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Lag, desync, and glitchesthe unholy trio that can kill a multiplayer game faster than a rage-quitting gamer smashing his keyboard! Ever wondered why some multiplayer games feel smooth and lag-free, while others frustrate players with constant glitches? Synchronization: Ensures that game states remain consistent across all clients.
It includes major improvements all across the board in features, performance, and usability. using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Several features were added to Godot Physics since 3.x, improvements.
I’m getting ready to launch a box2D game with the 2D engine (a few featuresculled) and not noticing any heat up in extended play tests. Is it the 3D version or 2D version of Cocos?
x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience. As such, most of the focus was on implementing missing features or bugfixes which are critical for publishing 2D and 3D games with Godot 3, and on making the existing features more optimized and reliable.
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Not only are the updated environments breathtaking, the game supports 1.8 Not only are the updated environments breathtaking, the game supports 1.8
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. Today, I am thrilled to share with you an amazing 3D shooter game project that I think you’ll love.
As most of the rendering features for the upcoming Godot 4.0 Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc.
For someone who didn’t know Cocos Cyberpunk, it is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. Get it for free: [link] Features in Cyberpunk Before we get started, let’s list out the features provided in Cocos Cyberpunk again.
What a year it has been, with the number of Godot submissions in game jams rising to new heights, more people working for the Godot Foundation than ever before , and most industry award shows featuring one if not more games made with Godot. And with that, the 2024 season comes to an end. A busy year inside the project as well.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 Some of the most notables feature changes in this update are: Android: Upgrade Android gradle plugin to version 7.2.1 ( GH-68497 ).
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. The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha.
Our next game, Queen's Wish 2: The Tormentor , is taking part. You can go over a grab a demo and try a few hours of our next game for free. (I’ll I’ll also be streaming the game and answering questions on that page, Thursday and Sunday. Queen's Wish 2 is the 17th all-new full length game in my career.
This new system uses an "ubershader" (big shader supporting all features, slow but compiled on startup) to fill in for all shaders initially while the more efficient and material-specific shaders get compiled asynchronously, and cached for future runs. This ensures your game will run the same on all machines. What is it?
comes with a new feature to support the parallel compilation of OptixModule objects containing multiple functions. Catmull-Rom curves are a popular choice in the film and games industries for hair and fur and other uses of curves. Two major denoiser features come together The denoiser in NVIDIA OptiX 7.4 NVIDIA OptiX 7.4
Unity Engine introduces an awesome tools to empower your game development process. And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. Project Setup.
is out and it comes fully packed with features and quality of life improvements! x branch to develop and publish their games today, so it's important for us to keep giving Godot 3 users an improved gamedev experience. x, and at making the existing features more optimized and reliable. After 9 months of development, Godot 3.5
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta 4 is a small update with just 83 commits excluding merges, focusing on fixing bugs to stabilize the current feature set for 3.5 This ensures your game will run the same on all machines.
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. The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. This beta adds what should be the last batch of new features (together with a lot of bug fixes, as that's our focus at this stage), with scene unique node names and the new SceneTreeTween backported from Godot 4.0.
beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. The backport was done while attempting to preserve API compatibility within reason, but the underlying behavior will change, mainly to provide a lot more features and flexibility. Like with 4.0 Two years ago (!),
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. and provide the missing features that 3.5 In order to benefit you should be moving your objects and running your game logic in _physics_process().
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. In order to benefit you should be moving your objects and running your game logic in _physics_process(). The upcoming Godot 3.5 stable for all users.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This feature is disabled by default, and can be enabled in the Project Settings. This ensures your game will run the same on all machines.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This feature is disabled by default, and can be enabled in the Project Settings. This ensures your game will run the same on all machines.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. The new GI probe implementation in Godot is a game changer, and gives Godot 3.0 The last remaining big feature is the new particle system, then everything else is simpler, and includes cleaning up the implemented techniques. TODO for Milestone #4 (January 2017).
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. In order to benefit you should be moving your objects and running your game logic in _physics_process(). The upcoming Godot 3.5 stable for all users.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. Then smix8 took over the custody of this area, fixing a lot of bugs and improving the feature set greatly, with the help of Pawel Lampe ( Scony ).
Improve Culling: Portals (rewrite as polygon-based) and Rooms. Questions that often arise are: Why don't you add features incrementally or make GLES 3 features optional? As the above features are implemented in the following milestone, more work will be documented. TODO for Milestone #3 (December 2016). and OpenGL ES 3.0
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. This feature is disabled by default, and can be enabled in the Project Settings. This ensures your game will run the same on all machines.
is now considered feature complete, and has received a lot of bugfixes and improvements over the past weeks thanks to all the testers and developers who reported and fixed issues. In order to benefit you should be moving your objects and running your game logic in _physics_process(). The upcoming Godot 3.5 stable for all users.
release, which is already quite feature-packed a mere 3 months after the 3.3 and included in this beta are: Animation: Add animation "reset" track feature ( GH-44558 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Animation: Add animation "reset" track feature ( GH-44558 ).
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). GLES2 batching is enabled by default both in-game and in the editor. After refining our Godot 3.2 Other changes.
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). GLES2 batching is enabled by default both in-game and in the editor. After refining our Godot 3.2 Other changes.
release will provide a number of new features which have been backported from the 4.0 and included in this beta are: Animation: Add animation "reset" track feature ( GH-44558 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Animation: Add animation "reset" track feature ( GH-44558 ).
stable branch in January 2020 as a major update to our free and open source game engine. branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. we could take the time to add some new features to the 3.2 New features! feature set.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. One of the main features of PBR rendering is having all sort of sources for reflections. Other popular game engines present hard edges between one probe and the next. TODO for Milestone #3 (December 2016). Implement the new version of the Godot SVO-based Light Baker.
Yet another snapshot on the way to the feature-packed Godot 3.2.2! is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). GLES2 batching is enabled by default both in-game and in the editor. C#: Allow debugging exported games ( GH-38115 ). Notably, Godot 3.2.2 Other changes.
support, Bullet as the 3D physics engine, and many other features which are described in depth below. which would have included new multiplayer networking, visual scripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, New features of Godot 3.0.
branch, but it grew to become a feature-packed update well worth of opening a new stable branch. x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience. x updates with bug fixes, but also new features as long as they don't require breaking compatibility.
Like in previous release cycles, a beta release means that we are happy with the features that have been included and we don’t plan on adding any major new features before release (except for a few that have been discussed and planned in advance). the sooner we can start the next feature development cycle for 4.1! beta 1 now!
release will provide a number of new features which have been backported from the 4.0 This beta 4 build provides additional features and fixes to bugs reported against previous builds. Animation: Add animation "reset" track feature ( GH-44558 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots before reaching a state that we're confident enough to label as release candidate. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). The upcoming Godot 3.2.2 stable build.
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots. is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). GLES2 batching is enabled by default both in-game and in the editor. C#: Allow debugging exported games ( GH-38115 ).
is turning out to be quite feature-packed and we've been taking the time to iterate with four beta snapshots and two release candidates (RC). is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). GLES2 batching is enabled by default both in-game and in the editor. Other changes.
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