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- Mar 17, 2007
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Spinning off from a topic Puppeteer mentioned in the Dev Diary 0 thread.
We should make sure we're coordinated on which Godot version we're using. We probably discussed it in Q1, but that has been a long time.
I've checked, and I am using Godot 3.2.3, with Mono. This is probably what we coordinated on in Q1.
Godot 3.3 is out now, and adds cool features like being able to play mp3s. I propose we switch to it for now. I downloaded it and took it for a spin and it seems to be working fine, although it did add a newline to the MainMenu scene.
Godot 3.4 has a release candidate available. I haven't tried it yet.
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We've also talked about Godot 4, which is in previews IIRC. Earlier I mentioned I was leaning towards switching to it. But I don't really know what benefits it brings. I have seen that initially (until 4.1), it will only support the Vulkan API, which may be relevant for users with older hardware. Vulkan is supported by:
Intel Skylake (6000 series) integrated GPUs and newer, e.g. Core i5 6600K
AMD Graphics Core Next GPUs and newer, generally Radeon RX 200 Series and newer, e.g. Radeon R7 260. With notable exceptions, however, especially on the low end
NVIDIA Kepler GPUs and newer, generally GeForce 600 Series and newer, e.g. GeForce GTX 660. Again, with exceptions.
These date back to 2015 (Intel), 2013 (AMD), and 2012 (NVIDIA), and lower-end parts that don't support Vulkan would continue to be sold for a couple years after that. So not exactly bleeding edge, but not yet ancient, particularly when Civ3 works on GPUs from the 20th century.
As far as I can tell, Godot 4 will still support Windows 7, which may also be relevant to some. But that's based on the "latest" documentation showing Windows 7 support; I haven't found a hard-and-fast "yes, it will be supported" statement, and haven't tested it myself.
Of course, the more important factors may be the changes to the engine itself, which will take more time to evaluate. But I'm also less concerned about finding blockers from that front, at least at this early stage of the project.
We should make sure we're coordinated on which Godot version we're using. We probably discussed it in Q1, but that has been a long time.
I've checked, and I am using Godot 3.2.3, with Mono. This is probably what we coordinated on in Q1.
Godot 3.3 is out now, and adds cool features like being able to play mp3s. I propose we switch to it for now. I downloaded it and took it for a spin and it seems to be working fine, although it did add a newline to the MainMenu scene.
Godot 3.4 has a release candidate available. I haven't tried it yet.
-------
We've also talked about Godot 4, which is in previews IIRC. Earlier I mentioned I was leaning towards switching to it. But I don't really know what benefits it brings. I have seen that initially (until 4.1), it will only support the Vulkan API, which may be relevant for users with older hardware. Vulkan is supported by:
Intel Skylake (6000 series) integrated GPUs and newer, e.g. Core i5 6600K
AMD Graphics Core Next GPUs and newer, generally Radeon RX 200 Series and newer, e.g. Radeon R7 260. With notable exceptions, however, especially on the low end
NVIDIA Kepler GPUs and newer, generally GeForce 600 Series and newer, e.g. GeForce GTX 660. Again, with exceptions.
These date back to 2015 (Intel), 2013 (AMD), and 2012 (NVIDIA), and lower-end parts that don't support Vulkan would continue to be sold for a couple years after that. So not exactly bleeding edge, but not yet ancient, particularly when Civ3 works on GPUs from the 20th century.
As far as I can tell, Godot 4 will still support Windows 7, which may also be relevant to some. But that's based on the "latest" documentation showing Windows 7 support; I haven't found a hard-and-fast "yes, it will be supported" statement, and haven't tested it myself.
Of course, the more important factors may be the changes to the engine itself, which will take more time to evaluate. But I'm also less concerned about finding blockers from that front, at least at this early stage of the project.
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