Defold release 1.13.0
Defold 1.13.0 is one of those releases that changes both what you can build and how you build it. On the feature side, it adds morph targets for model components, expands Box2D scripting with joint support, improves rendering controls, and adds new material/compute script modules. On the workflow side, the editor gets a local authenticated /eval endpoint, direct PNG/JPG opening, better Scene View camera preview, and faster syncing/build behavior.
For 3D teams, morph targets are the headline: glTF blend shapes can now be driven in-engine, which opens up facial animation, deformation effects, and state changes without swapping meshes or leaning entirely on bones. For gameplay programmers, the Box2D API expansion is even bigger in day-to-day terms: joints, anchors, forces, limits, and fixture properties are now scriptable, so a lot of physics-driven gameplay no longer needs a native extension.
Rendering also moves forward. Vulkan is now the default graphics API on Android, with OpenGL as fallback, and the graphics API can now report adapter details, limits, extensions, and feature support. That makes runtime capability checks much more practical for cross-platform rendering paths. Particle FX frustum culling, separate color/alpha blending controls, and inverse matrix shader constants round out the graphics-side improvements.
The release is also a cleanup pass. Collada, asm.js, and the old Live Update format are gone, and older deprecated APIs were removed. That means migration work for existing projects, but it also makes the engine direction clearer: glTF/GLB for models,...
“Defold 1.13.0 is a substantial release that develops several areas of the engine at once”
- what
- Defold 1.13.0 adds morph targets for model components, expanded Box2D scripting with joints, Vulkan default on Android, new material/compute modules, and editor workflow improvements.
- who
- Defold engine team
- when
- Release 1.13.0 is available now
- impact
- 3D artists and gameplay programmers can drive blend shapes and physics joints from engine scripts; graphics programmers get more runtime GPU capability inspection and render control.
Big feature gains, with some migration cleanup
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