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beta 1 one month ago! But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. We’re now at beta 3, making good progress on fixing the issues that testers are reporting. Lots of rendering changes.
beta 1 one month ago! But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. We're now at beta 3, making good progress on fixing the issues that testers are reporting. Lots of rendering changes.
beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven't yet, for an overview of some of the main highlight of Godot 4.0. We're now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. What's new.
beta 1 in September, and that was a big milestone on our journey to finalize our next major release – be sure to check out that blog post if you haven’t yet, for an overview of some of the main highlight of Godot 4.0. We’re now at beta 4, slightly delayed as I was on holiday, but all the more interesting to try out. What’s new.
Today we are pleased to announce that the first beta for the much-anticipated release of Godot 4.0 beta just yet as we expect the engine to be unstable until we have more testing done. The beta comes with a work-in-progress conversion tool that does part of the conversion work from 3.x beta 1 now! is set in stone.
It was added to the map cycle early on in CS Beta 6.5 Like a lot of Counter-Strike Source, it often feels more like a game engine tech demo rather than something for humans to play. On modern computers today, rendering this entire level incurs approximately the same processing cost as Nathan Drake's chest hair.
beta 1, and to do so we're having a (last?) alpha 17 release to ensure that things work as best as we can reasonably expect before the beta phase. There will likely be breaking changes between this release and the first beta release. Rendering: Ensure sibling SubViewports are renderer from top to bottom ( GH-65579 ).
and prepare the first beta release. But we're not there yet and we'll keep having frequent alpha builds until we're ready to slap the beta label on the engine. There will likely be breaking changes between this release and the first beta release. Rendering: Add Variable Rate Shading support ( GH-60901 ).
beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer. Some noteworthy changes in this release: Re-enable support for Web exports using the OpenGL 3 / WebGL 2 renderer.
We're etching closer and closer to the beta stage, things are starting to fall into place! There will likely be breaking changes between this release and the first beta release. Rendering: Add support for soft shadows to the GPU lightmapper ( GH-62054 ). Rendering: Fix usage of FSR 1.0 ( GH-62475 ).
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
Last year both Oculus and Valve introduced their runtimes and while still officially in beta they are fully functional at the time of writing this blog post. With the announcement of the 0.9 OpenXR plugin. It has flown under the radar somewhat but Godot was one of the first game engines to show off OpenXR support. Godot 4 and OpenXR.
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
beta, reviewing many PRs which have been opened prior to our roadmap feature freeze announced a month ago. Rendering: Octahedral normal/tangent compression ( GH-60309 ). There will likely be breaking changes between this release and the first beta release. Rendering: Octahedral normal/tangent compression ( GH-60309 ).
comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends. The renderer design and all resulting code had to be re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. The GLES2 renderer in Godot 3.x
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities. GH-59807 ).
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
This new open, cloud-native platform makes virtual collaboration easy for creators, researchers, and engineers on photorealistic rendering projects. We’ll include hands-on demo examples that illustrate USD scene construction in Python that you can try with a web browser at home, and show how to interact with USD files within Omniverse.
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
We released a first alpha build last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 This build should also fix a regression for GLES2 rendering on some Windows and macOS devices. Follow its development on Twitter and play the recently updated demo on itch.io.
There is also no guarantee that projects started with the alpha1 build will still work in alpha2 or later builds, as we reserve the right to do necessary breaking adjustments up to the beta stage. Also clone the godot-demo-projects repository to have demos to play with. renderer of this build was already a huge refactor.
Check out GDC 2021 announcements, video sessions, and game development demos on the NVIDIA at GDC Official Webpage. To show our commitment to nurturing the Arm and Linux gaming ecosystems, NVIDIA has prepared a demo of Wolfenstein: Youngblood and Amazon’s Bistro scene running RTX on an Arm-based MediaTek processor. developer blog.
The drone centering and following feature added back in Beta 10 has been quite useful for this purpose. Drones are generally pretty fast, and I’ll often just make sure I’m in a relatively safe spot and keep an eye on what the drone(s) find while I wait and decide where to go next.
There will likely be breaking changes between this release and the first beta release. Only the beta will mark the so-called "feature freeze" As such, we do not recommend porting existing projects to this and other upcoming alpha releases unless you are prepared to do it again to fix future incompatibilities.
This server allows VR and AR platforms to make themselves known to Godot and handles the interaction with the rest of the engine, including some pretty direct access to the rendering pipeline to allow for as low lag as possible between updating positional tracking and rendering to the device. arvr = true. New ARVR nodes.
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Dynamic BVH for rendering and GodotPhysics. Rendering: Unified 2D batching. More rendering improvements. Dynamic BVH for rendering and GodotPhysics.
Also after a long time of hard work we are happy to announce the beta-testing of the new scheduling feature in the Filmustage software. That's why we're so interested not in the movie itself, but in what's behind it: shortly after the premiere, Epic Games released a free demo of the game based on the original Matrix.
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