|
@@ -183,6 +183,24 @@ free and open-source integration, consider starting the integration work yoursel
|
|
|
Godot is not owned by one person; it belongs to the community, and it grows along
|
|
|
with ambitious community contributors like you.
|
|
|
|
|
|
+Why does Godot use Vulkan or OpenGL instead of Direct3D?
|
|
|
+--------------------------------------------------------
|
|
|
+
|
|
|
+Godot aims for cross-platform compatibility and open standards first and
|
|
|
+foremost. OpenGL and Vulkan are the technologies that are both open and
|
|
|
+available (nearly) on all platforms. Thanks to this design decision, a project
|
|
|
+developed with Godot on Windows will run out of the box on Linux, macOS, and
|
|
|
+more.
|
|
|
+
|
|
|
+Since Godot only has a few people working on its renderer, we would prefer
|
|
|
+having fewer rendering backends to maintain. On top of that, using a single API
|
|
|
+on all platforms allows for greater consistency with fewer platform-specific
|
|
|
+issues.
|
|
|
+
|
|
|
+In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for
|
|
|
+the Xbox's purposes), but Vulkan and OpenGL will remain the default rendering
|
|
|
+backends on all platforms, including Windows.
|
|
|
+
|
|
|
How should assets be created to handle multiple resolutions and aspect ratios?
|
|
|
------------------------------------------------------------------------------
|
|
|
|