[THREAD] Videos from #GodotCon Brussels 2019

Thanks to @czlowiekimadlo we could stream GodotCon talks, and user Rayos sent me edited versions for each of them, which I'm now uploading with a detailed outline. I'll post links whenever they're online, and the playlist eventually.

First talk on Feb 4 was from Paweł Fertyk of Miskatonic Studio, talking about his experience with 3D features of Godot while developing his first game, #Intrepid (which you can play on Steam: https://store.steampowered.com/app/992860/Intrepid/)
#GodotCon #GodotEngine

https://www.youtube.com/watch?v=QX5RIeiJ3Q

Intrepid on Steam

You wake up in your cryo-pod. Other crew members are dead. Something is wrong with the spaceship and if you don't use all your wits, you will not leave this place alive...

The next talk was a great demo by @PawelMogila on how to use a shader to compute particle collisions on the GPU.
We sadly had a problem with the stream at that time, so this one is a phone recording.
#GodotCon #GodotEngine

https://www.youtube.com/watch?v=8Q77Olffvf

We then had a presentation by Aleksandar Gavrilović explaining why his studio Gamechuck decided to move from GM:S 1.4 to Godot, the tests they made to validate their decision and some of the concerns it raises. #GodotCon #GodotEngine

https://www.youtube.com/watch?v=uWGI3akUS0g

Moving to Godot - Aleksandar Gavrilović

YouTube

Our lead developer Juan Linietsky @reduz then did the extended version of his @fosdem talk about making a high quality 3D game with #FOSS tools (#GodotEngine #b3d #GIMP), showing how Godot's new TPS demo was made. #GodotCon

https://www.youtube.com/watch?v=wrGLIt322jM

Making the next blockbuster game with FOSS tools: Director's Cut - Juan Linietsky

YouTube

Jānis Mancēvičs from @rocknight_studios showed us the Visual Debugger plugin that he's been working on recently, which lets you debug and design your games directly with an in-game debugger overlay. #GodotCon #GodotEngine

https://www.youtube.com/watch?v=IekyN7LsHF

Finally, we ended the first day with Bojidar Marinov @bojidar_bg's demo on how to extract reusable components from your scenes to improve flexibility and maintainability. #GodotCon #GodotEngine

https://www.youtube.com/watch?v=0tST_-b3flQ

Creating reusable components with Godot - Bojidar Marinov

YouTube
Rémi Verschelde (@[email protected])

[THREAD] Videos from the 2nd day of #GodotCon Brussels 2019. Thanks again to all the speakers for their talks, @czlowiekimadlo for the livestream and Rayos for the editing. Here's the thread for the 1st day if you missed it: https://mastodon.gamedev.place/@akien/101591319557428865 #GodotEngine

mastodon.gamedev.place
@akien @bojidar_bg Some of the videos seems to be unlisted, or at least not available :) So you know! Thanks for uploading!
@krumbukt Indeed, seems like I mis-pasted a couple links. I've added comments with the correct links, thanks for the notice :)
Mis-pasted the above link, here's the right one: https://www.youtube.com/watch?v=IekyN7LsHFQ
Visual Debugger for the Godot community - Jānis Mancēvičs

YouTube

@akien @reduz @fosdem

Looks great! #GodotEngine has really come a long way. The triplanar textured, geometry based modelling part of the video was especially useful.

@[email protected] mentions that there's no #FOSS alternative to #SubstancePainter though. Is he aware of #ArmorPaint? Binaries are not gratis, but the project and code is #FOSS / #libre.

@Blort @reduz He's aware of ArmorPaint, but AFAIK he's not convinced that it will ever be a professionally relevant alternative to Substance Painter. He mostly advocates for such features to become part of Blender itself, and the Blender devs seem to agree.

I can't judge about ArmorPaint myself, I never tried it.

@akien @reduz @fosdem

Any idea of what kind of hardware (especially graphics card) this was presented on? I'm curious given how Juan was saying that you didn't really need to worry about how much geometry you use on modern graphics cards. O.O

I mean, the demo looks gorgeous. I'm just wondering about the kind of hardware it needs to run decently.

Once it's finalized, I'd love to see it included in Phoronix Test Suite...

#GodotEngine #PhoronixTestSuite #PTS #Gamedev

@Blort That was on an Nvidia GTX 1060 I think, so relatively high end.

But Juan's point was only about geometry itself, not about all the fancy rendering features that can then be applied and make the performance tank down.

@akien @Blort
I actually jumped a bit also hearing that at the conference ...
my experience is that it still count to a certain extend, and that having culling techniques as well as coherent polycount / mesh topology together with geometry atlas and normal mapped details is still the mix to have good framerate on the +many system possible.
and f.ex. this demo is rendering at max 30fps on a 1060 (wo effects) in #VR probably because of polycount (some "BSP" culling could help probably...)
Mis-pasted the link, sorry.
Here's the right one: https://www.youtube.com/watch?v=8Q77OlffvfQ
GPU colliding particles in Godot - Paweł Mogiła

YouTube