FSR 2.2 support just got merged! (github.com)
This adds AMD FSR 2.2 scaling to Godot, where it previously only supported FSR 1.
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This adds AMD FSR 2.2 scaling to Godot, where it previously only supported FSR 1.
I am trying out Godot and I’ve noticed that when I export the game to linux, the result has a much longer boot time...
The main target of the Godot Engine are game developers. But Godot’s easy workflow and functional UI elements, makes it also a good fit for non-game applications. There are already some out there you may know, like Pixelorama, an Open Source 2D sprite editor.
Stylized 3D Test & Pho King My Life...
Wildmagic Wizardry is a Spell Mixing, Dice Rolling, Strategy roguelike where you Mix the elements from your magical dice to create powerful spells and fight your way through groups of enemies....
Post originally by Majestic_Mission1682 titled...
My game has options for player customization, it’s a number of .png files that are not loaded with the game startup, save for the default ones. Instead, if the player clicks a button, it will load the next file for that part (like, say, hair-2.png)...
this seems a well-argued article to me the ‘General directionless development’ seems the most concerning point, I don’t think the ‘let’s go with what the community ask\want’ model is gonna work in the end....
Hey guys, unity refugee here:...
Hello all!...
Huge boost for Godot development!...
Hey guys I’ve recently been looking at Godot since Unity has set itself on fire. I’m liking it so far but I’ve run into a small issue that disrupts my usual workflow. I like to store multiple meshes as separate objects in a single .blend file for meshes that are very related to each other like pieces of a build kit. I was...
The past days the timeline of Unity user passivestar has been very enjoyable as they try out Godot and make many exciting discoveries about the engine (and bugs that they create issues for). They might also find something new that an experienced Godot user did not know before....
I have a wall in my 3D game which is relatively thin and it can be hit on both sides with objects that may occasionally be moving somewhat fast. Is there a reliable way to ensure that the colliding objects will be stopped on either side of the wall as opposed to simply passing through?
For example if you want pretty effects like areas being lit by projectiles will Compatibility provide lower of options than Forward+ ?...
Runs at around 300 FPS on my RTX 3060, WITH realtime global illumination enabled (sdfgi). Sadly still not fast enough for the scene to be playable in VR on my hardware - at least not at native resolution....
I made a blog post about my experience switching from Unity to Godot earlier this year, and some tips for Unity devs.