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<a href=/consoles/>Console support</a></div><div class=nav-dropdown-menu id=community-dropdown><a href=/community/ class=touch-only>Community</a>
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<a href=/events/>Events</a></div><script>document.addEventListener("DOMContentLoaded",function(){const e=document.querySelectorAll("[data-dropdown]");e.forEach(e=>{const n=e.getAttribute("data-dropdown"),t=document.getElementById(n);if(t){let n=-1;const i=()=>{if(n===-1)return;clearTimeout(n),n=-1},a=()=>t.style.display==="block",r=()=>{if(a())return;if(window.innerWidth<1200)return;i();const n=e.getBoundingClientRect();t.style.top=n.bottom+"px",t.style.left=n.left+"px",t.style.display="block",e.classList.add("dropdown-open")},s=({instant:s=!1}={})=>{if(!a())return;const o=()=>{i(),t.style.display="none",e.classList.remove("dropdown-open")};if(s){o();return}n=setTimeout(o,100)},l=e=>{if(window.innerWidth<1200)return;e.preventDefault(),a()?s({instant:!0}):r()},c=e=>t=>{t.pointerType==="touch"&&e(t)},o=e=>t=>{t.pointerType!=="touch"&&e(t)};e.addEventListener("pointerup",c(e=>l(e))),document.documentElement.addEventListener("pointerup",c(n=>{!e.contains(n.target)&&!t.contains(n.target)&&s({instant:!0})})),e.addEventListener("pointerenter",o(e=>r())),e.addEventListener("pointerleave",o(e=>s())),t.addEventListener("pointerenter",o(e=>i())),t.addEventListener("pointerleave",o(e=>s()))}})})</script><main><style>body{background-color:var(--background-color)}h1{margin-bottom:8px;margin-top:32px}:not(pre)>code{background:var(--code-background-color);padding:1px 4px;font-size:.95em;border-radius:3px}pre{background:var(--codeblock-background-color);color:var(--codeblock-color)}pre code{display:block;overflow-x:auto;padding:.5em}.date-big{line-height:2;margin-left:32px}article{background-color:var(--base-color);box-shadow:0 3px 2px rgba(0,0,0,.15)}figure{margin:0}figure img{margin:0}article img,article video{max-width:100%;height:auto;display:block;margin:auto;margin-top:16px;margin-bottom:16px}article h1{margin-top:64px}article h2,article h3,article h4{margin-top:42px}.article-info{display:flex;flex-direction:column;gap:8px}.article-metadata{display:flex;gap:24px;align-items:center;font-family:var(--header-font-family);margin-bottom:12px}@media(max-width:900px){.article-metadata{flex-direction:column;align-items:flex-start;gap:16px}}.article-author{color:var(--base-color-text-subtitle-date);font-weight:700;font-size:18px;flex-grow:1;display:flex;gap:12px;align-items:center}.article-author .avatar{border-radius:100%;margin:0;background:0 0}.article-author .by{color:var(--base-color-text-subtitle)}.article-metadata .date{color:var(--base-color-text-subtitle-date)}.article-metadata .date.post-recent-highlight{color:var(--post-recent-highlight-color);opacity:.8}.article-metadata .date.post-recent-highlight::after{font-size:80%;content:"NEW";border:2px solid var(--post-recent-highlight-color);padding:2px 3px;margin-left:8px}.tag.active{filter:saturate(.75)}@media screen and (min-width:900px){article .content{width:70%;margin:auto}}@media(max-width:900px){body{background-color:var(--base-color)}article{background-color:initial;box-shadow:none}article img:first-child,article video:first-child{max-width:100%}}.blog-navigation{display:grid;grid-template-columns:1fr 1fr;padding-top:30px;padding-bottom:60px}.blog-navigation .next{text-align:right}@media(max-width:900px){.blog-navigation{grid-template-columns:1fr;gap:20px;border-top:1px solid var(--code-background-color)}.blog-navigation .next{text-align:left}}.blog-navigation span{opacity:.6;font-weight:700;margin-bottom:5px;display:block}.blog-navigation a{display:inline-block;text-decoration:none;color:inherit;opacity:.6;transition:opacity .2s}.blog-navigation a:hover{opacity:1}</style><link rel=stylesheet href=/assets/css/highlight.obsidian.min.css><div class=container><article class=padded><div class="content article-container"><figure class=article-cover><img src=/storage/blog/covers/godot-and-android-and-vulkan.webp title alt=" " class=rounded-lg style=width:100%;height:auto;background-color:initial></figure><div class=article-info><h1>Update on the Collaboration with Google and The Forge</h1><div class=article-metadata><div class=article-author><span>By: </span><img class=avatar width=25 height=25 src=/assets/images/authors/clayjohn.jpg alt="Clay John" loading=lazy>
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<span class=by>Clay John</span></div><span class=date data-post-date="2024-04-19 18:00:00 +0000">19 April 2024</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class=article-body><p>Our <a href=https://godotengine.org/article/collaboration-with-google-forge-2023>collaboration with Google and The Forge</a> has achieved its original goal of improving performance in the Vulkan backend and enhancing our Vulkan API usage. The work started in mid-November and I have to say, the last few months went by very fast. Overall, I am happy to report that we finished everything that had been planned for this collaboration.