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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

As stated in my previous post , my goal is to improve the robustness of the Untold Engine by focusing on developing various games. I then wrote a simple script to export the control points into an array that the Untold Engine can use as waypoints. For example, the engine does not have any culling mechanism.

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Allows collisions against the physics world. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Baked SDF Collision. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle. Less flexible. Particles in Godot 4.0

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.

Beta 102
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Previous engines we have developed (we as in Juan Linietsky and Ariel Manzur) did not really use this architecture and everything was provided via simple classes with inheritance and polymorphism. This was fine, as our engine ran in a single thread (which was common, as most CPU architectures were single-core back then).

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it’s getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.

Beta 79
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. Rendering: Portal occlusion culling. Revamped collision layer grid in the inspector. Portal occlusion culling.

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Godot's new renderer, progress report #3

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. an edge in quality over existing mainstream engines. Implement post process effects: DOF Blur, Bloom and Tone Mapping. TODO for Milestone #4 (January 2017). Implement Decals.

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