Godot Engine – Multi-platform 2D and 3D game engine
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Arseny Kapoulkine b2c83b42f6
Relax motion vector updates to allow skipped frames for skeletons
Before this change, a skeleton that was not updated every frame would
result in a difference of 2+ between last_change and frame index every
frame, which would disable the buffer rotation and set motion vectors to
zero. This results in significant visual artifacts for FSR2 that are
especially prominent on the characters that move together with the view
such as the main character in third person mode.

This is a significant problem for high refresh rate displays: at 120 Hz,
we are effectively guaranteed to skip skeleton updates every other frame
with skeleton update happening during physics processing, and the lack
of physics interpolation for skeletons. This happens by default in TPS
demo when FSR2 is enabled.

In other places where motion vectors are disabled, such as multi-mesh
and mesh rendering (where previous transform is updated), the logic
effectively allows for a single-frame gap in updates, because it
compares the frame where the update happened (which is the current frame
if updates are consistent) with the current frame, so the latency of 0
means "update just happened", but both multi-mesh and mesh transform
updates permit a latency of 1 as well.

Here, however, last_change is updated *after* the frame processing has
concluded, so a zero-latency update has a distance of 1. Allowing a
distance of 2 (latency 1) reduces the severity of the problem and aligns
the logic with transform updates.

Note that the problem will still happen when refresh rate is noticeably
higher than physics rate times 2. For example, it still happens at 240
Hz. However, a longer latency allowance is inconsistent with other
transforms and could lead to issues, so ideally long term physical
interpolation of skeleton transforms would completely solve this.

(cherry picked from commit 92f2bc70dd)
2024-09-16 17:10:47 +02:00
.github Bump version to 4.3.1-rc 2024-08-15 11:35:17 +02:00
core Fix virtual binding for `ScriptLanguageExtension::_reload_scripts` 2024-09-16 17:06:44 +02:00
doc Fix virtual binding for `ScriptLanguageExtension::_reload_scripts` 2024-09-16 17:06:44 +02:00
drivers Add model_normal_matrix for fragment shader 2024-09-16 17:09:36 +02:00
editor Fix huge tscn icon in FileSystem split mode using list view 2024-09-16 17:10:34 +02:00
main Fix Godot not quitting with `--doctool --gdscript-docs`. 2024-09-16 16:55:26 +02:00
misc Bump version to 4.3.1-rc 2024-08-15 11:35:17 +02:00
modules GLTF: Propagate owner for root node children 2024-09-16 17:08:33 +02:00
platform Fix reload of GDExtension libraries in framework package on macos 2024-09-16 16:55:39 +02:00
scene Fix MenuBar popup placement assuming it's in viewport default canvas 2024-09-16 17:08:44 +02:00
servers Relax motion vector updates to allow skipped frames for skeletons 2024-09-16 17:10:47 +02:00
tests Fix backspace always unfolding previous line 2024-09-16 17:05:16 +02:00
thirdparty [ENet] Better handle disconnected peers in DTLS server 2024-08-02 16:07:37 +02:00
.clang-format Style: Workaround clang-format 14 bug with `Inline` oneliner functions 2022-08-03 12:20:23 +02:00
.clang-tidy CI: Add pre-commit hook for `clang-tidy` 2024-06-17 11:27:18 -05:00
.editorconfig CI: Add `svgo` pre-commit hook 2024-06-23 08:14:54 -05:00
.git-blame-ignore-revs Template format commit to .git-blame-ignore-revs 2024-03-08 08:33:06 -06:00
.gitattributes Dotnet: Fix attributes for `sln`/`csproj` files 2024-05-03 12:21:51 -05:00
.gitignore Ignore Kate's build file 2024-06-05 12:54:33 -03:00
.mailmap Update AUTHORS and DONORS list 2024-08-14 12:55:09 +02:00
.pre-commit-config.yaml CI: Add `svgo` pre-commit hook 2024-06-23 08:14:54 -05:00
AUTHORS.md Update AUTHORS and DONORS list 2024-08-14 12:55:09 +02:00
CHANGELOG.md Add changelog for Godot 4.3 2024-08-15 00:57:57 +02:00
CONTRIBUTING.md Update godot documentation contribution link 2024-07-20 20:51:11 -06:00
COPYRIGHT.txt Remove unused Bitstream Vera license 2024-07-26 22:51:09 -03:00
DONORS.md Update AUTHORS and DONORS list 2024-08-14 12:55:09 +02:00
LICENSE.txt One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
LOGO_LICENSE.txt Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
README.md Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
SConstruct Make sure not to generate the compile_commands.json when not asked 2024-08-09 23:42:38 +02:00
gles3_builders.py Update pre-commit hooks configuration to use `ruff` instead of `black` 2024-05-21 18:02:29 -05:00
glsl_builders.py Update pre-commit hooks configuration to use `ruff` instead of `black` 2024-05-21 18:02:29 -05:00
godot.manifest Windows: Implement `DisplayServer::dialog_show` and `DisplayServer::dialog_input_text` 2024-03-04 12:53:22 -08:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
icon_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
icon_outlined.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
logo.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
logo.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
logo_outlined.png Convert the logo's text outlines into paths 2023-04-07 17:51:56 +02:00
logo_outlined.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
methods.py Merge pull request #93753 from Repiteo/scons/visual-studio-fixes 2024-07-22 17:30:25 +02:00
platform_methods.py Update pre-commit hooks configuration to use `ruff` instead of `black` 2024-05-21 18:02:29 -05:00
pyproject.toml CI: Migrate codespell logic to `pyproject.toml` 2024-06-03 10:19:58 -05:00
scu_builders.py Update pre-commit hooks configuration to use `ruff` instead of `black` 2024-05-21 18:02:29 -05:00
version.py Bump version to 4.3.1-rc 2024-08-15 11:35:17 +02:00

README.md

Godot Engine

Godot Engine logo

2D and 3D cross-platform game engine

Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.

Free, open source and community-driven

Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.

Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.

Screenshot of a 3D scene in the Godot Engine editor

Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the Godot website.

Compiling from source

See the official docs for compilation instructions for every supported platform.

Community and contributing

Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.

The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.

To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.

Documentation and demos

The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.

There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.

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