this post was submitted on 06 Aug 2025
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Yup, it has a lot of great changes and fixes that I'm anticipating. Things like tilemap collision chunking, better UI scaling, proper SVG support, big 3D improvements, etc.
How proper?
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.
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.
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.