Godot Engine Vulkan 3D Rendering Support




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Godot Vulkan Progress Report #3
Work on 3D rendering has begun. This month was mostly spent on refactoring and modifying the core rendering architecture.
One of the main goals for Godot 4.0 is to make it possible to replace the core rendering class with as less rewriting as possible. The default 3D renderer will be as good as possible, but if some game requires a completely different one (because of very specific requirements), the idea is that just re-implementing some functions should be enough to achieve this.
Added to this, a lot of hacks were removed from the 3D engine viewports (no more need to flip, set a viewport to keep linear color to embed on 3D, etc), and the strategy of allocating buffers on demand continues (so by default users don't need to configure the game features to tweak memory usage manually, engine will automatically allocate whatever is needed on the fly).
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Godot Begins Working On Its Vulkan 3D Rendering Support
The increasingly used Godot open-source game engine has been working on porting to Vulkan as part of Godot 4.0. With much of the lower-level and 2D bits in good standing, work on their 3D rendering support with Vulkan has begun.
Godot lead developer Juan Linietsky has posted his third progress report on the Vulkan undertaking. He has begun working on refactoring and improving the core rendering architecture to allow for a Vulkan-geared 3D renderer. While focused on adding Vulkan support, Juan has made various improvements to the 3D engine in the process.
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Godot Engine continues advancing the Vulkan rendering system, 3D work has begun
Godot Engine developer Juan Linietsky has another progress report up on the status of moving over to Vulkan and it's sounding great.
Now that the work on the 2D side of Godot Engine with Vulkan is mostly ready, Linietsky has moved over to the 3D engine and work "continues at a steady pace".
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