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feature freeze, so our energy has been focused on addressing any new regressions or the aforementioned bugs. 3D: Add flag to enable use of accurate path tangents for polygon rotation in CSGPolygon3D ( GH-94479 ). Shaders: Fix space transformations in WorldPositionFromDepth visual shader node generation ( GH-100350 ).
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ).
New features include: Rewritten Auto-Completion in the Code-Editor. Visual Shader Editor (Edit shaders connecting nodes). Largely rewritten 2D engine, with support for: Shaders (Visual and Code). 2D Shadows with Polygonal Occluders. New 2D Navigation Polygon support, for efficient 2D pathfinding.
This release brings a completely new 2D engine and more features (feature list below). this video with the new feature showcase! Full list of features. Visual Shader Editor (Edit shaders connecting nodes). Largely rewritten 2D engine, with support for: Shaders (Visual and Code). Check out (and share!)
Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). See the list of PRs with the breaks compat label for details.
has been in beta for over three months , and the overall feature completeness, stability and usability have improved a lot during that time. Some of the most notables feature changes in this update are: 3D: Switch Mesh surface indexing to start at 0 so string name matches integer index ( GH-70176 ).
Such cadence allows us to better measure the overall stability and quickly catch regressions, especially when a lot of features are worked on at the same time. This week we release a new batch of improvements and fixes, as well as some new features. Unfortunately, we also have to rollback one of the core animations features.
Currently, Godot is pretty comfortable for doing 2D cutout animation , with several games in development making use of this feature. This was recently added to GitHub head and, while overall 2D editing is a bit unstable right now (due to a massive reorganization of the 2D editor), it will be soon be possible to fully make use of this feature.
Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). See the list of PRs with the breaks compat label for details.
Recently, NetEase introduced Mesh Shader support to Justice. His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number.
Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add polygon and GUI primitive rendering. start work on shader compiler. implement more shaderfeatures. implement more shaderfeatures. Done January 2018.
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. You can move the polygon with the node transform, drag the corners to reshape it, add delete points. The main changes coming in Godot 3.5
is out and it comes fully packed with features and quality of life improvements! Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, x, and at making the existing features more optimized and reliable. After 9 months of development, Godot 3.5
Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Write a more flexible, GLES 3 GLSL compatible shader language. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. For Godot 3.0 (our
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 Anything behind the polygon will be culled from view. Like with 4.0
As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3-stable Batching: Fix light pass modulate , a potential crash, polygon rotation from vertex shader, and 2D skinning with unrigged polygons ( GH-48151 , GH-48125 , GH-48457 , GH-48647 )). The upcoming Godot 3.3.1, like all future 3.3.x
One of the most eagerly awaited 2D features has been batching of drawcalls, and it is something myself ( lawnjelly ) and Clay ( clayjohn ) have spent several weeks researching and coming up with a reasonable implementation, that should hopefully significantly increase performance in a lot of 2D games. Each rectangle, polygon, line, etc.,
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. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Like with 4.0
Batching: Fix light pass modulate , a potential crash, polygon rotation from vertex shader, and 2D skinning with unrigged polygons ( GH-48151 , GH-48125 , GH-48457 , GH-48647 )). macOS: Update Info.plist to clarify that the minimum required version is now macOS 10.12 (due to use of C++14 features).
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. You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). The upcoming Godot 3.5 stable for all users. back in 2020!
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 included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). The upcoming Godot 3.5 stable for all users.
Features of the new Godot 4.0 The new lightmapper is GPU based written mostly on Compute shaders (meaning it does most of the heavy lifting using the GPU, via Vulkan). Uses an efficient conservative rendering approximation to ensure thin polygons are not lost, but also avoids growing geometry too much (which reduces bake performance).
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 included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). 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. and provide the missing features that 3.5 and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ).
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 included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). 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. and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). The upcoming Godot 3.5 stable for all users.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. 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).
As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3-stable Batching: Fix light pass modulate , a potential crash, and polygon rotation from vertex shader ( GH-48151 , GH-48125 , GH-48457 )). The upcoming Godot 3.3.1, like all future 3.3.x See the full changelog since 3.3-stable.
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 included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). 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. and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). The upcoming Godot 3.5 stable for all users.
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. GPU particles.
was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Here's a sixth Release Candidate for the upcoming Godot 3.2.3
We have added many new features to the editor (and several to GDScript) in this release which we think will make your use of Godot even better. Several new GLSL built-in functions are exposed to the shader language : radians degrees asinh acosh atanh exp2 log2 roundEven. If you were eagerly waiting for 3.0.1, Both the itch.io
Shaders: Fix specular render_mode for Visual Shaders ( GH-41536 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). branch, there's a lot of surface covered in a game engine and some bug fixes might have an impact on your projects if you somehow used a bug as a feature. stb_vorbis 1.20, wslay 1.1.1).
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. 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. TODO for Milestone #3 (December 2016). Add Clustered lighting (before this all is forward).
OpenGL ES 3 provided sufficient functionality to implement most modern rendering features and have something that looks really good (as you can see in all the images and videos we posted). with the following main features: OpenGL ES 2.0 Support for 2D meshes, 2D skeletons, and deformable polygons. Poor mobile support.
For instance, a model may also need to be under a certain polygon count, or it may need to be constructed in a way that will optimize the deformation and animation process. This involves tasks ranging from optimizing geometry (preventing undue strain on an artist's scene) to more complex requests.
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