Godot Engine, the powerful free and open source game engine that is becoming increasingly popular has a massive new Beta release available for Godot 4. This is the version many have been waiting on, which comes with huge enhancements to all parts of it but especially so on 3D rendering with Vulkan.
Some highlights of what's new in Godot 4 includes:
- Vulkan by default.
- OpenGL compatibility for older / low-end devices.
- Lots of new rendering features like Screen Space Indirect Lighting, Volumetric Fog, Sky Shaders, lots of additions for GPU particles.
- Future support for Direct3D 12.
- An improved animation system.
- AMD FSR 1.0 with FSR 2.1 planned for a future Beta release.
- .NET 6 support mostly done.
- Font improvements including right-to-left languages, more configurable overall.
- Tons of improvements to multiplayer support.
- A significant bump in textures import speed.
- Runtime glTF import support.
- Big improvements to their tileset and tile map support.
- And the list just goes on and on…
They teamed up with some Godot users to create some videos to show it off that you can see below:
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Direct Link
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See all the details in the blog post.
Some you may have missed, popular articles from the last month:
Quoting: Calinouwell i cant open it here, even with that argument, so...Quoting: elmapulOpenGL compatibility for older / low-end devices.
not yet
The OpenGL renderer is already implemented (in WIP state); it's just not exposed in the project manager yet. You can create a project from the command line then start the editor using the `--rendering-driver opengl3` command line argument.
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Quoting: TheRiddick.NET 6 Support.
Hmm, I would have thought it be better to support a more open platform standard. I really hate developers that use .net or any specificity locked in and hard to translate MS API.
im not sure about .Net, but c# feature was funded by microsoft, so i dont see why not implement it.
as for .Net, considering that most of the code from godot is written by volunteers i think it was more of a "accept this commit" thing than an decision from godot makers, in any case, those users who want this feature probably would use something else if godot didnt had support for this, its not like if they would sundely care about multiplatform development if godot havent it.
another thing to consider is that if an library or programing language make someone lifes easier we cant really blame the people who use it, we have to provide an better alternative instead, and while we might have had developed it, if it wasnt an first at the market, we cant blame who chose to learn it instead of waiting for an multiplatform alternative.
(i been there, trust me you dont want to)
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