Displaying posts tagged Godot
Conservancy News Round-up
byon April 17, 2019
Check out these videos, blog posts from member projects, code releases and upcoming events.
- Bradley and Karen during their keynote at FOSDEM, "Can Anyone Live in Full Software Freedom Today? Confessions of Activists Who Try But Fail to Avoid Proprietary Software"
- Microblocks in use (it's in Catalan, but the smiling faces are understandable in any language!)
- Deb keynoted Gitmerge, "The Future of Free Software"
- Godot engine in use! These are from published games and games in development. Check out the Desktop / Console showreel and the Mobile Showreel.
- Bradley gave a talk at SCaLE, "If Open Source Isn't Sustainable, Maybe Software Freedom Is?" that got written up on LWN.
- The State of Godot address by Juan Linietsy
Our Member Projects Have Been Busy
- Outreachy getting ready for another round of interns! You can see the projects that are participating in this summer's program here.
- Lots of Reproducible Builds work in March
- Godot is receiving a MOSS Grant
- Inkscape's SCALE17x Hackfest 2019 launched plans for 1.0 release and more
- Recent Clojurists Together work funded through Conservancy
Some recent code releases:
What's coming up?
Catch up with staff:
- Deb speaks about governance at Open Source 101 on Thursday
- Swing by Bellingham to say hi to Bradley at our Linuxfest Northwest booth later this month
- Deb speaks about diversity at Red Hat Summit in May
Many of our projects have events coming up:
- Selenium Conf in Tokyo
- Ninth Annual RacketCon, plus Bradley will be there.
- Samba XP -- Karen is keynoting!
- One week blocks workshop for public school teachers, "Physical Computing with the BBC micro:bit"
- Teaching Open Source planning a summer POSSE meeting
Bonus news! GPLv3 code made the famous black hole picture possible. Congrats to Doctor Katie Bouman and her team!
Highlights: Conservancy's Recent Free Software Development
byon June 26, 2018
Conservancy helps our projects in so many ways, but one of the most exciting and direct ways is that we directly fund software development and other work for our member projects. We look forward to keeping our community regularly updated on the work we fund, since it's a great way to learn about milestones in communities that you might not follow regularly.
We helped Clojars set up a grant program Clojurists Together to help the community identify and fund critical Clojars development including code, infrastructure fixes and documentation.
Lee Hinman worked on updating the API and other features for clj-http, a widely used base HTTP client. You can check out the code for yourself if you like!
In the GDNative world, Thomas Herzog made lots of progress on 3D rendering and environmental reflections, both of which are key for an immersive game world. Next up, he's planning some more work on sky texture and the C++ bindings for the Godot Engine.
Juan Linietsy implemented support for CSG ("Constructive Solid Geometry") in the Godot Engine. In games, 3D work can be extremely time-consuming and is often out-sourced. CSG allows game designers to build simple environments they can use to visualize game play on their own. Read Juan's whole post to see some sample shapes and learn more about how it all works under the hood.
Rémi Verschelde also spent time getting Godot (and it's code base) ready for this year's Google Summer of Code interns and promoting the project locally at a Danish gaming event. You can see here that he also made Godot's documentation ready for translation. He was even inspired by (fellow Conservancy member!) PHPmyAdmin to script a way to gather all the templates together into one monolithic file.
Michal Čihař has been spending time looking at how to make Docker work for PHPy Admin and tidying up the website. Meanwhile, Maurício Meneghini Fauth spent his time making way for the switch to PHP 7.1 b y removing some dependencies, doing lots of refactoring and pulling out PHP 5 code. phpMyAdmin has been around for nineteen years, so we're really glad to see them keeping pace with current tech in order to serve the next generation of web administrators!
If you saw something excting here, we encourage you to get involved in these projects. Nearly every free software project could use your help with translation, testing, documentation or something. You can also donate directly to our member projects or Conservancy, if that's more your style. Thanks for supporting free software!
