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报告翻译问题
https://www.gamingonlinux.com/articles/easy-anti-cheat-is-actually-still-supported-for-linux-a-statement-from-epic-games.14077
So in the end it's just that issues with EAC on Linux take longer to get fixed (it's a lower priority for an obvious reason), but support is not being dropped.
https://godotengine.org/article/godot-3-2-arvr-update
(check the "Valve Index" topic)
In other VR news, there is a new Khronos Group (the one behind Vulkan, SPIR-V and glTF) specification being built for unifying AR/VR across all interested platforms:
https://www.khronos.org/openxr
Valve is backing it too as can be seen in the "Companies Publicly Supporting OpenXR" section of the page. Possibly the colaboration with Godot can help Valve establish how to someday better include the feature in that standard.
edit: It is awesome that some shinny new stuff is already being gobbled up by open-standard initiatives instead of becoming entrenched proprietary messes for decades.
https://godotengine.org/article/maintenance-release-godot-2-1-6
Has anyone seen an entire new architecture support being backported before?
And here is why:
I like the fact that they clearly state which platforms cause most backwards breakage and that linux isn't on the list.
I am also a bit stunned that this kind of chage isn't an overwhelming challenge for them. Must've done something very right designing their software to be able just add x86 android on a whim like this
This is actually not new info but I missed it completely at the time, and now has been reafirmed via their twitter and mentioned by Gaming on Linux in an article for a new beta release of the old engine:
https://www.gamingonlinux.com/articles/foss-fantasy-turn-based-strategy-game-battle-for-wesnoth-has-a-new-beta-still-porting-to-godot-engine.14945
For those that want to keep an eye on the progress, this is their github entry for the prototype:
https://github.com/wesnoth/haldric
https://godotengine.org/article/heroic-labs-supports-godot-development
Nakama is an online social multiplayer backend already available for use integrating in Unity, Unreal and others.
Also Godot devs are working towards version 4, which will finally implement Vulkan support (of ultimate importance for futureproofing the engine and games made with it). More on that in the GoL news:
https://www.gamingonlinux.com/articles/foss-game-engine-godot-engine-just-gained-a-new-platinum-sponsor-.15138
https://www.gamingonlinux.com/articles/need-to-make-some-pixel-art-pixelorama-is-a-cross-platform-foss-tool-worth-looking-at.15610
It is part of why they keep the engine so small. Their intent is for third party tools and plugins to fill in the gap. I'm surprised this program isn't available as a plugin for the GoDot IDE as well.
https://godotengine.org/article/godot-oculus-quest-support
Bonus: how easy it is to test-deploy to Android when using Godot.
Godot is no exception as one of its founders and main developers decided to go full out and tell us the short but adventurous story of the software since its inception up to current developments and a bit into the future:
https://godotengine.org/article/retrospective-and-future
https://godotengine.org/article/schedule-godotcon-2020-brussels
The talking points for each part of their event are up now, and a quick look around them makes me even more respectful and in awe for the amout of work and know-how involved in creating games
https://godotengine.org/article/here-comes-godot-3-2
Nearly 2000 issues got fixed, lots of these being longstanding bugs and usability improvements, so it's likely to be a good version for devs to use for a good while as we wait for the 4.0 version (the one with Vulkan) now going in full tilt development
ps: I'm fascinated by how careful and detailed their posts about version changes are, most notably how they document changes that may break game projects and how they handle support for old versions to avoid forcing the bigger breakages on the game devs too soon
TBH, only "Fatastic Creatures" rings a bell...
Godot has received an eEpic Megagrant and is quickly gaining popularity*:
https://www.gamingonlinux.com/articles/godot-engine-was-approved-for-an-epic-megagrant.15913
*= that based on engines used on the Global Game Jam, which likely is biased in its favour, due to being FOSS it has been specially popular among indie studios and freelancers, but still significant as it is still an order of magnitude behind Unity but already 3rd place and half the way to Unreal in that segment.
It is steadily gaining traction, but still really used only by smaller indie studios and light games.
This is in part due to not being so well known, but also because it has a ling way to go to perform well for heavier games.
From what the devs themselves said recently, Godot's graphics engine itself is not very robust yet, but hopefully will be in better shape for bigger games on 4.0 with the Vulkan overhaul.
It's no coincidence that it is going crazy well on Itch.io:
https://itch.io/games/tag-godot
https://godotengine.org/article/submissions-open-godot-2020-showreel
Making a showreel seems like such a sweet idea.
https://www.gamingonlinux.com/articles/the-fantastic-deck-builder-dicey-dungeons-has-a-big-bug-fix-update-plus-a-new-modding-tool-is-out.15912
Despite Dicey Dungeon not having been developed in Godot, they have recently released Dicey Modgeons (their set of modding tools for the game) and it turns out this is another non-gaming tool developed inside Godot
(also the tool is FOSS and, as expected of Godot's offspring, utterly crossplatform)