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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. Input Input saw a lot of incremental improvements and polish this dev cycle. New in Beta 1!

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Palworld dev says Ark: Survival Evolved, Titanfall 2, and other games invalidate patent lawsuit

Game Developer

Palworld maker Pocketpair argues multiple games used mechanics from Nintendo's patents before their filing in 2021, rendering them 'invalid.'

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Dev snapshot: Godot 4.5 dev 3

Mircosoft Game Dev

dev 1 and 4.5 dev 2 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 3. Rendering: Detect more pipeline settings at load time to avoid pipeline stutters ( GH-105175 ). Highlights In case you missed them, see the 4.5

Dev 71
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D ( GH-103889 ). Rendering: Optimize _fill_instance_data function in Forward+ renderer ( GH-103547 ). Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer ( GH-103794 ).

Dev 76
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Dev snapshot: Godot 4.5 dev 2

Mircosoft Game Dev

dev 1 snapshot, but surely they couldnt follow that up with another flood of anticipated changes, right? dev 1 release notes for an overview of some key features which were already in that snapshot, and are therefore still available for testing in dev 2. With the 4.4 development snapshots. Well, maybe not after seeing the 4.5

Dev 62
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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Export: Disable Metal and Vulkan renderers in simulator builds. Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). Rendering: Add loop annotations to ubershaders to prevent loop unrolling ( GH-102480 ). Rendering: Fix shadow peter-panning with default spotlight ( GH-101952 ).

Beta 76
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Is it common for Gameplay Programmers to also work in other areas (rendering, engine, tools, etc) while on the same project? Why does that happen?

Ask a Game Dev

Usually, you want a subject matter expert to handle issues with the subject - an engine programmer to work on the engine, a rendering programmer to work on the renderer, and so on. It happens on occasion, but not super often. As the saying goes, you take any port in a storm.

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