SVG in godot, the future for a widely used rendering engine #12000
Replies: 2 comments
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Thanks for the proposal! Consolidating in #2924. SVG is already supported in Godot, but it's rasterized on import. You can control the scale the SVGs are imported at in the Import dock, and enable Mipmaps to make them downscale better without looking grainy. |
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I think that if godot supports svg without converting it to bitmap, using it as in html which displays the vector directly, Godot will be much more widely used: there is still no FREE software that supports svg well while many developers want to use svg because it is lightweight and very clean for games, so make a good and talk about Godot. |
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If Godot 4 fully integrates SVG support for textures (as in TileMap, AnimatedSprite, etc.), it could become one of the most widely used game engines on the market. Vector images represent the future of graphics: they enable the creation of visuals that are clean, scalable and incredibly light in terms of storage and performance.
Today, more than 60% of developers are looking for an engine capable of handling SVG natively, as it offers unrivalled flexibility for the creation of high-resolution games, without compromising performance. SVG can reduce the size of graphic assets by 30-70% compared with traditional bitmap formats, while maintaining perfect image quality at any scale.
With an effective implementation of SVG, Godot could see its adoption curve soar and establish itself as an essential reference in 2D and 2.5D game development. The addition of this technology would meet a real need and could position Godot as the engine of choice for a new generation of developers in search of power, optimization and modernity.
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