Godot 4.1 Rendering Priorities
For 4.1 the rendering team will be focusing on performance, stability, and usability.
For 4.1 the rendering team will be focusing on performance, stability, and usability.
Godot is about to get a Direct3D 12 rendering driver. This is a discussion on the exotic approaches taken to face some of the challenges posed in the area of shaders.
All about changes and improvements that Godot 4.0 offers to C# developers.
Create multiplayer games in an instance (pun intended) with the new MultiplayerSpawner and MultiplayerSynchronizer nodes. Check out the key concepts, and get started with a quick tutorial on how to make a simple game using Godot multiplayer features!
Updates on various things XR in Godot as per January 2023. New Godot XR Tools, new documentation for Godot 4, new supported renderers and devices.
Godot 4.0 will ship with an OpenGL-based renderer designed for older and low-end devices, but it won't be totally feature-complete at the time 4.0 is released.
With the addition of non-real-time video recording, Godot opens itself to new use cases such as architecture visualization and cutscene rendering.
Godot 4.0 comes with an animation retargeting system to allow for easy sharing of animations between similar models.
One of the problems with developing games with large game worlds is that objects start to jitter and teleport around as you move away from the world origin. This post is about how we overcame one challenge in particular and what we did.
It has been a long road to Godot 4.0 with 17 alpha builds distributed in 2022, and continuous development effort since 2019. We aren’t done yet, but today marks a major milestone on the road to Godot 4.0: the first beta is out!
Godot's visual scripting language, VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from the start was simply not the right one and decided to remove it from the engine. If enough volunteer interest exists, it may be moved to an extension.
This year we have 3 students working on exciting projects as part of the Google Summer of Code. In this progress report they present their work on refactoring the ColorPicker and its UX, making code editors detachable from the main editor window, and improving the GPU lightmapper.
On top of the existing fixed-function fog, Godot 4.0 introduces a new type of fog: Volumetric Fog. For the 4.0 release, we decided to take Volumetric Fog one step further with the addition of FogVolumes. These allow users to dynamically place fog and control complex fog effects with shaders.
Updates on various things XR in Godot, a new version of the OpenXR plugin, a new version of the tools library and an update on Godot 4 support.
The long-awaited first post about the multiplayer replication system in development for Godot 4.0 is here! Check out the design goals, concepts, initial prototype, and as always, stay tuned for more!
A quick overview of upcoming changes for the shader language and visual shader systems in Godot 4.0.
One of the last areas pending for redesign in upcoming Godot 4.0 has now been completed, resulting in much improved usability when dealing animation data.
A more powerful ENet interface for better multiplayer in Godot 4, updates about WebRTC, hints at the new scene replication API.
Godot is getting a new plugin interface called GDExtension, an evolution of GDNative.
New RPC syntax and features in Godot 4.0. Introducing channels and ordered transfer mode.
New progress report on the tiles editors rework. Compatibility with 3.x got improved, TileMap layers and physics shape editing are now implemented. Also, a new property arrays editor is now available in the inspector.
News about running Godot on servers, and hints at upcoming networking changes in Godot 4.0.
For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette!