this post was submitted on 13 Dec 2024
47 points (100.0% liked)

Godot

6005 readers
8 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 2 years ago
MODERATORS
 

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

you are viewing a single comment's thread
view the rest of the comments
[โ€“] WhiskyTangoFoxtrot@lemmy.world 2 points 1 week ago (1 children)

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?

[โ€“] popcar2@programming.dev 2 points 1 week 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.