<p>Most of the work is targeted at improving the Vulkan backend and will benefit all platforms that use Vulkan. The list of improvements is too long to list here, but some highlights are:<ul><li>Usage of Unified Memory Architecture (UMA) buffers when available<li>Add Android <a href=https://developer.android.com/games/optimize/adpf/thermal>Thermal API</a> support<li>Replace large push constants with dynamic uniform buffers<li>Optimize descriptor sets and descriptor set batching<li>Optimize swapchain operations<li>Integrate <a href=https://developer.android.com/games/sdk/frame-pacing>Swappy frame pacing</a> from the Google AGDK</ul><p>During the project, we tested two different 3D scenes using a Google Pixel 7 and a Samsung S23. Depending on the project and device, we see a consistent 10% - 20% reduction in GPU frame times. Since mobile devices are currently heavily GPU bottlenecked in 3D scenes this translates directly into a 10%-20% frame time improvement!<p>This collaboration covered more than just performance, it also covered integrating tools like Android Thermal API which can be used to monitor and respond to changes in the thermal state of the device. Importantly, this allows you to automatically scale down quality to maintain a high framerate and cool temperature. Stay tuned for more documentation.<p>The work was developed in a private fork of Godot that was kept up to date with our main branch as the work progressed. The final work product can be accessed in <a href=https://github.com/godotengine/godot/pull/90284>this PR</a>. We won’t merge this PR as-is, instead we will break it into smaller pieces that can more easily be tested and used to identify potential regressions. Expect this process to take a few months and be split between the 4.3 and 4.4 releases.<p>If you have a mobile game in development, we would like to hear your feedback and see what kind of impact this makes on your game.<p>We very much appreciate the support of Google and The Forge for this effort and we look forward to seeing our developers take advantage of Vulkan with Godot!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<span class=by>Clay John</span></div><span class=date data-post-date="2024-04-19 18:00:00 +0000">19 April 2024</span></div><div class=tags><a href=/blog/news><div class="tag active">News</div></a></div></div><div class="card card-warning"><p>This article is from <strong>April 2024</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>Our <a href=https://godotengine.org/article/collaboration-with-google-forge-2023>collaboration with Google and The Forge</a> has achieved its original goal of improving performance in the Vulkan backend and enhancing our Vulkan API usage. The work started in mid-November and I have to say, the last few months went by very fast. Overall, I am happy to report that we finished everything that had been planned for this collaboration.<p>Most of the work is targeted at improving the Vulkan backend and will benefit all platforms that use Vulkan. The list of improvements is too long to list here, but some highlights are:<ul><li>Usage of Unified Memory Architecture (UMA) buffers when available<li>Add Android <a href=https://developer.android.com/games/optimize/adpf/thermal>Thermal API</a> support<li>Replace large push constants with dynamic uniform buffers<li>Optimize descriptor sets and descriptor set batching<li>Optimize swapchain operations<li>Integrate <a href=https://developer.android.com/games/sdk/frame-pacing>Swappy frame pacing</a> from the Google AGDK</ul><p>During the project, we tested two different 3D scenes using a Google Pixel 7 and a Samsung S23. Depending on the project and device, we see a consistent 10% - 20% reduction in GPU frame times. Since mobile devices are currently heavily GPU bottlenecked in 3D scenes this translates directly into a 10%-20% frame time improvement!<p>This collaboration covered more than just performance, it also covered integrating tools like Android Thermal API which can be used to monitor and respond to changes in the thermal state of the device. Importantly, this allows you to automatically scale down quality to maintain a high framerate and cool temperature. Stay tuned for more documentation.<p>The work was developed in a private fork of Godot that was kept up to date with our main branch as the work progressed. The final work product can be accessed in <a href=https://github.com/godotengine/godot/pull/90284>this PR</a>. We won’t merge this PR as-is, instead we will break it into smaller pieces that can more easily be tested and used to identify potential regressions. Expect this process to take a few months and be split between the 4.3 and 4.4 releases.<p>If you have a mobile game in development, we would like to hear your feedback and see what kind of impact this makes on your game.<p>We very much appreciate the support of Google and The Forge for this effort and we look forward to seeing our developers take advantage of Vulkan with Godot!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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<a rel=prev href=/article/maintenance-release-godot-4-2-2-and-4-1-4/>Maintenance release: Godot 4.2.2 & 4.1.4</a></div><div class=next><span>Next</span>
