150 Followers
66 Following
127 Posts
Godot Engine Web team lead, full-time contractor at the Godot Foundation
websitehttps://adamscott.studio
itchhttps://adamscott.itch.io
githubhttps://github.com/adamscott
linked'inhttps://www.linkedin.com/in/scottmada/
@godotengine is now on #Twitch. Here's some lovely reactions from #GodotEngine streamers!
https://www.youtube.com/watch?v=Ed9xuwtmoUw
We visited #Godot content creators on #Twitch

YouTube

Now that we have our own Twitch account, which Godot-related creators should we go give a follow to?

Introduce what they/you do in a sentence or two, and don't forget the channel link! ⬇️

#godot #godotengine #twitch #livestream #contentcreator

We've got some exciting news to share for Android developers! We are partnering with Google and The Forge to work on optimizing our Vulkan Mobile rendering backend. This work will also benefit non-mobile devices :)

https://godotengine.org/article/collaboration-with-google-forge-2023/

Announcing a collaboration with Google and The Forge

We are excited to announce that we have partnered with Google and The Forge to bring some helpful performance optimizations to our Vulkan mobile backend.

Godot Engine

If you hear some crackles, this is normal. This is unfortunately one drawback of running the game single threaded.

Without threads, everything must be done in the main thread and performance is impacted.

This is not great, but at least, developers will be able to choose (soon).

My PR is still a draft as I must go through it, making sure I didn't break everything. But it's stable enough to be able to run Truck Town.

Here's the demo running on a single thread, without the need of PWA nor having access to headers settings.

https://adamscott.github.io/truck-town-demo-main-thread/

Truck Town without cross-origin isolation headers

Godot Truck Town demo that runs single-threaded on non-COEP/COOP environment.

My (draft) PR makes it possible to compile Godot for it to use the main thread only, which then makes it possible to compile the engine through #emscripten without the need of `SharedArrayBuffer` (which is the reason why we currently need COEP/COOP).

https://github.com/godotengine/godot/pull/85939

Add THREADS_ENABLED macro in order to compile Godot to run on the main thread by adamscott · Pull Request #85939 · godotengine/godot

Context This PR adds the THREADS_ENABLED macro and the use_threads=yes|no build option. There could be a way to make the THREADS_ENABLED modifications run time instead of build time, but the Web pl...

GitHub

Currently, you need to make your website "cross-origin isolated" using certain headers (COEP/COOP).

This is quite difficult if you don't own the website your game is hosted on.

You cannot monetize your app, too, as you cannot make cross-origin requests.

I'm currently working on fixing one of Godot 4.x infamous regressions: web exports.

🧵#GodotEngine

The #GodotEngine Foundation is now one year old, and what a year!

We launched our Godot Development Fund in September, which gathered a lot of support from the community.

Here's an update about where we stand, and what this new level of funding enables:
https://godotengine.org/article/godot-foundation-update-2023/

Godot Foundation Update 2023

This year has marked significant milestones for the Godot Foundation, and it's all thanks to the incredible support from our community.

Godot Engine

Are you planning to participate in the Advent of Code by using Godot? Feel free to join our private leaderboard ✨
Code: 1793351-6634f1b1

There is also a channel on the official discord server to discuss the puzzles!

🔗 Links
Advent of Code https://adventofcode.com/
Godot Discord https://discord.gg/4JBkykG

#godotengine #adventofcode

Advent of Code 2025