Godot 3.5
godotengine.org
Godot 3.5
1–10 of 121 posts
Re: Godot 3.5
#2Huh... looks like it did stop
Re: Godot 3.5
#3Good marketting I guess!
Re: Godot 3.5
#4This is huge. Initially, Godot didn't support any interpolation, which meant you either ignore fps altogether (and your game literally plays slower, and therefore differently, if the game slows down from 60 to 30 fps), or you move physics code to the _physics_process() and suffer from stutter/jitter because the physics code and the rendering code slowly drift out of sync. Amazing!
EDIT: I forgot to mention the _third_ possiblity, which is that you write a bunch of custom code in GDScript or C++ which attempts to do the interpolation.
Re: Godot 3.5
#5Re: Godot 3.5
#6Re: Godot 3.5
#7Plus, I don't know how many more integrations I want to do on 3.x before 4.0. I am hoping that the move to Vulkan will give me better 3d performance on mobile
Re: Godot 3.5
#8Is it Go Dot or Go Dough? Asking for a friend :)
Re: Godot 3.5
#9I've been hearing so much about Godot recently that I'm going to try it out. I'm not even a game developer. Good marketting I guess!
- Open Source
- Cross Platform
- Frequent updates
- Easy to learn in a weekend
- You can use almost any programming language with it
- Godot 4.x has beautiful graphics
- Godette
Re: Godot 3.5
#10Now that Godot seems to be getting much hotter, I feel like I am having to update my game engine more and more frequently. It's great to see then update the navigation system, but will it break my game? I worry it could be heading to the same problem I see with Unity where things are constantly getting updated and re engineered. I have seen professional teams working in Unity be many version behind because they dread…
It may just be a recompile. It's may be that the upgrade requires more, a whole art pass before recompile. Maybe there's mods you don't have the source for, that you can't upgrade at all.