Catching up with Godot: An interview with Juan Linietsky
byon December 13, 2016
Godot is a multi-platform engine for 2D and 3D games. It provides common functionality for graphics, audio, physics, and more, so game developers can build on top of a solid foundation and spend more time working on the unique parts of their game. Godot is a Conservancy member project. (Become a Conservancy Supporter!)
Christopher Allan Webber, co-maintainer of GNU MediaGoblin and a Conservancy volunteer, recently sat down to learn more about Godot with one of the core developers, Juan Linietsky. Recently Linietsky’s been working on a new graphics renderer for Godot with funding from a Mozilla Open Source Support grant that Conservancy helps administer for the team.
CW: Tell us a bit about your project. What’s Godot, and why might a potentially-interested user pick it up?
JL: To explain why Godot is important, I believe it’s enough to explain some numbers about the software industry. Globally, the software industry moves around 400 billion dollars in revenue, out of which 100 billion are from the video game industry. Games are a huge industry that keeps growing.
Game development happens mostly with proprietary software, and almost half of it is done with a single proprietary tool (Unity 3D). For being such a huge industry, there are no comparable open source alternatives like Apache or Linux that game developers can use instead of proprietary solutions, even if they would be very welcome.
Godot is a project that aims to change that, by being a comparable open source offering. It’s growing very quickly in community and has a large and dedicated group of users and developers.
CW: So you’re a Conservancy member project! What was the decision like to join under the Conservancy umbrella?
JL: Godot is a project that has many users, institutions, companies and other non profit organizations interested in funding its development. As we the developers are only individuals, we need to make sure our donors and sponsors have a strong promise that their donations will be used for the benefit of the project. Conservancy is an institution with a flawless track record in this regard.
CW: Godot has its own internal language, I believe partly to control issues like garbage collection pauses. But Godot recently started adding support for C♯, which is garbage collected. Could you talk about your history of game scripting support, its motivations, and where you see it going in the future?
JL: The reasons why we ended up using our own scripting language are not obvious, but are very strong. Popular languages like Python and Lua were not designed with real-time applications in mind. The garbage collector can cause random stalls, and support for multithreading is not so efficient because they use giant locks. On top of that, the complexity of binding them to Godot was huge and very error-prone.
GDscript is a language that “just works” and Godot users love that. That said, we’re adding C♯ support due to popular demand, and the fact that Mono was released under the permissive MIT license a few months ago.
CW: How would you describe Godot’s community, and your relationship with it? Is there a direction you’d like to go towards stewarding community interactions?
JL: The Godot community is awesome, they are very helpful with each other (and if they are not, we make sure they are). We try to help everyone, no matter how much (or little) experience they have, and always encourage users to help each other.
CW: If someone is interested in getting into game engine development, with Godot or otherwise, where should they start and what sorts of resources are available to them?
JL: There is some documentation on the C++ side of things, and the code in general is well-organized. The best approach to starting with development is to implement your own feature (make sure main devs would like to merge it first) and then do a pull request.
CW: How long until Godot overtakes Unity? ;) More seriously, do you see Godot as an alternative to proprietary engines like Unity or the Unreal Engine? Or do you see Godot as serving a different niche?
JL: Our development is very focused on the following premises:
Godot must be very easy to use, simple and to the point, even by compromising flexibility if necessary.
It must be easy to make a 2D or 3D game look great with little effort.
So, in pratice, we aim for an engine that is easier to use than Unity, and that looks better than Unreal, and we are very close to getting there in the upcoming Godot 3.0.
CW: What kind of overlap do you have or hope to have with related libre software media production projects and communities like Blender?
JL: Many Godot users create their 3D art on Blender, and we’d like to have a better relationship with the team. We just heard they are working on a PBR viewport, so we will work hard to allow users exporting their 3D content as faithfully as possible to Godot.
CW: Thanks for the interview! Anything else you’d like readers to know about Godot before we wrap up?
JL: We always listen to our users, their problems and wishes even though we can’t always take immediate action. Currently we are focused on shipping a 3.0, wich will come with a completely new renderer. Godot 3.1 will improve some peripheral areas like the physics engine and the audio engine. Afterwards, I dream of a time where no new large features need to be implemented, so we can polish and improve as much as possible everything that is there!