Thank you for the streams and your works on Godot Foundation.
I Wonder if the foundation has any thought/plan to move toward the use of FOSS software/service in the future i.e. by not using Google Form for poll or have alternatives for Youtube as a video platform.
I know that some FOSS solution already being used like Discourse, Jitsi, Rocket Chat & Nextcloud and I know that all of the alternatives are faaaaaar from perfect.
I’m asking this because Blender did transitioned to their own self-hosted solution and having alternatives to some of the proprietary service. I do understand it’s not a priority and these proprietary service has their own merits like Github which helps a lot in term of Godot development.
I’m just wondering about the foundation thought on this for another 10 or 20 years in the future
Hi, I just want to say that I love pixel art and I love how godot handle the 2D tools. My question, I saw the trailer of Alabaster Dawn of Radical Fish studios, and I wonder if it’s possible to add more function to skeleton bones 2D and add many sprite to handle many angles so make a pseudo 3D model with only sprite.
Have you seen DagorEngine? I heard it’s now open source. From the demo, it’s been used in many 3D games with great graphics. Do you think it’d be useful for the Godot dev team to review the code and take some ideas from it render related?
I got some questions for clayjoh: What’s the status on hddagi or dynamic gi pr ? Is someone gonna take over it or juan is going to continue it still ?
Another one would be if you guys plan on improving shadiw quality( maybe using motion vectors more to rotate the shadow samples like you already do with the dithering patterm pr ) and more importantly performance ?
Could you improve the optimization features of glslang for shaders? This would allow for the large-scale removal of invalid code and improve the loading performance of shader variants.
Question for the rendering AMA
How are the shader templates going? Is there a plan to include them in godot 4.6 maybe 4.7?
I have been really excited about them since Bastiaan Olij showed them on stream.
There would be so much stuff that we could do with them that it’s now impossible to do.
(Some examples I can think of: specular glossiness workflow, stylizing the sampling and blending of ambient lighting, custom shadow sampling for painterly effects/subsurface scattering/ better cel shading)
Are there any plans to implement something like Unreal’s Fracture Mode and Geometry Collections as detailed in their documentation on Fracturing Geometry Collections? Currently we can do that by creating our own fractured geometry and breaking animations in Blender and importing it. This would be useful for destructible walls, furniture, boxes, clay pots, etc.
In GDScript, I cannot add multiple line breaks for documentation comments using the double pound sign, ##. Seems the documentation comments thoroughly works in C++/C#.
EXAMPLE
## e.g. var settings = SaveLoadManager.load_settings()
##
## print(settings.get("music_volume", 1.0))
func load_settings() -> Dictionary:
return load_data(SETTINGS_PATH, {})
OUTPUT
● Dictionary load_settings()
e.g. var settings = SaveLoadManager.load_settings() print(settings.get("music_volume", 1.0))
I see some issues, a pull, but no substantial progress it seems.