Man. This has been a long release in the making. But it’s finally here: Godot 4. After several alpha releases, it’s now hit beta. While it may be in beta, it has entered a feature-freeze state, meaning that once Godot 4 has become stable, it’s still going to be the same thing that you’ve got now, only that the bugs have been ironed out. For those not aware, Godot is a great FOSS alternative to engines like Unity and Unreal Engine.
Godot 4 is a pretty major release for the open-source game engine. As such, the developers behind the project have entered into the double-digits territory: alpha 10. New features with this alpha include initial support for temporal anti-aliasing (TAA), a CLI tool to convert your older Godot 3.x projects to the version 4 API, and a TileMap terrain center bit to support “connect” and “path” draw modes. Here you can observe the difference in graphical quality with TAA disabled, per the pull request:
I had the pleasure of interviewing a game developer who works on Project Heartbeat – a rhythm-based game written in Godot 4. Álex developed this game on Arch Linux. Pretty much every tool that he used in the development process is open-source, albeit for the Steam SDK. As LGC cares deeply about native Linux games, let’s get some insight into the development of Project Heartbeat. (Bold has been added by me.