Xogot for Mac Beta 4 Big updates come to the Mac: Xogot Modeler, Native AnimationTreee Editor, new Export targets, Side-by-side Godot 4.6 and 4.7, and much more
Xogot Modeler Earlier this year we introduced the Asset Placer and the Asset Browser, and today we are introducing the Xogot Modeler. This tool helps you prototype levels easily from within the editor, without having to go back and forth from Blender or another level designing tool, and you can build simple
.NET, Swift, Git and AI land in Xogot for Mac In Beta2, we focused extensively on the user experience polish and becoming a true Mac citizen. Beta 3 is about removing friction. We're giving you more of the tools you need out of the box, so you can spend less time configuring and juggling your environment and more time building games.
Xogot on Mac: Beta 2 is here A lot has happened since we launched our Xogot for Mac Beta more than a month ago.
Xogot 1.6.2 is out We just published Xogot 1.6.2, a quick follow-up release to our launch of Xogot 1.6, powered by Godot 4.6. With performance improvements, a redesigned MultiMeshInstance3D populate workflow, a much more usable GridMap editor, and early access to the Godot 4.7 shader previewer. Performance We
Xogot on Mac. We are bringing Xogot, our styled version of Godot, to the Mac. The Xogot for Mac beta is open. If you want to try it, you can: Download Xogot Beta Xogot was born as a native user interface shell on top of the Godot game engine for iPad devices, and
Introducing the Asset Browser: Finding Your Stuff, Faster One of the things that was cumbersome when using Xogot on the iPad was finding and placing your assets on the screen. The way that this works in Godot is that you find your image, 3D model and you drag and drop it into the editor. Or you can drop
Blissful UI Development with SwiftUI and Godot. Xogot is a SwiftUI interface built on top of the Godot engine. To speed up development, we needed a way to build large portions of the user interface without having to compile and deploy the entire project every time. A full build of the app in Godot takes a couple
Giving users some Quick Wins When I first started using Godot as a casual observer, I could tell it was a very powerful system, but I also struggled to get some basic things in place. While certainly following tutorials, reading forums, and participating online would bring clarity, I felt that there were parts of Godot
Xogot: Animations Tab Let me start by apologizing for not posting updates more frequently. I am sure a better engineer would have found the time to use an AI bot to write this, but instead, I have decided to expand my list of unmarketable skills and write this update on my own - with
Xogot Preview Update One month ago, we began publishing TestFlight previews of Xogot to those who signed up for our private preview. If you’re not already in the preview program, you can sign up to join the Xogot TestFlight here. I had been dragging my feet on publishing this release to squeeze
Xogot: Godot on iPad Preview We are now ready for folks interested in testing it and finding places where we fall short of the expectations of iPadOS users and aspiring game developers to take it for a spin and help us identify the bumps in the road.
Godot on iPad: Summer Update This is a long-due update on porting Godot to the iPad. Shortly after my last blog post covering the development work on May 29th, Apple held its WWDC 2024 conference. I went into the conference with gusto, expecting to fully embrace all the iOS 18 APIs. I already knew
Godot on iPad, Part 8: Code Editing This post continues the series on creating an iPad-native UI for Godot using SwiftUI. Today, I will discuss how I replaced the text editing experience in Godot for iPad with a native user experience. The Godot editor is written as a Godot application, and the text editor for authoring
Part 7: Project Settings This post continues the series on creating an iPad-native UI for Godot using SwiftUI. Once Godot's main user interface elements were rewritten into SwiftUI, I looked for the next high-traffic target and landed on the Project Settings dialog. My original intent was to ship Godot on
Part 6: It's time for some Menu Game Theory. The next victim on my quest to iPad-ificate Godot was the top-level menu. Despite having a slender menu in an industry dominated by uncontrolled menu bloat, on the iPad, this menu still looks like ordering a burrito at a French restaurant. I am not a UI designer, so
Part 5: Making Godot Viable on iPadOS: Development Loop Before I embarked on pouring my heart and soul into making a native iPadOS user experience of Godot, I needed to make sure that I would end up with a viable version of Godot. Building Godot to run on iPad is straightforward. The command line to do this is quite
Part 4: Godot with SwiftUI At my talk in November, I talked about my work on the Swift bindings for Godot - allowing Swift developers to write Godot games using Swift and accessing the API that Godot exposes to developers. I also proposed rewriting chunks of Godot's own Game Editor using Swift. I have
Part 3: iGodot: ScenePad In the previous post, I discussed the role of the Split View on iGodot. In this post, I will discuss the ScenePad, which sits at the top of the sidebar on the left: The ScenePad plays an essential role in developing your game. It provides a way of managing the
iGodot: Split View This is part of the "iGodot" series of blog posts where I discuss the design and engineering decisions for adapting Godot to be a bonafide iPad application. You will find some familiar elements when you first launch the Godot Editor on a desktop. The UI is divided into
Xogot - Godot on iPad (was: iGodot) Last fall, I realized you could compile the Godot game engine to run on the iPad. This presented exciting possibilities, combining two of my loves: the Godot open-source project, and the iPad operating system. And while Godot can run on the iPad with minimal effort, it remains essentially a
Simpler Terminal Input Command line users are known to spend inordinate sums of money on custom keyboards with special sounds to set their mood and achieve flow. Using a terminal on iPhones or iPads can interrupt this flow as you are you are forced to peck your way around an on-screen keyboard,
El Cubo: La Terminal Enters the Third Dimension We launched La Terminal just over a year ago with a vision of pushing the boundaries of what the command line experience could be in this mobile-first era, and today we are excited to announce the launch of El Cubo, which will take your terminal experience beyond the two-
El Comandante: Leading your files to victory We are thrilled to announce the release of La Terminal 1.4 - our most impressive update yet! Packed with new features and important improvements, this version caters to the needs of all La Terminal users. These features are so bold in nature, that we updated our icon to accentuate the
El Preservador: SSHing Responsibly on iOS With La Terminal, we strive to offer an SSH client that just works on iOS. With this in mind, I set out to make design decisions on behalf of users that would provide an experience that works out of the box while providing the best terminal emulator experience they deserve.
Introducing El Copiloto: The AI Assistant for La Terminal Today, we are introducing El Copiloto - an AI assistant to help you craft commands when connected to a remote system using La Terminal. With El Copiloto, you no longer have to struggle with remembering complex commands or scouring the internet for solutions to your terminal problems. Simply tap the brain
Welcome to La Terminal Towards Better Terminal Emulators In 1992, I fell in love with Unix and Linux, and I set this as my new home. I was coming from the world of DOS and Windows. While DOS was a limited operating system, there was a tremendous amount of innovation in text user interfaces.