You can sign up to get a daily email of our articles, see the Mailing List page!

The FOSS game engine 'Godot Engine' has a very exciting 2019 planned for features

Posted by , | Views: 8,341

While the big Godot Engine 3.1 release isn't out yet (soon), they're already working out a list of exciting features for the next few versions.

Taking to Twitter, Godot Engine head honcho Juan Linietsky has been posting about their plans. Turns out, there's a lot. Some of it sounds incredibly exciting too for a free and open source game engine. Talking about it, they said their aim is to make "Godot 4.0 2D and 3D rendering top notch with nothing to envy from the big guys (but still keeping it as easy to use as always)".

Here's just some of the things we might see later this year:

  • Vulkan support
  • Add Shader caching
  • Tessellation shaders
  • Post-processing shader support
  • God-rays for directional light
  • Planar Reflections
  • LOD and texture/mesh streaming
  • Add batching to the GLES2 back-end
  • Make 2D lighting work in one pass, to increase performance
  • A more modern SSAO algorithm
  • Take a look at PhysX, now it's open source

That's simply a taster going by what they posted in pictures and from replies to others, for more that is going to be added to their list. There's loads more too, see this Twitter post as well as this one for the list. These are only the plans from one developer too, it's not counting all the other parts that will be working on in the next development cycles.

Looks like 2019 is going to be a pretty huge year for the Godot Engine team, hopefully we will begin to see more people use it, especially with the 3.1 release just around the corner which has a beta available already.

Learn more about Godot Engine on the official site.

Article taken from GamingOnLinux.com.
24 Likes, Who?
We do often include affiliate links to earn us some pennies. We are currently affiliated with GOG, Humble Store and Paradox Interactive. See more information here.
About the author -
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
13 comments
Page: 1/2»
  Go to:

elmapul 14 January 2019 at 10:00 am UTC
"Shader cache"
i'm not sure if i'm happy that it will have it, or disapointed to know it dont have it yet.

"Tessellation shaders"
i dont know if other engines have this feature as an shader or as something else.

"LOD and texture/mesh streaming"
i guess this is pretty new on other engines as well, by new, i mean its an current gen (ps4/xone gensfeature) feature
TheSHEEEP 14 January 2019 at 10:20 am UTC
View PC info
  • Supporter
Meanwhile, the features I am most waiting for:
Proper terrain/heightmap generation (currently, there's only an external plugin for this)
Actually usable navigation meshes (including dynamic updates and different agent sizes)

Are both planned for 3.2, so I guess also realistic to expect this year.
megaglest 14 January 2019 at 10:33 am UTC
I'm just glad there is such an advanced open source game engine in the first place.


Last edited by Liam Dawe at 14 January 2019 at 1:02 pm UTC
mirv 14 January 2019 at 11:17 am UTC
View PC info
  • Supporter
  • Top Supporter
elmapul"Shader cache"
i'm not sure if i'm happy that it will have it, or disapointed to know it dont have it yet.

"Tessellation shaders"
i dont know if other engines have this feature as an shader or as something else.

"LOD and texture/mesh streaming"
i guess this is pretty new on other engines as well, by new, i mean its an current gen (ps4/xone gensfeature) feature

Shader cache might refer to the OpenGL native feature. Would not be surprised if it wasn't used; most drivers might do this internally anyway, and clearing the cache must be done properly or it'll be very unstable.

Unless you're dealing with very, very old hardware, tess with be as shaders. Either at the tess stage, or possibly done as geometry shaders instead.

I'm away from stable 'net connection atm, so haven't dug further than this post, i.e I could be mistaken on their meaning.
x_wing 14 January 2019 at 1:32 pm UTC
This shader caches implementation always makes noise to me. Anybody knows why do we need so many implementations of, whats looks like, the same thing? Isn't Mesa cache enough or there are differences between them?
axredneck 14 January 2019 at 1:45 pm UTC
Sadly these modern engines don't have good old BSP/brushes/sectors/patches/other options to create solid geometry it editor, so you need to create separate 3D models in Blender or import existing ones even for simple geometry.
mirv 14 January 2019 at 2:38 pm UTC
View PC info
  • Supporter
  • Top Supporter
x_wingThis shader caches implementation always makes noise to me. Anybody knows why do we need so many implementations of, whats looks like, the same thing? Isn't Mesa cache enough or there are differences between them?

There are differences, though I don't know if it makes much end-user difference. Haven't benchmarked such things, but in theory the API level cache has the least overhead to load and being API level doesn't rely on the platform's drivers (good for cross platform support).
razing32 14 January 2019 at 3:20 pm UTC
megaglestI'm just glad there is such an advanced open source game engine in the first place.

Did Liam edit your comment ?
Kimyrielle 14 January 2019 at 4:30 pm UTC
Having made a little game with it recently, I love this engine and I am excited for the new features, Vulkan support most of them all!
One thing I was missing lately is that the engine doesn't seem to support Steam controllers yet. At least get_connected_joypads() returns empty, even when Steam can see the controller. Also, built-in database support would be neat.
Natedawg 14 January 2019 at 6:22 pm UTC
axredneckSadly these modern engines don't have good old BSP/brushes/sectors/patches/other options to create solid geometry it editor, so you need to create separate 3D models in Blender or import existing ones even for simple geometry.

Godot does have CSG support though
https://godotengine.org/article/godot-gets-csg-support
  Go to:
While you're here, please consider supporting GamingOnLinux on Patreon, Liberapay or Paypal. We have no adverts, no paywalls, no timed exclusive articles. Just good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!

You need to Register and Login to comment, submit articles and more.


Or login with...

Livestreams & Videos
Community Livestreams
  • Sneaky Beaky: „Aragami: Nightfall“
  • Date:
See more!
Popular this week
View by Category
Contact
Latest Comments
Latest Forum Posts