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By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. Game art has undergone a seismic transformation over the past decade, driven by technological advancements, evolving player expectations, and a rapidly growing industry.
Hey everyone, It has been two years since I began rewriting my gameengine, and while development has been slow, it has been steady. In this post, I want to share the current status of the Untold Engine. What is the Untold Engine? One significant improvement in the new Untold Engine is its documentation.
Similarly, in a gamedevelopment setup, various virtual reality tools have become easily accessible to both creators and consumers to create and encounter immersive experiences. 10 Popular VR GameDevelopment Tools There are a range of tools and frameworks that are being used for VR gamedevelopment projects.
Since then, weve started the development phase for Godot 4.5 It is developed by Consumer Softproducts , known for their previous Godot hit Cruelty Squad. Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). Rendering: Fix uninitialized value in Tonemap ( GH-103092 ).
Developers are constantly seeking the best tools to create engaging, high-performance games that can run smoothly on a wide range of Android devices. Two of the most popular game enginesUnity and Unreal are the top choices for Android gamedevelopment. Merits: Easy to learn and use for rapid development.
If you had the option to rewrite your gameengine from scratch, what would you do differently? Bulletproof my engine by providing defaults upon load failures. Use Entity-Component-System I wrote my gameengine using C++ and decided to take the OOP approach. OOP served me well until my engine became too complex.
Our first development snapshot for 4.5 Developed by Nachosama Games , the game was recently released on Steam. Malcolm Anderson sought a more streamlined solution, and integrated a new toggle on the Game view ( GH-99555 ). Now if developers wish to halt/restore audio output entirely, its just one click away!
Since then, weve started the development phase for Godot 4.5 The illustration picture for this article comes from Book Bound , a cozy bookshop simulator game by Bit66 Games, which was recently released on Steam. You can follow the developer on Bluesky , and wishlist their other upcoming game Bots & Mods.
has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.
You can buy the game on Steam , and follow the development on Twitter. is jam-packed with new features despite having a much shorter development period than 4.3. Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! development cycle.
Development services provider Virtuos has announced the launch of a new studio in Warsaw, Poland. The Warsaw team will focus on creating graphics rendering and optimisation technology for use in video gamesdevelopment, complementing the Lyon studio's work on proprietary gameenginedevelopment and Montpellier's R&D capabilities.
The cover illustration is from Ballionaire , a roguelike pachinko simulator where the laws of physics bend to your will, developed by newobject and published by Raw Fury! You can buy the game on Steam , and follow the developer on BlueSky and itch.io. Export: Disable Metal and Vulkan renderers in simulator builds.
For a long time, the first version of my gameengine lacked a UI. The only reason it had one was out of necessity, not because I enjoyed developing one. Thus, I ended up developing a BRDF renderer. If you didn't get a chance to read the article, here are some screenshots of what I accomplished with my renderer.
We are entering the final stage of development for Godot 4.4, Developed by CaveLiquid ( Bluesky , website ), the game was just released on Steam. Editor: Fix Embedded Game over expanded bottom panel, by resetting expanded bottom panel on Play ( GH-102978 ). in the previous 4.4 Changelog As we released 4.4 Donate now
I was completely immersed in rewriting my gameengine when I stumbled upon these captivating images. The author experimented with the properties of various metals and demonstrated how to create them in a Physically-Based Renderer through renderings. See, there were several things that I needed to change in my engine.
If the past snapshot was any indication, you might think that development updates arent slowing down anytime soon. The cover illustration is from Cornerpond , a fishing game that takes place entirely in the corner of your desktop. It is developed by foolsroom. You can get the game on Steam and follow the developer on Twitter.
Join us March 20-24 to discover the latest NVIDIA RTX and neural rendering technologies accelerating gamedevelopment. Join us March 20-24 to discover the latest NVIDIA RTX and neural rendering technologies accelerating gamedevelopment.
The cover illustration is from Stray Path , a roguelike card game where optimization is key to unraveling the mystery of this stray world. Developed by chx games, the game was just released on Steam. Export: Fix cross-platform configuration of rendering driver settings (narrower approach) ( GH-103197 ).
Since then, weve started the development phase for Godot 4.5 The illustration picture for this article comes from Haulin Oats , a board game about truck driving, the US highways, and oatmeal (?!), It is developed by Gramps Garcia , the tireless maintainer of the popular GodotSteam integration for the Steamworks SDK.
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won't be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. ReflectionProbes.
Last year we announced that we were planning on creating an OpenGL-based renderer to complement the current Vulkan-based renderers. with an OpenGL-based renderer; it just won’t be feature complete. As a reminder, an OpenGL-based renderer is still crucial so we can support older platforms, and Web export. ReflectionProbes.
