Features
Blazium, as a fork of Godot, includes all of its features. This page
focuses on highlighting the unique features that set Blazium apart.
For a complete list of features, refer to the
documentation
.
Our additions
Blazium Services
Seamlessly integrate with our suite of services using dedicated nodes for each, streamlining game development with features like multiplayer, authentication, and more. Designed to be scalable, lightweight, and compatible across all platforms. Click here to learn more.
Discord applications
Use the DiscordEmbededAppClient
node to seamlessly interface with Discord, simplifying the creation of Activities.
Youtube Playables
With the new YoutubePlayablesClient
node, you can easily use the YouTube Playables SDK.
POGR integration
Use the POGRClient
node to seamlessly interface with the POGR API, making interactions more efficient and straightforward. What is POGR.
Dotenv files support
If you want to deploy your game and have secrets loaded into it on the server side, you can now create a .env file and have it load from next to the executable with the new ENV
singleton.
Better CSV support
Go beyond translations and import any CSV file with expanded import options.
SQLite database resource
Easily import and utilize an SQLite database with dedicated nodes, powered by VseKai's SQLite module.
GodotSteam integration
Thanks to the GodotSteam module, Blazium includes a built-in implementation of the Steamworks SDK, allowing you to use it effortlessly with no extra work.
Compatible with Godot 4.3 projects
Taken from Godot 4.4
We've carefully cherry-picked several features and bug fixes from Godot 4.4 that maintain full compatibility with Godot 4.3 projects. This means you can start using Blazium right away, without any changes to your project, while benefiting from select enhancements from 4.4. Following are some of the key features.
Jolt physics
The Jolt extension has been used as the de facto physics engine by many Godot developers since its inception in late 2022, so it only made sense to integrate it into the engine directly.
Embedded game window
Have your game embeded in the editor seamlessly and interact with the rest of the editor, while still keeping the processes separate in the background.
Note: this feature is not avaiable for MacOS.
Android editor support for XR devices
Because the editor itself is a project made with the engine, it can be made available in more unconventional places. Currently supported on Meta Quest 3, Quest 3S, and Quest Pro.
3D physics interpolation
By decoupling physics ticks and display frame rates, physics interpolation creates additional frames between the last physics position and the current one. This reduces jitter and creates a smoother appearance, especially on displays with a high refresh rate.
Universal UID support
All imported files will have an UID, making the editor more resistant to changes in your filesystem organization, and therefore more suitable to larger projects.
@export_tool_button
annotation
You can create buttons in the inspector from @tool
scripts.
Custom colors for collision shapes
Collision shapes now have debug_color
and debug_fill
properties for you to customize in the editor. If “Visible Collision Shapes” is enabled in the debug menu, you can even change these at runtime.
Vertex shading
A new shading option for materials, which can be turned on from within existing material nodes or force enabled on all materials via the project settings.
Emission shapes for 3D particle systems
You can rely on a visualization of the 3D particle systems you are placing in your scene, instead of having to guess based on the emission shape’s properties alone.
Camera3D preview
Enjoy a preview of its capture directly in the inspector, without having to open another viewport or switching back and forth anymore.
GDSript tooltips
Hovering over functions, variables, classes, etc. in the GDScript editor will greet you with a tooltip pop-up containing further information from the integrated documentation.