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Help us continue our work: Make a Donation The illustration picture for this article comes from Psycho Patrol R , a FPS/mecha hybrid europolice sim, which was recently released in Early Access on Steam. Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). Download Godot 4.4.1
Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! This integration ensures developers targeting macOS or iOS can achieve excellent rendering quality and performance on supported Apple hardware. Highlights Many features originally intended for 4.3
In many cases, it is more impactful to the overall gaming experience than frames per second (FPS). System latency is an important gaming performance metric. In many cases, it is more impactful to the overall gaming experience than frames per second (FPS). For a list of tagged events, see Table 1.
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.
The idea of using a gameengine for projects other than creating video games is not new. For decades, gameengines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. What is Movie Maker mode for?
In a gameengine, the engine loop is the sequence of steps that is happening again and again to let the game run. This includes rendering, physics, input processing, and more. Consider a game that wants its gameplay logic and physics to run at 60 FPS. Old behavior in Godot 3.3.x x and before.
The idea of using a gameengine for projects other than creating video games is not new. For decades, gameengines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. What is Movie Maker mode for?
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase GameEngine. Not only are the updated environments breathtaking, the game supports 1.8 billion triangles running over 60 FPS in 4K on an NVIDIA 3060Ti.
For 2D rendering, we're also re-adding some testing options which were used in earlier betas to allow users to test different scenarios which may impact performance for some OpenGL drivers (especially on Windows and macOS). Please report if you see any suspicious FPS drop in RC9 compared to RC8! See GH-47864 for details.
Animation: Rework AnimatedTexture's fps into speed_scale ( GH-65188 ). Rendering: Ensure sibling SubViewports are renderer from top to bottom ( GH-65579 ). Rendering: Properly scale SSR reflection based on metallic value for dielectric materials ( GH-65594 ). Physics: Implement Area[2D/3D].has_overlapping_[bodies/areas]
Today NVIDIA is releasing Streamline, an open-source cross-IHV framework that aims to simplify integration of multiple super-resolution technologies and other graphics effects in games and applications. It sits between the game and render API, and abstracts the SDK-specific API calls into an easy-to-use Streamline framework.
Terminal-based engines don’t behave like a normal gameengine where you have individual windows represented essentially as images layered on top of one another and their contents can therefore be scaled individually. Once it got “fixed” the real FPS was more like 24, definitely far below acceptable.
It does not require raytracing , and it runs in most current (and some years old) dedicated GPUs, even medium-end budget CPUs from some years ago (SDFGI was developed and tested on a GeForce 1060, running at a stable 60 FPS). Light changes are real-time , meaning any change in lighting conditions will result in an immediate update.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Build HTML5 templates with threads_enabled=yes to test it. IK: Fixed SkeletonIK not working with scaled skeletons ( GH-39803 ).
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Godot is a non-profit, open source gameengine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Build HTML5 templates with threads_enabled=yes to test it. HTML5: Implement HTML5 cancel/ok button swap on Windows ( GH-40755 ).
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Rendering: Portal occlusion culling. More rendering improvements. More rendering improvements. Large files support (> 2.0
Frag Lab – founded in 2017, Frag Lab a video game development studio based in Kyiv, needed a cost-effective solution to launch and scale their first game, Shatterline, a fast-paced multiplayer FPS. Learn how Frag Lab scaled to two million players in five weeks using Amazon GameLift. Read the blog to learn more.
For an upcoming project commission, I'm making a 2D game with crowd simulation and simple controls that works well on mobile browsers. The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. and no WASM.)
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