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Plans for my 2019 work

🕑 Added 2019-01-13 15:39:49 +0000 UTC

Comments

AY200

Are we cool yet?

Juan Linietsky & Godot Core Contributors

On Vulkan this is not needed (if you see, most Vulkan demos are about drawing orders of magnitude more objects than without it) because PSOs make sure there is no driver side validation between draw calls. On the GLES2 side, I am not sure how much demand there is, given you won't really do anything too complex with it for 3D.

Sergey

Do you plan to add batching for 3D too? This can be done manually but engine-based automatic batching to reduce draw calls would make my life easier. And happy new year to you too!

Jeff Nyte

Hell yeah!

Jason Anderson

Whoa, that's a tall order. (O_O)'

Godot Engine

4.0 from my part will be rendering work mostly (and hopefully physics), as well what the community might want to work in. GDScript will also see some improvements which require compatibility breaking, like first class functions and annotations.

Janders

Nice! Godot is getting better and better. Is there a roadmap for 4.0 already?

Godot Engine

I am not personally working on C# (not my area of expertise), but this is being actively worked on.

Georgi

Looks very good! Thanks for your hard work. I would also love to have stable (currently alpha) C# support by v4

Jesse

Vulcan, occlusion culling, decal support, and post-processing shader support? Oh boy am I excited!

Nathan Warden

Sounds awesome Juan, thanks for all your hard work!


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