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Fixing some issues with the scripting language integration

Harold Serrano

Hey guys, in this live stream I answered several game engine development questions and did a bit of coding. 12:10 Should I develop my game engine using OpenGL, Metal, or Vulkan? Timestamps: 0:00 intro. 2:45 Current state of the game engine. 9:05 Why I use Gravity as the scripting language for my game engine.

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Dev snapshot: Godot 3.0 alpha1

Mircosoft Game Dev

We can already see many questions coming regarding this development snapshot, so here are some answers. Our resources are too limited to focus on too many renderers at the same time, and the new OpenGL ES 3.0 / OpenGL 3.3 What is the ETA for Godot 3.0 When it's ready. Does it support Vulkan? How to run my 2.1

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Why isn't Godot an ECS-based game engine?

Mircosoft Game Dev

The answer is that, you can still do anything you want, but you need to do it in a different way. This is similar to just writing the game yourself in SDL/OpenGL, except the rest of the engine is still available for everything else that is not specialized game code (like UI, IO, saving, networking, etc. Do clever optimizations.

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, This feature was originally developed for Godot 4.0 by Hendrik Brucker ( Geometror ) and Haoyu Qiu ( timothyqiu ) backported it to 3.5. Asynchronous shader compilation + caching (ubershader). courtesy of Pedro J. Estébanez ( RandomShaper )!

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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

To get the answer, let’s see why in the next. However, in the current graphics API standards, OpenGL ES 3.0 Fortunately, except for proprietary platforms like Nintendo Switch, the graphics drivers for the other platforms are known: Metal, OpenGL ES, WebGL, Vulkan, and WebGPU. 2017-04-11, based on OpenGL ES 3.0

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0 The answer is “it depends”. Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). Rendering is significantly more efficient in Godot 4.0,

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Here comes Godot 3.2, with quality as priority

Mircosoft Game Dev

let's answer a question that many of you may have: what kind of support can you expect for the 3.2 which will bring a new Vulkan-based rendering backend in lieu of the current OpenGL ES 3.0 / OpenGL 3.3 The lower end OpenGL ES 2.0 / OpenGL 2.1 The lower end OpenGL ES 2.0 / OpenGL 2.1 x projects.

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