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Working on Godot.

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
Alex Tardif: Graphics Engineer

:)
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
GitHub - clayjohn/godot-volumetric-cloud-demo-v2: V2 of https://github.com/clayjohn/godot-volumetric-cloud-demo

V2 of https://github.com/clayjohn/godot-volumetric-cloud-demo - clayjohn/godot-volumetric-cloud-demo-v2

GitHub

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/

Announcing a collaboration with Google and The Forge

We are excited to announce that we have partnered with Google and The Forge to bring some helpful performance optimizations to our Vulkan mobile backend.

Godot Engine

🚂 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/

Dev snapshot: Godot 4.2 dev 2

Closing the first month of development of Godot 4.2, the second development snapshot includes both smaller improvements and bigger features.

Godot Engine

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/

#Godot #GodotEngine #OCV #FediHire #Ramatak

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Founded by Sid Sijbrandij, Open Core Ventures (OCV) is a venture capital firm that starts commercial open source software companies. Our team identifies open source software projects with traction, recruits passionate project founders and contributors, and launches companies together. OCV companies aim to create tangible value for the open source community by providing access to resources and reducing the barrier to entrepreneurship.

@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
Godot SDFGI plan for 4.1.pdf

SDFGI Solving the accessible Global Illumination problem in Godot. Juan Linietsky (Godot Engine co-creator and technical lead) [email protected]. Requirements ● ● ● ● ● ● ● ●. Easy to use (no scene or object setup at import time, no setting up SDF, cards, lightmaps, etc). Ideally enable with one ...

This week's #Godot4 beta 9 release will likely happen on Monday in the end.

Waiting for some fixes to recent regressions :)