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Godot assets store10/31/2023 See this article about our plans for 4.0 and beyond.īut other than that, there are still some fundamental aspects missing in Godot. ![]() It may be an extra year or even two until everything feels as solid and fast as everyone expects. These problems will be fixed across the 4.x point releases (which we are now intending to do more often, allowing several releases per year). That said, what remains is now much less work than it was for Godot 3.x.įirst of all, most of the new features still have significant bugs and performance problems that will not be solved in time for the upcoming 4.0 release (there is just too much new code that needs to be tested thoroughly). So, what’s missing?ĭo not be mistaken: A lot is still missing from Godot in order to be used comfortably for large projects and teams. This is a major release with major improvements all across the board. Several other areas got improvements, like the editor (which has been vastly reworked), UI system, multiplayer, navigation, audio, animation, etc. Aside from Godot C++ (which makes it easy to extend Godot as easy as with modules but allowing pluggable, dynamic add-ons), there are other bindings in the work such as Python, Rust, Go, etc. It is now possible to extend Godot and add features to it practically in any language and without recompiling the engine, thanks to the new GDExtension system. Besides being faster and more modern, the core codebase is now significantly easier to maintain and extend. Core and Variant have been massively cleaned up and made more extensible. The core engine has been significantly optimized, especially in the memory and data-oriented areas. It also has more useful built-in data types such as integer vectors. Majorly, the addition of lambdas, first class functions/signals and a much reduced reliance on string identifiers (which are prone to errors). Godot 4.0 has a new version of GDScript, which is far more powerful and overcomes most shortcomings found in 3.x. That said, Godot 4.0 introduces the ability to bind custom physics engines at runtime (without recompiling Godot) via GDExtension, so it’s perfectly possible for the community to integrate other engines such as PhysX, Jolt, or Box2D if needed. It will continue seeing improvements afterwards, during the following 4.x release cycles. ![]() The custom physics engine still has a considerable amount of issues remaining but we are working hard to ensure it is in a decent state for shipping when 4.0 reaches stability. Several features were added to Godot Physics since 3.x, such as soft bodies and cylinder shape support, as well as several optimizations to make use of multiple threads. PhysicsĪfter an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. SSIL can be used to enhance realism even more. Additionally, Godot 4.0 supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a one-click, open world GI solution). The features offered are also a lot more reminiscent of AAA games, such as far more material options and advanced visual effects (including circle DOF, volumetric fog, AMD FSR, etc.). Rendering is significantly more efficient in Godot 4.0, using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0 and is intended to run on very old PC hardware as well as most older (still working) mobile phones. ![]() ![]() Additionally, the modern backend can implement rendering methods, such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Godot 4.0 has an entirely new rendering architecture, which is divided into modern and compatibility backends. Still, one of the biggest questions the community has is: How does it compare with mainstream commercial offerings? Godot 4.0 improvements Rendering It includes major improvements all across the board in features, performance, and usability.
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