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Porting‐Godot‐4‐Overview
c08oprkiua edited this page Jan 26, 2024
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The main difference between Godot 4 and previous versions of Godot is a radically different approach to handling graphics and multiple windows. This causes Godot 4 to use more system resources than previous iterations of the Godot engine, however the benefit is that it has much better systems in place for multiple windows, and more advanced graphics capabilities. Furthermore, Godot 4's rendering system is geared more towards modern, low level graphics APIs, like Vulkan and DirectX12, as opposed to to older graphics APIs, such as GLES2 (which it does not support).
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A
detect.py
file for properly compiling the platform, because this is what SCons uses to detect your platform, libraries, etc. - Platform guideline adherent thread handling. This is a must, because Godot runs its various servers on multiple threads.
- OS singleton, to some extent (See OS), because the Godot main loop runs here.
- Audio
- Graphics (eg. If you want Godot to export as a server on a platform, like in previous versions of Godot)
- Input
- Networking
- 2.x
- 3.x
- Nintendo Wii
- 3.5 for Nintendo Switch
- 3.5 for Playstation Vita
- 4.x
- *New* Nintendo 3DS
- 4.2 for Nintendo Wii U
- Nintendo Switch