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<a rel=next href=/article/introducing-reverse-z/>Introducing Reverse Z (AKA I'm sorry for breaking your shader)</a></div></div></div><link rel=stylesheet href=/assets/css/anchor-link.css?1><link rel=stylesheet href=/assets/css/article-cards.css?3><script src=/assets/js/anchor-link.js></script><script>document.addEventListener("DOMContentLoaded",()=>{window.applyAnchorLinks(".article-body"),document.querySelectorAll(".article-cover img, .article-body img").forEach(e=>{if(e.classList.contains("lightbox-ignore"))return;const t=document.createElement("a");t.href=e.src,t.classList.add("lightbox"),t.dataset.group="article",e.parentNode.appendChild(t),t.appendChild(e)})})</script></main><footer class=footer-global><div class=wrapper><div class=columns><div class=col><h2>Godot Engine</h2><ul><li><a class=set-os-download-url href=/download>Download</a><li><a href=https://docs.godotengine.org>Documentation</a><li><a href=/features/>Features</a><li><a href=https://editor.godotengine.org/releases/latest/>Web editor</a><li><a href=/download/archive/>Release archive</a><li><a href=https://github.com/godotengine>Source code</a></ul></div><div class=col><h2>Project</h2><ul><li><a href=/blog/>Blog</a><li><a href=/code-of-conduct/>Code of conduct</a><li><a href=/governance/>Governance</a><li><a href=/teams/>Teams</a><li><a href=/priorities/>Priorities</a><li><a href=/community/>Communities</a></ul></div><div class=col><h2>Resources</h2><ul><li><a href=https://godotengine.org/asset-library/asset>Asset library</a><li><a href=/press/>Press kit</a><li><a href=/showcase/>Showcase</a><li><a href=/education/>Education</a><li><a href=/consoles/>Console support</a></ul></div><div class=col><h2>Foundation</h2><ul><li><a href=https://godot.foundation/>About</a><li><a href=https://fund.godotengine.org>Donate</a><li><a href=/license/>License</a><li><a href=/privacy-policy/>Privacy policy</a><li><a href=/contact/>Contact us</a></ul></div></div><hr><div class=credits-and-socials><p>© 2007-2025 Juan Linietsky, Ariel Manzur and <a href=https://github.com/godotengine/godot/blob/master/AUTHORS.md target=_blank rel=noopener>contributors</a>. Hosted by the <a href=https://godot.foundation/ target=_blank rel=noopener>Godot Foundation</a>. Website <a href=https://github.com/godotengine/godot-website target=_blank rel=noopener>source code on GitHub</a>.<div class=social><a href=https://github.com/godotengine target=_blank rel=noopener title=GitHub><svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512"><path d="M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6.0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6.0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3.0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1.0-6.2-.3-40.4-.3-61.4.0.0-70 15-84.7-29.8.0.0-11.4-29.1-27.8-36.6.0.0-22.9-15.7 1.6-15.4.0.0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5.0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9.0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4.0 33.7-.3 75.4-.3 83.6.0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6.0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9.0-6.2-1.4-2.3-4-3.3-5.6-2z"/></svg>
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-10-18T10:54:47+00:00</updated><id>https://godotengine.org/</id><entry><title>Maintenance release: Godot 4.5.1</title><link href="https://godotengine.org/article/maintenance-release-godot-4-5-1/"/><updated>2025-10-15T12:00:00+00:00</updated><id>https://godotengine.org/article/maintenance-release-godot-4-5-1/</id><summary>4.5's first maintenance release arrives!</summary><content type="html"><p>We saw the release of <a href="/releases/4.5/">Godot 4.5</a> less than a month ago, and have already been absolutely overwhelmed with the positive reception. Since then, our team has been hard at work on the development phase of Godot 4.6 (and subsequently its <a href="/article/dev-snapshot-godot-4-6-dev-1/">first snapshot</a>), and ensuring that any new regressions/bugs reported after the release of 4.5 are dealt with swiftly. The community has done an absolutely fantastic job at helping our team find and squash all of those aforementioned issues, and paved the way for us to deliver 4.5.1-stable for you today!</p>
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-10-19T07:46:57+00:00</updated><id>https://godotengine.org/</id><entry><title>Maintenance release: Godot 4.5.1</title><link href="https://godotengine.org/article/maintenance-release-godot-4-5-1/"/><updated>2025-10-15T12:00:00+00:00</updated><id>https://godotengine.org/article/maintenance-release-godot-4-5-1/</id><summary>4.5's first maintenance release arrives!</summary><content type="html"><p>We saw the release of <a href="/releases/4.5/">Godot 4.5</a> less than a month ago, and have already been absolutely overwhelmed with the positive reception. Since then, our team has been hard at work on the development phase of Godot 4.6 (and subsequently its <a href="/article/dev-snapshot-godot-4-6-dev-1/">first snapshot</a>), and ensuring that any new regressions/bugs reported after the release of 4.5 are dealt with swiftly. The community has done an absolutely fantastic job at helping our team find and squash all of those aforementioned issues, and paved the way for us to deliver 4.5.1-stable for you today!</p>
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<p>Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.</p>
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<p>Please consider <a href="#support">supporting the project financially</a>, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.</p>
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<p><a href="/download/"><strong>Download Godot 4.5.1 now</strong></a> or try the <a href="https://editor.godotengine.org/4.5.1.stable/">online version of the Godot editor</a>.</p>
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