
To the console matter - it is possible to release on consoles, just not through official Godot tools. There are several issues on side of console makers which Godot really can't do anything about (OS project is not a company, NDA on provided code and tools from console maker). In Godot docs there is a link to http://www.lonewolftechnology.com/ who do porting, so it is possible, but I have no clue on how much does it cost...

I would be interested in how to port to Switch, but I don't think I would pay a third party to port my game (if I ever finish it).
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.