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Rebuilding the Untold Engine: Two Years of Progress and What’s Next

Harold Serrano

Hey everyone, It has been two years since I began rewriting my game engine, 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?

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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ). Rendering: Fix uninitialized value in Tonemap ( GH-103092 ). Rendering: Fix incorrect parameters passed to VMA ( GH-103730 ).

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Release candidate: Godot 4.4.1 RC 1

Mircosoft Game Dev

Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ). Rendering: Fix uninitialized value in Tonemap ( GH-103092 ). Rendering: Fix incorrect parameters passed to VMA ( GH-103730 ).

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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 ).

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Dagor Engine vs Unreal Engine

Game From Scratch

GameFromScratch.com Dagor Engine vs Unreal Engine Today we are going to look at a direct performance/rendering comparison of the Dagor Engine vs Unreal Engine 5.

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In Retrospect: Three Game Engine Development Choices I'd Change

Harold Serrano

If you had the option to rewrite your game engine from scratch, what would you do differently? Bulletproof my engine by providing defaults upon load failures. Use Entity-Component-System I wrote my game engine using C++ and decided to take the OOP approach. OOP served me well until my engine became too complex.

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I got distracted and built a Physically-Based Renderer

Harold Serrano

I was completely immersed in rewriting my game engine 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.

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