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...Our main batching architecture lawnjelly has already done a lot of groundwork to implement the batching in GLES3 too, but we will start evaluating...
...Architecture changes
In modern rendering APIs, there are architecture changes that force us to break compatibility and do some things differently. The immediate one...
In modern rendering APIs, there are architecture changes that force us to break compatibility and do some things differently. The immediate one...
...GLES2 batching is enabled by default both in-game and in the editor. You can turn it off or configure advanced settings in the...
...CAD and 3D DCC applications will most likely continue to using OpenGL, but for anything related to games OpenGL will be no more.
Vulkan...
Vulkan...
...GLES2 batching is enabled by default both in-game and in the editor. You can turn it off or configure advanced settings in the...
...This month was mostly spent on refactoring and modifying the core rendering architecture.
One of the main goals for Godot 4.0 is to...
One of the main goals for Godot 4.0 is to...
...the necessary set of tools to pull out my game ideas. The node architecture with the concept of scene within scenes and the straightforward...
...Exporting to Android requires .NET 7.0 or higher, uses the linux-bionic Mono runtime, and only supports the arm64
and x64
architectures.
The...
and x64
architectures.
The...
...Windows Mixed Reality headsets are currently only supported through SteamVR as WMR natively only supports DirectX game engines.
Weâre looking at Android and native...
Weâre looking at Android and native...
...The only big change is that the classical build for macOS is now a universal binary, with both x86_64
and arm64
architectures included (to...
and arm64
architectures included (to...