@ignaloidas Oh wow, I can't believe I missed that!
Working on Godot.
@ignaloidas Oh wow, I can't believe I missed that!
@aras This looks really nice! We are planning on adding a feature to compile to SPIRV at export time in Godot and I suspect that this will be really useful to keep resulting build sizes manageable.
@zeux I'm just waiting for someone to extract Godot's RenderingDevice and use it natively
Today was a good day. Put up a code review for the biggest perf optimization I've ever written :D (at least in terms of ms saved)
In the end wasn't anything fancy, just object-oriented -> data-oriented change, cache efficiency is bonkers, go figure.
Better engineers would've gotten it right the first time, but I appreciated the OO up to this point for carrying me along until I knew what I actually needed to do with the data.
I also wrote a silly post on why I don't like Low/Medium/High/Ultra graphics settings names and propose an alternative (that already exists) that I want to ship going forward: https://alextardif.com/GraphicsSettings.html
@cd0 Ah, good thinking!
:)
I'm happy to announce a new version of my volumetric cloud shader for Godot. This version looks slightly better, but also features a much more realistic sky and is about 20x faster than the old version. The goal for this version was to be fast enough for use in production. I think I have achieved that as the cost for rendering the entire sky is < 1ms on my intel iGPU https://github.com/clayjohn/godot-volumetric-cloud-demo-v2 #godot #godotengine
We've got some exciting news to share for Android developers! We are partnering with Google and The Forge to work on optimizing our Vulkan Mobile rendering backend. This work will also benefit non-mobile devices :)
https://godotengine.org/article/collaboration-with-google-forge-2023/
@cd0 I'm glad to hear it is working well for you! There are lots of improvements coming soon:
1. Wrapping the whole thing up as a Sky resource (+ a script on the sun) so it can be dropped into an existing project
2. More optimizations 😈
3. More physically accurate sky + lighting
The end goal is to have something that looks better than the first version and runs at acceptable rates on integrated GPUs. Currently this approach is about 0.8 ms on my laptop's integrated GPU.
@jupiter My two cents is that this looks exactly like a synchronization issue. Especially since it isn't appearing on the vast majority of systems. I can't really say much else without having access to the affected hardware and several days to investigate
🚂 The development of #GodotEngine 4.2 is picking up steam, as we're entering the second month of the dev cycle. Many exciting changes this week, with even more soon to come!
Read more:
https://godotengine.org/article/dev-snapshot-godot-4-2-dev-2/
Hello World! Ramatak is now launched 🎉 We're developing a straightforward solution for building & deploying mobile games with @godotengine. We're super happy to be working with Open Core Ventures (https://opencoreventures.com/). AND we're hiring #GodotEngine experts now! https://opencoreventures.com/blog/2023-02-ramatak-godot-mobile-gaming-platform/
@reduz If I were a king of some hypothetical engine, I'd perhaps explicitly say it's not going after AAA. Triple-III (indie teams with high production values), maybe AA, sure. And do that by focusing on pleasant workflows, good collaboration, fast iteration times. Mostly.
New version of the SDFGI (for full global illumination, including dynamic objects) algorithm that we plan to implement in Godot 4.1:
https://www.docdroid.net/ILIv1Qj/godot-sdfgi-plan-for-41-pdf
This week's #Godot4 beta 9 release will likely happen on Monday in the end.
Waiting for some fixes to recent regressions :)
Another week, another #Godot4 beta build! #GodotEngine
4.0 beta 7 has a ton of bug fixes, notably:
- gl_compatibility (GLES3) works on Android
- Z index and Y sorting in Control (only impacts rendering, not input!)
- Lots of fixes to C# and GDScript
https://godotengine.org/article/dev-snapshot-godot-4-0-beta-7
Can your sky shader do that?
Surprise! It's already #Godot4 beta 6! We're now releasing a new beta every week.
And this one is HUGE:
🌀 GDScript cyclic reference issues begone! @adamscott
🧑🤝🧑 Multiplayer API feature complete @fales
🖼️ Canvas environment background mode fix @clayjohn 💨 Animation tree blending optimization
#GodotEngine
https://godotengine.org/article/dev-snapshot-godot-4-0-beta-6