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Lukas Sägesser edited this page Jun 22, 2015 · 20 revisions

Godot Roadmap

These are just tentative to have a rough idea of the development plan. Ideas and helping set better priorities are always welcome.

Update (June 2014) Some changes in the roadmap happened due to mostly our internal development schedule at Okam (features Juan needs to do for our games in course), basically 1.0 will have a few more features taken from 1.1 and will come out a little later.

Update (September 2014) Feature set was met for 1.0, currently focusing on stabilizing (fixing issues and pulls), and filling missing docs for a tentative end of the month release.

~~### Godot 1.0 (stable) (~December 2014)~~

  • Lightmapping
  • 2D Deforms and Skeletons
  • More Shaders (Lighting)
  • Navmesh support
  • Focus on Stability and Usability
  • Complete Documentation (how much? time should tell)
  • First stable, versioned release.

~~### Godot 1.1 (~May-2015)~~

  • Improved Code Completion
  • Visual Shader Editor
  • 2D Engine Rewrite (Faster and support Z per node)
  • 2D Shader support
  • 2D Light & Shadows support

Godot 1.2 (~October-2015)

  • Improve debugger
  • Live Scene Editing
  • Complete UI Rework (rewrite UI, make it more friendly)
  • This includes more UI related tasks that will be filled later

This release will take a long time given the huge amount of feedback from the growing community. However, we'll try to do more point releases inbetween.

Godot 1.3 (~February-2016)

  • Better Networking Support.
  • Ragdoll Wizard/Helper (can be done manually now but it's a lot of work)
  • OpenGEX or FBX Import (ASSIMP? or blender did it..)
  • Easier deployer for iOS and NaCL
  • Windows Universal Binary support (API should exist now?)

Godot 1.4 (Sometime in 2016)

  • Vulkan Backend
  • Post Process Shaders
  • Support for Terrain
  • Support for texture splatting & decals
  • Reflections (using reflection probes)
  • SSAO, LPV, and more modern visual effects. Let's put Unreal 4 and Cryengine to shame
  • Improved Navmesh Support (Crowds)
  • Make Audio System Graph-Based

Future

  • Add optional typing to GDScript
  • Ideas?

(c) Juan Linietsky, Ariel Manzur, Distributed under the terms of the CC By license.

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