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Godot Engine continues advancing the Vulkan rendering system, 3D work has begun

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Godot Engine developer Juan Linietsky has another progress report up on the status of moving over to Vulkan and it's sounding great.

Now that the work on the 2D side of Godot Engine with Vulkan is mostly ready, Linietsky has moved over to the 3D engine and work "continues at a steady pace".

Godot Engine 4.0 is going to shake things up nicely, making it possible to actually replace the core rendering class "with as less rewriting as possible". While their own 3D renderer will be "as good as possible", some developers might want to roll their own for various reasons so they want to make it as easy possible. This would also make Godot highly flexible.

This past month, they said a lot of work has gone into "refactoring and modifying the core rendering architecture" along with removing various hacks making it sleeker than ever. Sounds light the lighting system for Godot 4.0 is also going to be quite a bit more advanced, with "significant improvements in handling multiple directional lights".

Currently, their goal is to have the majority of the 3D rendering ported over to Vulkan by October. After that, they said adding new features will begin. Really exciting times for this impressive open source game engine. Having Vulkan support and a renderer that can be more easily replaced (if so desired) would be a huge step up for it. You can see the full blog post here.

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scaine 2 September 2019 at 2:42 pm UTC
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Bit of a random though this, but I always assumed that since the only "godot" I'm aware of before hearing about this game engine was "Waiting for Godot", that the last 't' is silent (the book's author was Irish, but wrote the book in French).

Does everyone agree or is this another one of those cases like when people mispronounce Ubuntu as "Oo-bun-too" instead of "oo-boon-too"??

Back on topic - love these updates. Godot is really shaping up to be THE game engine of the modern age. I just became a patreon this month, as it would be amazing to see them cross the goal line on their next hire.
julkip 2 September 2019 at 3:31 pm UTC
scaineBit of a random though this, but I always assumed that since the only "godot" I'm aware of before hearing about this game engine was "Waiting for Godot", that the last 't' is silent (the book's author was Irish, but wrote the book in French).

Does everyone agree or is this another one of those cases like when people mispronounce Ubuntu as "Oo-bun-too" instead of "oo-boon-too"??

Back on topic - love these updates. Godot is really shaping up to be THE game engine of the modern age. I just became a patreon this month, as it would be amazing to see them cross the goal line on their next hire.

As far as I know there is no set correct pronounciation of the name. There is a google talk by one dev (I think its Juan) and he says it can be either the french sounding with silent t or go-dot with a pronounced t.
Kimyrielle 2 September 2019 at 4:50 pm UTC
Does anyone know if they plan to add support for the Steam Controller in the next version?
Dunc 2 September 2019 at 8:29 pm UTC
julkip
scaineBit of a random though this, but I always assumed that since the only "godot" I'm aware of before hearing about this game engine was "Waiting for Godot", that the last 't' is silent (the book's author was Irish, but wrote the book in French).

Does everyone agree or is this another one of those cases like when people mispronounce Ubuntu as "Oo-bun-too" instead of "oo-boon-too"??

Back on topic - love these updates. Godot is really shaping up to be THE game engine of the modern age. I just became a patreon this month, as it would be amazing to see them cross the goal line on their next hire.

As far as I know there is no set correct pronounciation of the name. There is a google talk by one dev (I think its Juan) and he says it can be either the french sounding with silent t or go-dot with a pronounced t.
The other pronunciation problem is that in Britain it tends to be pronouced with the accent on the first syllable - GOD-oh - while Americans usually put it on the second: g'd-OH.

Despite being a Brit myself, for computing terms I generally accept the American version - the “zee” axis instead of “zed”, “color” rather than “colour”, etc. - so I'm going with the second version.
StraToN 3 September 2019 at 12:16 pm UTC
KimyrielleDoes anyone know if they plan to add support for the Steam Controller in the next version?
I have not seen any issue asking for this feature on Github. Would you mind creating a feature request (https://github.com/godotengine/godot/issues/new) explaining your specific need? Thanks a lot.

Dunc
julkip
scaineBit of a random though this, but I always assumed that since the only "godot" I'm aware of before hearing about this game engine was "Waiting for Godot", that the last 't' is silent (the book's author was Irish, but wrote the book in French).

Does everyone agree or is this another one of those cases like when people mispronounce Ubuntu as "Oo-bun-too" instead of "oo-boon-too"??

Back on topic - love these updates. Godot is really shaping up to be THE game engine of the modern age. I just became a patreon this month, as it would be amazing to see them cross the goal line on their next hire.

As far as I know there is no set correct pronounciation of the name. There is a google talk by one dev (I think its Juan) and he says it can be either the french sounding with silent t or go-dot with a pronounced t.
The other pronunciation problem is that in Britain it tends to be pronouced with the accent on the first syllable - GOD-oh - while Americans usually put it on the second: g'd-OH.

Despite being a Brit myself, for computing terms I generally accept the American version - the “zee” axis instead of “zed”, “color” rather than “colour”, etc. - so I'm going with the second version.
AFAIC, reduz stated that Godot Engine was named after Waiting for Godot piece by Samuel Beckett. Since Beckett originally wrote the play in French (despite him being Irish), Godot is supposed to be pronounced "Goh-doh", so does "Godot Engine".

HOWEVER, reduz himself pronounces it "Goh-dot", being a native Spanish-speaker. Thus, it is commonly admitted in the community that everyone chooses his preferred pronunciation, this is no big deal.


Last edited by StraToN at 3 September 2019 at 12:17 pm UTC
scaine 3 September 2019 at 3:03 pm UTC
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StraToNAFAIC, reduz stated that Godot Engine was named after Waiting for Godot piece by Samuel Beckett. Since Beckett originally wrote the play in French (despite him being Irish), Godot is supposed to be pronounced "Goh-doh", so does "Godot Engine".

HOWEVER, reduz himself pronounces it "Goh-dot", being a native Spanish-speaker. Thus, it is commonly admitted in the community that everyone chooses his preferred pronunciation, this is no big deal.
But for the avoidance of doubt, it's definitely "goh-doh". Thanks for clarifying!
14 3 September 2019 at 9:37 pm UTC
Having never heard the word myself, I was always pronouncing it "go-dot" in my American head.

This reminds me of a Tweet a week or so ago where the coiner of a word (can't remember which) was asked which was the correct pronunciation and he essentially said both. Me, being a very particular person, would not be able to live with myself if I replied like that!
Natedawg 4 September 2019 at 2:01 am UTC
KimyrielleDoes anyone know if they plan to add support for the Steam Controller in the next version?

I don't think they can/will have internal support for the Steam Controller since I don't think the Steamworks license is compatible with the MIT license. However, since you can use C# (it's pretty mature for desktop builds at this point) and there's Steamworks.Net, it should therefore be possible to have Steam Controller support in Godot pretty easily. Even if you plan to write the rest of your game in GDScript, C# and GDScript communicate quite nicely
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