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by unfa
1560 days ago
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Godot 4 brings a lot of revolutionary changes.
Apart from simple things like Copy/Paste for nodes in the editor between scenes and being able to have multiple windows, there's big stuff like:
- the Vulkan renderer being able to scale up much more than OpenGL
- Automatic LOD system that generates and automaticlaly uses decimated models to remove unnecessary geometry detail at distance
- Occlusion culling, doing what BSP room culling in Godot 3 does only better and with less manual work involved (Liblast is using that to separate rooms) - also being suitable for outdoor environments
- Fully real-time global illumination with SDFGI + physically-based sky texture = easy day cycle with fully dynamic indirect lighting
- Volumetric fog + fog volumes that can be controlled with custom shaders
- Much more powerful GPU-accelerated Particles with collision and forcefields
- Fully dynamic shader-based projection decals allowing for detailing the world or adding dynamic destruction marks in the world
- Overhauled networking with a new Scene Replication function, making multiplayer development even higher level in Godot 4 (we still need to update to use that one)
- countless more improvements The downsides are bugs, crashes and the fact that things still change a lot so sometimes we need to update our code to the new GDScript syntax etc :) |
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