The team working on Godot Engine have released the first snapshot of Godot 4.3 which brings with it some big rendering changes that sound quite exciting overall.
There’s also now a new Direct3D 12 rendering driver, multiple controllers can now contribute to input actions, node groups can now be configured project-wide, freed objects are now treated differently from null in comparison operators, loading of scenes with corrupted or missing dependencies will no longer be aborted and an infamous bug causing areas to lose signal connections when pausing/unpausing the game has been fixed.
It’s good to see a proper option out there now, as console support for Godot was something of a sore point for developers.
The pricing may be a bitter pill to swallow for solo developers considering it’s $800 just for a single console up to $2,000 for the big three together (and that’s every year too), pricier still if you’re a bigger team or if you have a publisher.
They did catch a fair bit of flak for it across social media that I saw, with multiple developers believing such console port support should have come from the Godot Foundation, not a separate company set up specifically to turn a profit like W4 Games.
These developers mentioned the conflict of interest between the Godot Foundation and W4 Games, considering some people work for both.
Unity: minimum $2,040 per-person per-year, plus the Runtime Fee or or 2.5% of your game’s monthly gross revenue when you hit $1,000,000 (USD) gross revenue on a trailing 12 month basis and 1,000,000 lifetime initial engagements.
The original article contains 389 words, the summary contains 235 words. Saved 40%. I’m a bot and I’m open source!
This is the best summary I could come up with:
There’s also now a new Direct3D 12 rendering driver, multiple controllers can now contribute to input actions, node groups can now be configured project-wide, freed objects are now treated differently from null in comparison operators, loading of scenes with corrupted or missing dependencies will no longer be aborted and an infamous bug causing areas to lose signal connections when pausing/unpausing the game has been fixed.
It’s good to see a proper option out there now, as console support for Godot was something of a sore point for developers.
The pricing may be a bitter pill to swallow for solo developers considering it’s $800 just for a single console up to $2,000 for the big three together (and that’s every year too), pricier still if you’re a bigger team or if you have a publisher.
They did catch a fair bit of flak for it across social media that I saw, with multiple developers believing such console port support should have come from the Godot Foundation, not a separate company set up specifically to turn a profit like W4 Games.
These developers mentioned the conflict of interest between the Godot Foundation and W4 Games, considering some people work for both.
Unity: minimum $2,040 per-person per-year, plus the Runtime Fee or or 2.5% of your game’s monthly gross revenue when you hit $1,000,000 (USD) gross revenue on a trailing 12 month basis and 1,000,000 lifetime initial engagements.
The original article contains 389 words, the summary contains 235 words. Saved 40%. I’m a bot and I’m open source!