After going through 11 beta builds and 3 release candidates, Godot 3.1 is officially out with tons of new features.
This open source game engine continues to impress and this latest release might be quite enticing to game developers. Godot 3.1 comes in little over a year after Godot 3.0 and to say it's a big release would be a huge understatement. When looking over what they've done, I'm shocked at just how many features have been put in.
You can expect to find greatly improved C# integration, a return of the OpenGL ES 2.0 / OpenGL 2.1 renderer for older devices, a revamped 2D editor, a brand new TileSet editor, an improved 3D editor, support for WebSockets, support for UPnP, support for soft bodies (so cloth simulation is possible), the visual shader editor has returned and it's better than ever, support for 2D meshes and the list just goes on.
To celebrate, they've put together an overview video:
Direct Link
When looking at what they have planned for future versions of Godot, it's also rather impressive.
For Godot 4.0, they're looking to get Vulkan support in to get truly top-notch 3D rendering like other major game engines can do. The 4.0 release is currently scheduled for around one year from now.
Even before that though, Godot 3.2 will be due sometime in the second half of this year which will hopefully include even more improved networking (dedicated servers and modern protocols being mentioned), support for running the Godot editor in a web browser, mobile platform improvements, FBX support and more.
See the official news post here. If you wish to support them, you can do so on Patreon.
Quoting: KimyrielleDoes anyone know if 4.0 will be breaking backwards compatibility with projects started in 3.x, like 3.0 did with 2.x projects?
Hard to say if it will because they dont talked a lot about Godot 4.
Probably they still have to decide this down the road
Quoting: gustavoyaraujoDoes anyone know any linux title developed on it?
Recently GOL showed a game development sim game that is being developed on Godot 3 on Linux. Cant remember the name thought
Well.. once I'm finished working on the theory. So maybe 3.2 will be out by that time ;)
I just wish they wouldn't have messed the trailer up with dubstep of all things.
Had to turn down the volume to keep sane...
Quoting: KimyrielleDoes anyone know if 4.0 will be breaking backwards compatibility with projects started in 3.x, like 3.0 did with 2.x projects?I certainly hope so.
Backwards compatibility is a chore that hinders advancement, refactoring, improvements, patches, ...
However, 3.1 does have a tool that ports old projects to 3.1. Used that on an old project of mine. It may not work 100%, but it does do a lot of the work for you.
Quoting: gustavoyaraujoDoes anyone know any linux title developed on it?The one I played last was Deep Sixed.
Last edited by TheSHEEEP on 14 March 2019 at 10:14 am UTC
Quoting: gustavoyaraujoDoes anyone know any linux title developed on it?
There are lots of Linux games developed with Godot in this thread:
https://steamcommunity.com/app/404790/discussions/0/412448792354265655/
The most notable ones probably being:
- Dog Mendonça & Pizzaboy
- A Game of Changes
- RPG in a Box (software)
- Satellite Repairman
- Deep Sixed
- RivenTails: Defense (WIP)
- City Game Studio
Additionally, Tanks of Freedom was also developed with Godot.
Quoting: TheSHEEEPIf they follow semver standard, bumping the major version implies breaking backward compatibility. But it's necessary in the software dev world, at least to remove the obsolete functions for instance. But also because decisions taken a few years ago might have turned out as very bad ideas in the future and need to be weeded out of the source code.Quoting: KimyrielleDoes anyone know if 4.0 will be breaking backwards compatibility with projects started in 3.x, like 3.0 did with 2.x projects?I certainly hope so.
Backwards compatibility is a chore that hinders advancement, refactoring, improvements, patches, ...
However, 3.1 does have a tool that ports old projects to 3.1. Used that on an old project of mine. It may not work 100%, but it does do a lot of the work for you.
That being said, breaking backward compatibility doesn't mean that your have to rewrite everything. There could be tools to help you migrate your project to a newer version, and also it is up to the Godot devs not to break _everything_ all the time, sometime the function is bad, but keeping it for a few major versions doesn't have a bad impact on the engine, it's just a matter of letting the users the time to know that they should use this or that instead.
Last edited by Creak on 15 March 2019 at 1:51 pm UTC
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