## FM Godot

Achieving high-fidelity, real-time omnidirectional stereoscopic (ODS) rendering has traditionally been a brute-force endeavor. Rendering a scene for VR, domed projections, or immersive video usually requires massive computational overhead to avoid visual artifacts.
Recently, I’ve been developing a purely mathematical approach to 360 stereoscopic rendering that bypasses these traditional bottlenecks. The theory is engine-agnostic—originally tested in Unreal Engine 5.7 as a lightweight alternative to NDisplay—but for this proof-of-concept, I’ve implemented it directly into a custom source build of Godot, which I’m calling FMGodot.
Here is a look at how this mathematical approximation works, why it outperforms traditional stitching, and how it handles 12K resolutions in real-time.
- Customised edition based on Godot Engine 4.7
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Is it possible to make this an addon?
In theory, YES. either merge into Engine side, or as Addon plugin.
But the major concern on my side is development cost (Time Cost)
Question 1: Open source my solution or not? (If there are some reasonable funding to support me)
Question 2: Will any studio need this feature, I can customise and sync with the latest Godot for different companies.(or even Unreal Engine as well etc)
I’ve verified my current solution, which can be integrated into any Game Engines, and also compare with Unity3D solution. I can make Godot 360 render better than Unity3D’s default one.
So is FM Godot available as a .exe and closed source ?
In the current demo, yes.
It’s for my internal project at the moment, I tried compiling the source for PC and Mac at the moment.
It’s closed source for now, as I don’t see any other guy implementing this as open source in last decade… I have to think about the future plan. (welcome for any suggestion, as long as I can pay my bills~)
That could be used in an art gallery for virtual tour technology perhaps
You are right, it’s actually very specific use case for museum or gallery, or research labs only.
If you search on google “3d interactive 360 system”, you should see many “CAVE” or “Dome” or “Cylindrical” systems needs. I’ve been in this industry for a while, most of these kind of projects are depending on government funding or research funding mostly.
I hope that people can share my post/video, and help reaching these potential users.
I will highly consider merging to Main branch, as long as I can receive some fundings to cover my maintaince cost(time cost). As I really wish Godot can be a good alternative of Unity sooner or later.
PS: I will try to reach out some local research lab / startups, see if there is any luck of finding fundings to support me to maintain it as open source solution for Godot.