I hope they got all the regressions now, this has been the longest beta period of any version yet. I really want 4.5 to release so I can upgrade my project already!

  • insomniac_lemon@lemmy.cafe
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    1 month ago

    proper SVG support

    How proper?

    <Microscope-level zoom with svg tilemap> or <real-time scaling/skewing objects> without performance issues? Or only simple usage via svgtexture?

    I would be fine with the mesh rendering approach too, though for full control*: polygonal SVGs made via Inkscape probably don’t outweigh just creating polygons via Godot** itself (allowing in-engine animation, multi-node editing) for me.

    * if curves are approximated, I’ll not use those and instead go for aesthetic** and minimalism.

    ** or, 3D (probably via Blender) already supports that better with vertex colors (texture need not be applied) plus more flexibility in materials/shaders.

    • popcar2@programming.devOP
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      1 month ago

      It lets you scale SVGs in real-time with really good results, so yeah microscope-level zooming on SVGs look fantastic. I haven’t tested performance yet but it seems totally fine on smaller games and GUI apps.

      Unfortunately it works for everything EXCEPT tilemaps. There’s a PR that fixes it but it’s slated for after 4.5 (so likely 4.5.1)

      That said, once that gets fixed I’ll try to do a fully SVG game. See the video in the PR for how it looks.

      • insomniac_lemon@lemmy.cafe
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        1 month ago

        Interesting.

        Some of my thinking was also an unsplit svg atlas wouldn’t work because the entire tilemap would be re-rendered (unless Godot handles the split). Though I guess even a multi-object/layer approach is probably easy with some sort of grid multi-export (to get individual tiles).

        I don’t know if it’s just the video or texture filtering (or maybe non-integer scaling?) or what but there is a bit of pixel shimmer/wobble there. I am really particular about it so may still prefer 2D or 3D polygons.