The team made a new page to see what they’re prioritizing at the moment. Neat!

  • Kelly@lemmy.world
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    9 days ago

    Enable users to export their C# projects on the Web
    The technology stars seem to align in order to enable us to export C# projects on the Web. We fully intend to make this a reality as soon as possible.

    https://godotengine.org/priorities/#enable-users-to-export-their-csharp-projects-on-the-web

    This isn’t really very explicit about the developments that might get this issue unstuck.

    I had a look around and found some recent discussion here:

    https://github.com/godotengine/godot/issues/70796#issuecomment-2524834258

    Does anyone know if this is what they are talking about or have there been other developments too?

  • fartsparkles@sh.itjust.works
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    9 days ago

    I’m saddened to see no discussion around audio. We need better spatial audio to enable immersive VR experiences (especially occlusion and HRTFs). Steam Audio integration is still very early days and no where near ready for production use and means relying on third party SDKs which are hard to migrate off of.

  • WhiskyTangoFoxtrot@lemmy.world
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    8 days ago

    Is the “texture and mesh streaming” the only roadblock to making large, open-world games with Godot, or are there other things that need to be implemented before Godot is a suitable engine for that sort of thing?

    • popcar2OP
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      8 days ago

      From what I understand: 3D performance in general needs to be improved. Even if you’re not rendering them, having tens of thousands of nodes in the tree kills performance. The global illumination used in Godot is also really taxing. Terrains are an extension rather than built-in to the engine and probably doesn’t have feature parity with other engines’ terrain systems.

      4.4 did a lot to improve things but there’s still a ways to go before big open worlds can happen.