Release of the game engine Godot 3.2


Release of the game engine Godot 3.2

AT THE REQUEST OF THE WORKERS! Taken from opennet.

Free game engine released after 10 months of development godot 3.2suitable for creating 2D and 3D games. The engine supports an easy-to-learn game logic job language, a graphical game design environment, a one-click game deployment system, rich animation and physics simulation capabilities, a built-in debugger, and a performance bottleneck detection system. The code of the game engine, game development environment and related development tools (physics engine, sound server, 2D/3D rendering backends, etc.) are distributed under the MIT license.

The engine was source coded in 2014 by OKAM, after ten years of developing a professional grade proprietary product that has been used to create and publish many games for PC, game consoles and mobile devices. The engine supports all popular stationary and mobile platforms (Linux, Windows, macOS, Wii, Nintendo 3DS, PlayStation 3, PS Vita, Android, iOS, BBX), as well as web game development. Ready-to-run binary builds are generated for Linux, Windows, and macOS.

In a separate branch, a new rendering backend based on the Vulkan graphics API is being developed, which will be offered in the next release of Godot 4.0, instead of the currently offered rendering backends via OpenGL ES 3.0 and OpenGL 3.3 (OpenGL ES and OpenGL support will be preserved through the provision of the old OpenGL ES 2.0 backend /OpenGL 2.1 on top of the new Vulkan-based rendering architecture). The transition from Godot 3.2 to Godot 4.0 will require applications to be reworked due to API-level compatibility issues, but the Godot 3.2 branch will have a long support cycle, the duration of which will depend on the demand for this branch by users. Interim 3.2.x releases also include porting of non-stability-impacting innovations from the 4.x branch, such as support for AOT compilation, ARCore, DTLS, and the iOS platform for C# projects.

Main innovations of Godot 3.2:

  • Added support for Oculus Quest virtual reality helmets, implemented on the basis of a plug-in for the Android platform. For the development of augmented reality systems for iOS, support for the ARKit framework has been added. For Android, support for the ARCore framework is being developed, but it is not yet ready and will be included in one of the 3.3.x interim releases;
  • The interface of the visual shader editor has been redesigned. Added new nodes to create more advanced shaders. For shaders implemented by classic scripts, support for constants, arrays, and "varying" modifiers has been added. Many shaders specific to the OpenGL ES 3.0 backend have been ported to OpenGL ES 2;
  • Support for physically based material rendering (PBR) is synchronized with the capabilities of new PBR rendering engines, such as Blender Eevee and Substance Designer, to ensure a similar scene rendering in Godot and the used 3D modeling packages;
  • Various rendering settings have been optimized to improve performance and image quality. Many features from GLES3 are ported to the GLES3 backend, including support for the MSAA (Multisample anti-aliasing) anti-aliasing method and various post-processing effects (glow, DOF blur and BCS);
  • Added full support for importing 3D scenes and models in glTF 2.0 (GL Transmission Format) and added initial support for the FBX format, which allows you to import scenes with animation from Blender, but is not yet compatible with Maya and 3ds Max. Added support for wireframe skins when importing scenes via glTF 2.0 and FBX, allowing you to use one wireframe in multiple meshes. Work to improve and stabilize glTF 2.0 support has been done in conjunction with the Blender package community, which will offer improved glTF 2.0 support in the 2.83 release;
  • The network capabilities of the engine have been extended with support for the WebRTC and WebSocket protocols, as well as the ability to use UDP in multicast mode. Added an API for using cryptographic hashes and working with certificates. Added a graphical interface for profiling network activity. Work has begun on a WebAssembly/HTML5 port of Godot that will allow the editor to run in a browser over the Web;
  • The plug-in for the Android platform and the export system have been redesigned. There are now two separate export systems for Android packaging: one with a pre-built engine, and one that allows you to generate your own builds based on custom engine options. You can customize your own assemblies at the Android plugin level, without manually editing the original template;
  • Support for selective disabling of certain features has been added to the editor, for example, you can remove buttons to call the 3D editor, script editor, resource library, nodes, panels, properties and other elements that are not required by the developer (hiding superfluous allows you to significantly simplify the interface);
  • Added initial support for integration with source code control systems and implemented a plugin for Git support in the editor;
  • The ability to redefine the camera for a running game through the editor window has been provided, which makes it possible to evaluate various modes in the game (free view, inspection of nodes, etc.);
  • An implementation of the LSP (Language Server Protocol) server for the GDScript language is proposed, which allows passing information about the GDScript semantics and code completion rules to external editors, such as VS Code plugin and Atom;
  • Numerous improvements have been made to the built-in GDScript script editor: the ability to set bookmarks on positions in the code has been added, the minimap panel has been implemented (for a quick overview of the entire code), input auto-completion has been improved, the possibilities of the visual script design mode have been expanded;
  • Added a mode for creating pseudo-3D games that allows you to use the effect of depth in two-dimensional games by defining several layers that form a fictitious perspective;
  • Support for texture atlases has been returned to the 2D editor;
  • The process of placing anchors and borders of areas has been modernized in the GUI;
  • For text data, the ability to monitor changes in the parameters of effects on the fly has been added, support for BBCode tags and the ability to define your own effects have been added;
  • Added a sound stream generator that allows you to create sound waves based on individual frames and a spectrum analyzer;
  • Using the V-HACD library, it is possible to decompose concave meshes into precise and simplified convex parts. This feature greatly simplifies the generation of collision shapes for existing 3D meshes;
  • Implemented the ability to develop game logic in C# using Mono for Android and WebAssembly platforms (previously C# was supported for Linux, Windows and macOS). Mono 6.6 is based on C# 8.0 support. C# also has initial support for ahead of time compilation (AOT, ahead-of-time), which has been added to the codebase, but not yet activated (for WebAssembly, the interpreter is still used). For editing C# code, the ability to connect external editors such as MonoDevelop, Visual Studio for Mac and Jetbrains Rider is implemented;
  • Significantly expanded and improved documentation. A partial translation of the documentation into Russian has been published (the introductory guide to getting started has been translated).

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Source: linux.org.ru

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