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Godot 3.5

godotengine.org

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Re: Godot 3.5

#3
I'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!

Re: Godot 3.5

#4
> Physics interpolation in 3D

This 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

#7
Now 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 the work of updating.

Plus, 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

#9
post #3

I'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!

Godot is becoming the game engine of the internet. It checks all the boxes.

- 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

#10

Now 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…

Unless Godot has solved the problem of forward compatibility of binary asset bundles with compiled assets, then what's true of Unity is true of Godot: the cost of your engine upgrade is proportional to your reliance on existing assets.

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.

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