Godot

All cool things Godot Engine

Release candidate: Godot 4.7 RC 1

Godot 4.7 RC 1: 16 contributors, 16 fixes. All features are locked in -- no critical regressions. 4.7 highlights: HDR output, Asset Store, drawable textures. RC1 fixes: ResourceLoader & CanvasRenderRD deadlocks, ZIPPacker empty dir entries, Metal residency capped to Apple6+.

5Jun 8, 2026, 10:01 PM

GodotSharp.SourceGenerators 2.7.0: new AnimNames (typed anim names from .tres/.tscn), AudioBus, AutoEnum, GlobalGroups, Instantiable, ResourceTree, Rpc wrappers, Shader/ShaderGlobals uniform access, Singleton, and TR (translation keys from CSV). Available via NuGet for C# Godot projects.

5Jun 8, 2026, 1:26 PM
Making a game without scripts - GodotCon Amsterdam 2026

Bramwell Williams set out to make a Bullet Hell with one script -- and ended up with zero. Player movement, health tracking via RigidBody simulation, and random game state, all without a single .gd file. A look at just how versatile Godot can be. Play it: bramwell.itch.io/codeless-dodgems

5Jun 8, 2026, 10:29 AM
Exploring fractals in real time with Godot

Mandelbox variant as a sky shader: player/cam position and rotation fed into eyedir. Collisions use the same raymarching distance estimator as the renderer -- no separate physics geometry needed. Multiple levels in progress; gameplay concept still TBD.

9Jun 7, 2026, 8:08 PM
Using lerp to move the camera beats by a lot the built-in smoothing

Godot's built-in Camera2D smoothing is frame-rate dependent -- it can jerk wildly on dips even when the camera isn't moving. Fix: apply lerp in _process using 1.0 - exp(-smoothing_speed * safe_delta) for true framerate independence. Clamp delta to min(delta, 1.0/30.0) to prevent wild jumps.

9Jun 7, 2026, 8:44 AM
Hair Rendering in Godot!

Physically-based hair cards in Godot: Marschner R/TT/TRT scattering lobes, energy-conserving longitudinal distribution (d'Eon et al.), Karis multiple-scattering approx. Hair models from CT2Hair dataset via UE5's Hair Card Generator. Full source + shader: github.com/2Retr0/GodotHair

12Jun 6, 2026, 12:35 PM
Some of the most useful methods to handle values

4-slide infographic reference for Godot's value-handling built-ins: max/min, abs, clamp, lerp, lerp_angle, inverse_lerp, remap, ease, and smoothstep -- each with code examples. Typed variants (e.g. floori()) noted. Bonus in comments: framerate-independent lerp via B + (A - B) * exp(-decay * delta).

12Jun 6, 2026, 1:06 AM