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The team behind the FOSS game engine, Godot Engine, have now released the first Beta in the 3.2 series so the full release is coming close now with lots of new goodies for game developers.

Rémi Verschelde, the Project Manager noted that they've seen plenty of activity since the third Alpha release with well over 200 commits and they're now entering a feature freeze period. So no new features as they work on getting it stable.

Tons of new features coming which you can see here, put together by a contributor. Some seriously exciting stuff too like WebRTC support, pseudo-3D depth in 2D, huge improvements to the visual shader system, you can import 3D scenes using Assimp, version control integration in the editor, the ability to generate audio procedurally and analyze audio spectrums and tons more.

Shaping up to be a great point release. Full announcement here.

After that sometime will be the major Godot Engine 4.0 update, this includes Vulkan and more advanced rendering features which should make creating 3D games awesome with it.

Article taken from GamingOnLinux.com.
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TheSHEEEP Nov 8, 2019
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The big problem I see with Urho3D is that its development more or less stopped when the main developer moved on to other things 1-2 years ago.
There are still one or two people doing semi-regular pushes to the code, so I wouldn't call it dead at all, but that is not really comparable to the work being put into Godot on a daily basis.

Though, yes, for C++ folks, it might be easier to get into Urho3D than Godot initially. Still, I think you'll end up with a dead end there sooner or later and in contrast to Godot, won't have much of a community to help or other ways to manually deal with it.



Quoting: nattydreadI've been playing with game engines recently and Godot is far from usable yet really.
What was it that was missing for you?
I know what was missing for me and decided to just roll that part on my own, but the Godot community generally wants to know reasons why people do not want to / can not use Godot to see where the shortcomings are.
nattydread Nov 8, 2019
Hi Slapin, TheSHEEEP

Thanks for your comments, its interesting to hear another viewpoint.
You said that ragdoll only works with example meshes, but isn't that true of every open source game engine?
I haven't seen any code that really does this in a flexible way.
I did start composing my own code using OpenSceneGraph and Bullet but I felt like I was reinventing the wheel! I might go back down this route, because ultimately I want to switch between the graphics engine and the physics engine and I really would like it to use vulkan in the end.
My requirements are small and C++ skills are strong so Urho is suitable for now :)
It was quite a while ago that I tried Godot, I might revisit it soon though as I know it is rapidly changing.


Last edited by nattydread on 8 November 2019 at 3:00 pm UTC
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