Godot Engine 3.0 is a free open-source engine that supports most modern techs & is available to everyone

The Godot Engine Team has released a brand new version of its Godot Engine, Godot Engine 3.0. Godot Engine 3.0 is a free open-source engine that comes with a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, Bullet as the 3D physics engine, and many other features.

According to the team, Godot Engine 3.0 is the first engine to offer the full range of Disney’s principled BSDF for physically-based rendering. This means that besides the typical Albedo, Metalness, Ambient Occlusion and Roughness features, Godot Engine 3.0 offers Rim, Anisotropy, Subsurface Scattering, Clearcoat, Refraction and Transmission.

Godot Engine 3.0 also provides two alternative workflows for global illumination and uses a light octree system together with lightmaps, which allows dynamic objects to get light from the scene without having to resort to manually-placed light probes.

Furthermore, the engine features a new set of mid- and post-processing options, supports screen-space reflections, fog and depth of field effects, comes with a powerful SSAO implementation, and supports GPU particles.

Those interested can download Godot Engine 3.0 from its official website.

Have fun!

17 thoughts on “Godot Engine 3.0 is a free open-source engine that supports most modern techs & is available to everyone”

          1. I can’t remember which the social security number is. Tell me yours so I understand the format.

  1. This sounds innovative, and it seems the new version of the engine has got a lot of potential as well.

    Good to know there is MSAA support with PBR, and it supports GDScript, and it won’t be that tough at least to create 2D Games.

    I want to see DEMO samples released as well, if possible (as the engine uses OpenGL ES).
    .

  2. I’ve been following these guys’ development for a while. It’s a really cool engine and it has support for some features that not even AAA engines have.

    It has a FULL Disney PBR implementation. That’s something no other engine has managed to accomplish. This lets us create any material known to man with physical accuracy.

      1. The tools are VERY user friendly and they support a brand new asset file format that is future proof and will likely become the industry standard. It’s better than FBX and it’s rapidly gaining importer/exporter support.

        Another cool thing about the engine is that if you don’t like the tools, you can easily extend them yourself directly in C++ (so you can do high performance edits). And for all other needs you have C# and GDScript (a Python like game engine scripting language) which are both very user friendly (especially GDScript because of it’s Python like syntax).

    1. Any old engine can look good rendering real world scanned textures, see Unreal 3 in Ethan Carter. The challenges of this time are indirect lighting and reflections.

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