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Godot 4.0?

A topic by utilitas created Sep 06, 2021 Views: 700 Replies: 5
Viewing posts 1 to 3
Submitted(+2)

Fittingly enough, 4.0 is the specific Godot I'm waiting for. It's got shiny Vulkan graphics and everything! Unfortunately, its HTML5/WebAssembly export template isn't exactly functioning – though I may poke 'n' prod it to life with enough bespoke compilation – and I can't submit my entry to the jam. If it worked. The process of turning it executable seems to have sucked all its life out.


Either way, am I the only one using Godot 4.0? I can't be the only one waiting on Vulkan.

Submitted

Godot 4.0 supporting Vulkan is why I joined this jam :)

I could not find a 4.0 Godot build after a 5 min. search, so I just started messing around with 3.3 lol.

Submitted

There are 4.0 compiled builds, but only 3rd party. And even then, it's highly unreliable, and comes without a WebAssembly template. Maybe if I can compile it myself, I'll be able to publish on the web, but I find that unlikely. Compiling Godot 4.0 has been a nightmare.

Submitted

easy peasy :P 

(2 edits)

Actually, one of the easiest things in the world is to build Godot from the source.

All you have to do is:

1. Download the dependencies

  • Visual Studio Community, version 2017 or later. VS 2019 is recommended.
  • MinGW-w64 with GCC can be used as an alternative to Visual Studio.
  • Python 3.5+.
  • SCons 3.0 build system. If using Visual Studio 2019, you need at least SCons 3.1.1.
  • Optional - yasm (for WebM SIMD optimizations)

2. Download the master-branch of the Godot sourcecode

https://github.com/godotengine/godot

3. In the Godot folder, execute the command "scons".



I also made a whole series of videos about how you can program entire games only in C++ directly in the source code.

I can only recommend a look at :)


Regards

ProggerParrot

(1 edit)

The big problem with Godot 4.0 in web (HTML5) is that the latest Godot just support the Vulkan render-backend, but most of modern browsers dont work with Vulkan. 

Most of web and mobile applications are just build on top of OpenGL and OpenGL ES but currently there is no solution to render Vulkan-Shaders reliable and stable in browsers.

The lastest nightly-builds of some browsers (Firefox, Chrome) are able to use "WebGPU". With this implementaion it will be possible to build modern games for Browsers... but this feature is far away from a stable and usefull state.


Regards

ProggerParrot