The Future of Godot Engine Development

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There have been a couple of important posts from Godot talking about the future development. First we have news of their new release cycle and estimates for when Godot 4.1 and 4.2 will ship. Then we have details of what the rendering team are working on for Godot 4.1. Finally we have the first beta of Godot 3.6. So, let's jump in.

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The Blender release cycle actually used to be 4 releases per year, and now they're moving to 3 per year.

D_The_Crafter
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I'm glad that they are working on support for FSR 2.2. I played around with the classroom scene on Godot 4.0 comparing different indirect lighting solutions and the TAA was so bad it was distracting. There is definitely something very wrong with how it is set up at the moment.

PringleSnffer
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I am loving Godot 4 until now. Working on a kitchen management game to be announced very soon it.

thepolyglotprogrammer
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i think that having LTS and an defined relase cycle (an new version every 3 months or something like that) might help not only godot, but it integration with other softwares in the industry.
i mean, an linux distribution having an predictable relase cycle and long time suport versions do help their entire ecosystem, drivers, thirdy party software that want to support the ditro, everyone may code knowing that their code wont break due to an change in the OS (eg: ubuntu deprecated some old api or did some code reactoring that broke something) if you know what system to target you can do stuff like an integration between godot and blender (some one made an plugin that sync data between both aplications, you can edit an mesh on blender and see it in real time on godot and vice versa, if blender and godot get the same relase cycle or an aproximate cycle, plugins like this may work forever without much effort in mantaining )

igorgiuseppe
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So is there going to be a Godot Long Term Edition, and a Godot normal edition? Some developers love stability, others love features.

ThantiK
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I don't think 3.x should be given new features. It should be bug fixes only. Recent 4 bug fix I followed apparently has no takers on someone to back port it to 3. I don't have the time to do it myself at the moment. I'm still on 3 and likely that way for some time.

puzzud
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6:10 i think you meant ubershader not megashader.

igorgiuseppe
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I just wish they updated the documentation...

da_roachdogjr
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So there is no plan to add opengl 2 and 3 for both 2d and 3d renderers :(

markog
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Obviously it has a looong road ahead of it, but Godot has all the initiative and potential to be a great engine, and being considered along with the classic Unreal-Unity is already something.

maxiluaces
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good vid, and i don't even code! lol :)

rexoverwatch
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Development timeline feels very aggressive and like we are going to be pissed off by every release cause feature x got push to 4.y

puretrack
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Please, they should just fix these bad physics, not even the joints are implemented. I don't see a update on this a long time, what are graphics if the character physics are totally broken 😞 Godot Jolt is the only hope.

faultboy
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I recreated the same scene using the same assets(except water shaders) in unreal, godot, and unity and godot looked so bad. Maybe I was doing something wrong but their rendering engine is awful even in 4.0. I can’t imagine what 3.0 must have looked like

KomodoBitGames
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It's strange they had to wait for years in order to understand their current release strategy s*cks. 😭

krukhlis