Godot Engine [Official Site] 3.0 is going to be a pretty big release for this open source game engine and the first release candidate is now available.
Godot Engine 3.0 will include:
- Lightmapping - a cheap way to do Global Illumination
- Onion Skinning
- Bullet as their new physics backend
- Autotiling for 2D tilemaps
- VR and AR improvements, including support for OpenVR, OpenHMD and ARKit. Not all of which is complete though.
- C# support
- WebGL 2.0 and WebAssembly support
- A new OpenGL ES 3.0 / OpenGL 3.3 renderer
There's a lot more, that's just a few random highlights. They are hoping to have the final 3.0 release out this month. This release is a big thing for Godot, so hopefully it helps build an even better foundation for continued progress towards the best open source game engine.
See their announcement post here about the release candidate.
Some you may have missed, popular articles from the last month:
Quoting: weaponx169Maybe they can do a big release and add dream features by being funded by indiegogo.com or something like that. Maybe they could do free licences and pro licences to get money.
Or maybe you could support their patreon https://www.patreon.com/godotengine that lets them hire on their core developers full time.
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Quoting: beniwtvQuoting: slaapliedjeI'm fairly certain that SteamVR on Linux requires Vulkan, so doesn't that make their effort on getting VR support useless for Linux?
Not at all! SteamVR on Linux can run OpenGL VR games just fine, there are extensions to both OpenGL and Vulkan to share buffers directly. It works quite well, even on AMD. (And improvements still coming as well).
I am personally testing VR with Godot since some time on Linux, making sure it's working :D. Right now there is a bug in the code that makes Godot crash, but hopefully it can get resolved soon.
Are you sure? Everything I'd read about it basically inferred that you had to have Vulkan support for it to work correctly. For example, I have Serious Sam VR which works great in Linux. But I also have AliceVR, which loads, but does not display in the actual headset. I had come to the conclusion it was because the SteamVR overlay only routes the output to the HMD under Vulkan, which the Unreal Engine (that Alice VR uses) does not support.
Are there any OpenGL games that work in SteamVR under Linux?
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Quoting: slaapliedjeAre you sure? Everything I'd read about it basically inferred that you had to have Vulkan support for it to work correctly. For example, I have Serious Sam VR which works great in Linux. But I also have AliceVR, which loads, but does not display in the actual headset. I had come to the conclusion it was because the SteamVR overlay only routes the output to the HMD under Vulkan, which the Unreal Engine (that Alice VR uses) does not support.
Are there any OpenGL games that work in SteamVR under Linux?
Yes, pretty sure. Everspace is an OpenGl game that works, Dungeon Hero too (not a good VR game tho), Zaccaria Pinball AFAIK is OpenGL too, and of course, Godot is only OpenGL.
Then there are other games on this list using OpenGL I haven't personally tried:
https://steamcommunity.com/app/250820/discussions/5/133257959064016658/
About AliceVR: AFAIK, that does not support VR on Linux, at least not that I am aware of. Note that not all games listing Linux and VR support on their store page support both at the same time.
In most of these, VR is disabled on Linux, as it's quite new and the devs didn't provide a build / tested VR on Linux. Always check the list above, where we are compiling a list of games that do work.
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Quoting: slaapliedjeAre you sure? Everything I'd read about it basically inferred that you had to have Vulkan support for it to work correctly. For example, I have Serious Sam VR which works great in Linux. But I also have AliceVR, which loads, but does not display in the actual headset. I had come to the conclusion it was because the SteamVR overlay only routes the output to the HMD under Vulkan, which the Unreal Engine (that Alice VR uses) does not support.
Are there any OpenGL games that work in SteamVR under Linux?
The only reason why Vulkan might be needed is for performance reasons. OpenGL has been able to render to multiple render buffers for a long time. All that's needed is to render a separate frame for each eye to account for eye separation, and then pop the render buffer to the VR headset. There are stereoscopic games that have been able to do this for a long time now in GL, which is essentially doing the same thing.
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