Rémi Verschelde
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akien.bsky.social
Rémi Verschelde
@akien.bsky.social
@godotengine.org project maintainer & co-founder at @w4games.bsky.social (he/him).

Free and #opensource software advocate. #indiedev and #Linux gaming. Frenchman in Copenhagen.

Also on: @[email protected].
It was added by the triage team for the platform maintainers to assess. Currently it's unassessed ("For team assessment" status).
November 24, 2025 at 10:49 AM
Wayland and Nvidia are known for not playing well together sadly.
November 23, 2025 at 8:14 PM
Seems like a good illustration of what my tennis trainer keeps telling me to focus on: rotate the upper body and position the racket before running towards the ball.
November 23, 2025 at 8:52 AM
I found the mistake and fixed it.

I've refreshed all builds to include that fix and the win32 static linking one, and took the opportunity to compile with slightly newer toolchains.
November 22, 2025 at 9:25 PM
I believe Juan and Ariel have a SVN of the pre-2014 code. It couldn't be open sourced because it has code under NDA for console platforms.

Now that I signed NDAs and would be allowed to see that code, I hope one day to run svn2git, and filter-branch to remove NDA'd code so it could be open sourced.
November 22, 2025 at 8:03 PM
Hm if it was in the demos in the Godot repo, it should still be there in the history somewhere.
November 22, 2025 at 5:49 PM
Just making it build again for now.

But I'm contemplating releasing 2.1.7 one day, just to wrap it up properly. We had a 2.1.7.rc but never a stable release, and the RC build is lost to time.
November 22, 2025 at 3:41 PM
Yeah the more features, the bigger the binary and the longer it takes to start.

Current Godot is still somewhat faster than other big engines, but there's no beating archaic Godot versions for compile and boot time.
November 22, 2025 at 3:40 PM
Ah good catch, I'll look into that.
November 22, 2025 at 7:04 AM
Mostly that yeah.

And OpenGL 1 support for coal-powered toasters :P
November 21, 2025 at 11:03 PM
Could you test this build?

github.com/godotengine/...

Note that it's unsigned, I'll make a proper signed build later if this one works (+ win32 export templates).
github.com
November 21, 2025 at 11:01 PM
Thanks for testing! Seems like I might need to rebuild the win32 version with `use_static_cpp=yes` (and maybe first backport this flag if it didn't exist yet in 1.0's buildsystem :D).
November 21, 2025 at 10:21 PM