SakeTami
godotengine
godotengine

patreon


Plans for my 2019 work

Hi dear Patrons, and again thanks from the bottom of my heart for your continued support!

As you many know, Godot 3.1 is about to come out, focusing mostly on usability. We had to postpone most 3D work and features due to the problems we've been having with OpenGL/OpenGL ES drivers since Godot 3.0 came out. 

As most products and game engines are meant for Windows, they use DirectX as their principal back-end, so OpenGL is not as maintained or cared for by hardware vendors. Added to this, OpenGL state based nature makes it incredibly difficult to develop drivers for. 

Still, as Godot is an open source project and multi platform, we will always favor vendor neutral APIs, as they align better with our beliefs and also make our work easier.

The fact that now OpenGL begins to be abandoned favoring Vulkan makes this situation worse as we have been seeing evidence of bit-rotting in the drivers, reflected as new bugs being opened in our issue tracker for situations that didn't fail before and that are not our responsibility.

After Godot 3.1 is out, I will put my full focus on moving all rendering code to Vulkan and also implement the remaining 3D features, most of which were voted here on Patreon but are also expected by our community in general. This will hopefully help catch up with all the items we had to push back..

In any case, this is the full list I have been working on to outline my work for next year. Any feedback will be greatly welcome!

Godot 4.0 TODO list for 3D:

3D:

2D:


Hope you all have a beautyful 2019!

Comments

Are we cool yet?

AY200

On Vulkan this is not needed (if you see, most Vulkan demos are about drawing orders of magnitude more objects than without it) because PSOs make sure there is no driver side validation between draw calls. On the GLES2 side, I am not sure how much demand there is, given you won't really do anything too complex with it for 3D.

Juan Linietsky & Godot Core Contributors

Do you plan to add batching for 3D too? This can be done manually but engine-based automatic batching to reduce draw calls would make my life easier. And happy new year to you too!

Sergey

Hell yeah!

Jeff Nyte

Whoa, that's a tall order. (O_O)'

Jason Anderson

4.0 from my part will be rendering work mostly (and hopefully physics), as well what the community might want to work in. GDScript will also see some improvements which require compatibility breaking, like first class functions and annotations.

Godot Engine

Nice! Godot is getting better and better. Is there a roadmap for 4.0 already?

Janders

I am not personally working on C# (not my area of expertise), but this is being actively worked on.

Godot Engine

Looks very good! Thanks for your hard work. I would also love to have stable (currently alpha) C# support by v4

Georgi

Vulcan, occlusion culling, decal support, and post-processing shader support? Oh boy am I excited!

Jesse

Sounds awesome Juan, thanks for all your hard work!

Nathan Warden


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