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Godot Engine

Godot is an advanced, feature packed, multi-platform 2D and 3D game engine. It provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.



Godot is is completely Free and Open Source under the very permissive MIT License. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code.


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  • 7 months later...

Godot 1.1 Out!!

Brand New 2D Engine and More!

After many months of hard work (and many more of bug fixing), Godot 1.1 is out!! This release brings a completely new 2D engine and more features (feature list below). At this point Godot is one of the most advanced 2D engines out there.



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  • 3 years later...



By: Juan Linietsky Mar 13, 2019

After a bit more than one year of work, the Godot developers and contributors are delighted to get their new release out the door, Godot 3.1! It brings much-requested improvements to usability and many important features.

Godot 3.0 was a massive release, which required large rewrites of the engine codebase and breaking backwards compatibility significantly. This new version builds upon it by improving it and finishing the pending work.

As a result, Godot 3.1 feels more mature and easy to use, and it does away with many hurdles introduced in the previous versions.

Download Godot 3.1 now and keep on reading about the great features added in this version.

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  • 10 months later...




By: Juan Linietsky Feb 03, 2020

With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant!

This is a huge honor for us and greatly helps to keep on improving Godot development at an even greater pace. We want to personally thank Tim Sweeney for the encouragement and support, and for sharing the belief that open source software makes the world a better place.


Godot applied for a $250k usd grant for the category of open source graphics software, (which does not have the necessary requirement to be related to Unreal Engine), and expressed the wish to use the grant to improve graphics rendering as well as our built-in- game development language, GDScript.

Both are areas where the Godot contributor community consistently innovates and we believe this effort, together with the very permissive license, can eventually be used to benefit the industry as a whole.

The grant was awarded at the beginning of this month and we are still discussing the next steps to follow.


We are still discussing how the budget will be used and allocated so expect announcements (and many improved features) soon thanks to it.

Stay tuned for more news!

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  • Carlosan changed the title to Godot Free Game Engine
  • 6 months later...


Godot 4.0 gets SDF based real-time global illumination

As work progresses on Godot 4.0 at a steady pace, a new and novel method of creating full-scene global illumination has been added in the master branch.

SDFGI stands for Signed Distance Field Global Illumination. It means this technique makes heavy use of Signed Distance Fields (an euclidean distance based representation of the signed distance function of a grid) to create this lighting.


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  • 6 months later...

Godot Engine Receives A $120,000 Grant From Studio Kefir

The studio decided to support the open-source project. 

Learn more here.

We are delighted to announce that the game development studio Kefir is giving the Godot Engine project a USD 120,000 grant to fund further development of the engine. Thank you Kefir for supporting our free and open source game engine!

Kefir is known for hit survival games such as Last Day on Earth, Grim Soul and Frostborn (not made with Godot). They're currently using Godot for internal prototypes and are considering using it more in the future.

Many thanks to the Godot team for their incredible contribution to game development. It's a great honor for us to provide a little help in this grand endeavor. And we are always ready to support powerful, cool, and unusual games and teams, regardless of their platform, tools, and stage of development.

– Alyosha Stalin, Chief Business Development Officer, Kefir

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  • 2 months later...


Godot 3.3 has arrived, with a focus on optimization and reliability

All Godot contributors are delighted to release our latest milestone today, Godot 3.3, after more than 7 months of development! This release was initially planned as a 3.2.4 update to the 3.2 branch, but it grew to become a feature-packed update well worth of opening a new stable branch.

While most development focus is on our upcoming Godot 4.0 release, many contributors and users want a robust and mature 3.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. As such, most of the focus was on implementing missing features or bugfixes which are critical for publishing 2D and 3D games with Godot 3, and on making the existing features more optimized and reliable.

Godot 3.3 is compatible with Godot 3.2.x and is a recommended upgrade for all 3.2.x users.


The Godot team launched Godot 3.3, a major update to the team's open-source game engine. There's a new web editor so you can now run the Godot Editor in a standard web browser.

The update also brings a new CPU lightmapper adding support for path tracing and Open Image Denoise. What is more, there's a new OpenXR plugin for VR and AR content, plus native support for the new Apple M1 Mac devices.

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  • Carlosan changed the title to Godot Game Engine
  • 5 months later...
  • 8 months later...


From Unity to Godot: Game Objects and Components in Godot?


Coming from Unity, you just opened Godot for the first time and you can’t find where are the Game Objects and Components? Not only that, where are the Prefabs and the Levels? All you can see are four buttons under a label: “Create Root Node”. What the hell are Nodes? Where do I even add my custom scripts? Where the hell are the Game Scenes (Levels)?

With this short guide, learn how to contextualize the Unity’s concepts of Game Objects, Components, Prefabs and Nested Prefabs in Godot with Nodes, Scenes, Node Trees and Scene Trees.

“Create Root Node? I don’t want a Node, I want to add a Game Object”
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  • Carlosan changed the title to Godot - Free Game Engine
  • 3 weeks later...


After 9 months of development, Godot 3.5 is out and it comes fully packed with features and quality of life improvements!

While most development focus is on our upcoming Godot 4.0 release, many contributors and users want a robust and mature 3.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. Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, and at making the existing features more optimized and reliable.

Godot 3.5 is compatible with Godot 3.4.x projects and is a recommended upgrade for all 3.4.x users.


Download Godot 3.5 now and read on to learn more about the many new features in this update.

You can try it live with the Web Editor too!

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  • 2 months later...
  • 4 months later...



After 3+ years of breaking and rebuilding from the ground up, a complete core overhaul and a full engine rewrite, through 17 alphas, 17 betas and 6 release candidates, we’re thrilled to say:

Welcome to the start of Godot 4! Time to reach new heights together.

We’re extremely excited but most of all, we’re humbled by the experience. We believe that this project is one of the most incredible examples of open collaboration and co-development. So here’s to each and every member of our brilliant community of contributors and testers!

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  • 4 months later...

Godot 4.1 Has Been Released - Click here to learn more and download Godot 4.1



The Godot team has released Godot 4.1, a new and improved version of their open-source game engine. The incremental release improves upon the recently launched Godot 4.0 and focuses primarily on stability and performance updates. Furthermore, the update also brings a slew of new features and bug fixes, improving AI navigation avoidance, adding the ability to detach code editors and put them on other displays, fixing over 900 issues found in 4.0 and pre-release builds of 4.1, and morewiden_920x0.jpg

Here are some of the improvements Godot 4.1 brings:

  • The engine's algorithm has been changed to use a fast hashmap to make adding and removing child nodes several times faster, slowing down uncommon node operations.
  • Experimental multithreading has been added.
  • The Vulkan renderer got a pipeline cache.
  • You can now create and use static variables in GDScript, removing the need to use a resource or an autoload to share data between multiple instances of the same script.widen_920x0.jpg
  • When using GDScript, you can define a new node type to use in the editor by adding a global class name to your script. Starting from Godot 4.1, this is also possible in C# by adding the [GlobalClass] attribute to your file.
  • You can now detach docs into floating windows and detach script editors, including the shader editor, and place them on a separate monitor.
  • The editor will now keep track of your window layout so that when you close and reopen the editor, you should often find yourself exactly where you left off.widen_920x0.jpg
  • You can now export arrays of nodes to the inspector.
  • Rendering enhancements.
  • Completely rewritten AI avoidance algorithms to give you much better behaviors and greater control. Avoidance can now happen in 2D or 3D, allowing flying agents to move over those walking on the ground.
  • And more!
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