Developed by James Dornan, the game was released on Steam in January 2025. Rendering: Shaders: Only convert default value to linear color if type hint is source_color ( GH-103201 ). Rendering: Metal: Fix SPIR-V MSL compilation on iOS targets ( GH-103337 ). in the previous 4.4 Input: Change default deadzone back to 0.5
development snapshots. Now the time for proper enhancements and features entirely unique to this development cycle has come, and this blogpost will aim to highlight them to the best of our ability. It is developed by Binogure Studio. You can wishlist the game on Steam and follow the developers on Bluesky.
Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating gamedevelopment. Join us for the latest on NVIDIA RTX and neural rendering technologies, and learn how they are accelerating gamedevelopment.
Looking for a Real Unreal GameDevelopment Company? Unreal Engine has fast grown to be the most trusted engine in the world. UE5’s features and functionality have further expanded to include experimental new features for rendering, animation and simulation. Every release brings with it wide-ranging improvements.
Tools Pipeline Engineering Lead Megumi Ando sat down with NVIDIA to discuss the integration process in the company’s latest release as well as their adoption plans in Polyphony’s gamedevelopment pipeline. Why did you choose USD for your gamedevelopment pipeline? Of course we do.
Godot is a community developedgameengine. The development process is becoming tighter and more efficient every day. In fact, our development process and code quality are, already, arguably in many senses better than commercial gameengine counterparts. What is, then, a gameengine?
Last week, I wrote an article about making my renderer more user-friendly. But my main objective is to add Ray-Tracing to the renderer. If you haven't had a chance to read any of my previous two articles, here are some videos to catch you up. This week, I decided to work on the Lights User-Interface. Some bugs need fixing.
We knew from the beginning that aiming for a late-February release was an ambitious timeframe, but the community has risen to the challenge and kept development right on track! The cover illustration is from Dawnfolk , a charmingly dark and minimalist survival city-builder, developed by Darenn Keller and published by Astra Logical!
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, gameengines. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. This may change in the future, though.
We recently kicked off our NVIDIA Developer Program exclusive series of Connect with Experts Ask Me Anything (AMA) sessions featuring NVIDIA experts and Ray. During the AMA, the editors offered some valuable guidance and tips on how to successfully integrate real-time rendering. Join the discussion on the NVIDIA Developer Forums.
It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Add Layered/Stencil rendering. One of the main features of PBR rendering is having all sort of sources for reflections.
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 GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Wishlist it on Steam!
To ease E2E measurement difficulties, PC Latency (PCL) Stats enables gamers, reviewers, and developers to measure PCL, the main component of system latency. On gameengines that filter out unique messages, PCL Stats can instead post virtual keyboard input messages such as F13. PCL Stats is also mainlined within Unreal Engine.
Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Allow black metallic materials to reflect IBL ( GH-69522 ).
As always, a bunch of nice rendering fixes! The game is currently being ported to Godot 4.0 Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). See the list below.
renderer support ( GH-71848 ). Rendering: Fix Vulkan validation errors related to enabling extensions ( GH-70429 ). Rendering: Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend ( GH-71690 ). Rendering: Use proper space for forward GI reflections ( GH-71694 ). iOS: Restore OpenGL ES 3.0
Researchers, professionals or game app developers all need to remain up-to-date with the recent advancements as well as features of the Unity engine to create and enjoy the best games possible. Some popular games built with Unity include Angry Birds 2 and Pokémon Go”.
Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ). The illustration picture for this article is from Halls of Torment , a roguelite action RPG with retro late-90s pre-rendered 2D graphics. It is developed by Chasing Carrots using Godot 4.0 beta, and you can wishlist it on Steam.
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca 's car scene , rendered in Godot 4.0 Jump to the Downloads section.
This design became common in gameengines and libraries in the early 2010s. Godot uses plenty of data-oriented optimizations for physics, rendering, audio, etc. Game logic. Still (while, by far, not the majority) some types of games will see a performance benefit when using ECS in the game logic side.
The new 'Level Up with NVIDIA' webinar series offers creators and developers the opportunity to learn more about the NVIDIA RTX platform, interact with NVIDIA. Join us for the first webinar in the series on August 10 at 10 AM, Pacific time, with NVIDIA experts Richard Cowgill and Zach Lo discussing RTX in Unreal Engine 5.
Hey guys, Wanted to share the current development of engine. As of this moment, I'm focused on making the renderer as cool as it can be. I'm rewriting it completely from the ground up. Take a look at the video below. Thanks for watching.
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