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The world of game development has seen a significant shift with the recent release of Unreal Engine 5, which promises to bring an unprecedented level of realism and interactivity to gaming experiences. With this new iteration, there are several key factors that distinguish Unreal Engine 5 from its predecessor, Unreal Engine 4.
Unity, once synonymous with indie development, now stands as a serious contender for console-quality game builds. But achieving that level of output requires more than clever engineering. URP is tailored for performance-sensitive titles such as mobile or VR, while HDRP enables cinematic fidelity for high-end PC and console games.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! if something that worked fine in 3.4.x
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New audio engine. Console support.
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! if something that worked fine in 3.4.x
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! if something that worked fine in 3.4.x
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! if something that worked fine in 3.4.x
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! if something that worked fine in 3.4.x
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ). if something that worked fine in 3.4.x
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ). if something that worked fine in 3.4.x
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ). if something that worked fine in 3.4.x
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). back in 2020! if something that worked fine in 3.4.x
As mentioned in the first part of this progress report , Godot is taking part in the Google Summer of Code (GSoC) programme for the second time, and we have 8 students working on specific projects for Godot Engine. Godot, being an open source game engine, was built with a never-ending wish of adding new features to it. Next steps.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Rendering: CPU lightmapper: Account for ambient light settings when baking lights ( GH-62260 ). Windows: Improve console handling and execute ( GH-55987 ). if something that worked fine in 3.4.x
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). if something that worked fine in 3.4.x
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). if something that worked fine in 3.4.x
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Windows: Improve console handling and execute ( GH-55987 ). This changes the editor console handling to be like on Unix systems (Linux and macOS). if something that worked fine in 3.4.x
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ). beta 5 and beta 6.
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ). beta 6 and RC 1.
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ). RC 1 and RC 2.
Core: Improve the console error logging appearance: ( GH-49577 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). And many more bug fixes and usability enhancements all around the engine! Core: Fix sub-resource storing the wrong index in cache ( GH-49625 ). RC 2 and RC 3.
It’s awesome to see some good messaging baked into its core gameplay. It’s tricky taking any game from PC and Console to mobile. If you’re looking to switch your game from console to mobile, then Dicey Dungeons is a prime example of doing this right. It’s because the original version was created on Unity’s old engine.
Making Call of Duty free Back when CoDO was conceived, consoles didn’t officially exist in China, AAA Mobile gaming was not yet a ‘thing’ and PC gaming mostly happened at Internet Cafes, where gamers paid to sit in front of computers to play, watch videos, eat, smoke and chat.
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