I appreciate the dedication to keeping the editor easy to use. Godot presently feels like the software that, with a few more months of study, will finally allow me to be use gamedev as a hobby for creative expression.
Great work keep it up and do whatever you want. People will say anything they want but be efficient and just make things in a way that allows you to use outside things and make you achieve your goals without having too much trouble
Very cool talk! Looking forward to all the new features SDFGI improvements, Raytracing, Plugable Rendering will be cool! Plugable Rendering in paticular would be cool! Raytracing (as much as I dont use it) will be useful for us 3d devs!
super super excited for shader templates! I've been trying to do some palette-ing on a per-sprite basis after lighting is applied, so this seems like the perfect solution. can't wait for this feature!!
Great talk! I can see Godot becoming not only the Linux of game engines, but the go to open source solution for general purpose simulation as it matures.
ah dang, I'm just starting to use Godot (switching from Unity) and this is the first I'm hearing that Godot doesn't support stencil buffers. On the plus side, this is also saying render queues are a priority being worked on; I've used stencil buffers more than I expected when I first learned about them.
Coming to Godot after using GLSL for a while (far from an expert though) I found having to learn how to write Godot shaders that do the same things I already know in GLSL pretty frustrating. Combine that with average documentation (compared to massive number of GLSL docs and tutorials) and the fact Godot shaders are by design more limited, it actually became a real pain. I would love to be able to just write standard GLSL shaders and define my own custom vertex formats etc and then be able to plug that into Godot seamlessly. Yes that bypasses a lot of the help and safety features Godot provides but it's just a "if you write a GLSL shader, you are on your own and need to know what you are doing" thing. Shader templates might go part of the way for this I guess.
fwiw @ 32:55 what Unity did (in the old render pipeline, but annoyingly not in the new pipelines, cause this was really useful) is call that sort of "code you write is inserted into a larger template" a surface shader, while they also had an option "unlit shaders" for shaders written from scratch without their lighting calculations inserted.
I hope Godot can utilize some of the work Blender has also put in when it comes to the Hydra Renderer. Would be a god send to have pluggable renders and support for USD workflows since that is where everything is going long term.
Priority for a quality general purpose engine should always be like this: 1. Stability 2. Flexibility 3. Performance Ease of use and scale comes automatically after that. It's as easy or hard as it needs to be to satisfy the first 3 points. The same goes for scale, as you can't build an engine that satisfies all the points perfectly.
Thanks for the talk. I have to admit though, the extra sounds during the talk which are either lip smacking or his laminated pass crinkling are distracting.
Curious if they could just copy blenders eevee/next…. But in the meantime i feel like the longterm pluggable renderer should be short term goals because once its done it will cut the need for them to spend so much time fixing their native render engine…….
17:09 "**80" is weird. Could mean GTX 1080. Or a 2080, which is worse than a 3060Ti by around 7% according to the GPU database on that techpowerup site. They can't be considered "high-end" any more.
3060ti costs like $300, that's pretty high end by most people's standards. A 4080 is basically high end enough to train AI, not something an end user will use to render games.
This is not feeling very confident, what about tonemapping and brdf improvements? Godot still looks very retro gamma color space. Raytracing being the only real "long term ideas" is not a very promising outlook and shows that the team dosnt know where to continue / lacks someone with vision
On the soft skills side, there is still a lot of legacy ego issues that still need cleaning up on the core team. Tough to bring up without someone jumping up and down and pointing at their community guidelines.
Id love more talks with Clay John at the next GodotCon, he's really good at it! Great talk!
I appreciate the dedication to keeping the editor easy to use. Godot presently feels like the software that, with a few more months of study, will finally allow me to be use gamedev as a hobby for creative expression.
Thoroughly enjoyed the talk. Pluggable renderers as GDExtension would be so nice.
Great talk! The most important talk on Godotcon2023 imho
Keep up the good work team Godot! My donation is coming on Christmas.
Amazing talk! Feeling very excited for the future of Godot, and the ability to work on big 3D projects!
Great talk and it adds some nice looks behind the scene which is always appreciated.
Having that stencil buffer would be great.
Getting some visual effects to work is a struggle right now.
Great Talk! I'm really looking forward! Waiting for Godot 4.3
Great work keep it up and do whatever you want. People will say anything they want but be efficient and just make things in a way that allows you to use outside things and make you achieve your goals without having too much trouble
I hope you become the Blender of Game Engines. A bless to use in Linux.
Ageeed
💯
Very cool talk! Looking forward to all the new features SDFGI improvements, Raytracing, Plugable Rendering will be cool!
Plugable Rendering in paticular would be cool! Raytracing (as much as I dont use it) will be useful for us 3d devs!
My favorite talk, lots of great stuff to look forward too.
super super excited for shader templates! I've been trying to do some palette-ing on a per-sprite basis after lighting is applied, so this seems like the perfect solution. can't wait for this feature!!
Great talk! I can see Godot becoming not only the Linux of game engines, but the go to open source solution for general purpose simulation as it matures.
I'd rather it become the blender of game engines
22:12 "And just work" but does it have 16 times the detail? o.O
It. just. works.
Aguante Godot!! Saludos desde Argentina - San Juan
ah dang, I'm just starting to use Godot (switching from Unity) and this is the first I'm hearing that Godot doesn't support stencil buffers. On the plus side, this is also saying render queues are a priority being worked on; I've used stencil buffers more than I expected when I first learned about them.
The engine is in good hands.
The audio of this video would benefit from some de-noising.
Texture streaming is huge.
and mesh streaming.
Coming to Godot after using GLSL for a while (far from an expert though) I found having to learn how to write Godot shaders that do the same things I already know in GLSL pretty frustrating. Combine that with average documentation (compared to massive number of GLSL docs and tutorials) and the fact Godot shaders are by design more limited, it actually became a real pain. I would love to be able to just write standard GLSL shaders and define my own custom vertex formats etc and then be able to plug that into Godot seamlessly. Yes that bypasses a lot of the help and safety features Godot provides but it's just a "if you write a GLSL shader, you are on your own and need to know what you are doing" thing. Shader templates might go part of the way for this I guess.
Well i think you can write GlSl in godot 4 check some video.
You always free to compile the engine yourself and write whatever unlimited glsl shaders you like...
Great talk!
Exciting - thanks for sharing!
13:24 I didn't knew about it. Where are the information about these meetings? How can I join?
enjoyed the video, 50mins well spent.
fwiw @ 32:55 what Unity did (in the old render pipeline, but annoyingly not in the new pipelines, cause this was really useful) is call that sort of "code you write is inserted into a larger template" a surface shader, while they also had an option "unlit shaders" for shaders written from scratch without their lighting calculations inserted.
I hope Godot can utilize some of the work Blender has also put in when it comes to the Hydra Renderer. Would be a god send to have pluggable renders and support for USD workflows since that is where everything is going long term.
bro is the rendering goat in godot, he knows his shit. props.
Great talk, I think when Godot 4.3 hits things will be stable for full fledge 3D games.
@@drinkwwwaterrr Still improving. Performance is still unstable.
godot拥有自由的自定义渲染管线,一定能吸引非常多的技术美术爱好者和各种游戏的青睐,加油
Very Good ! Thx :)
(British Guy:)"Sorry, me again."
Such a great encapsulation of the nerd spirit.
THIS PROJECT IS AMAZING. ❤❤❤❤❤❤❤
Priority for a quality general purpose engine should always be like this:
1. Stability
2. Flexibility
3. Performance
Ease of use and scale comes automatically after that. It's as easy or hard as it needs to be to satisfy the first 3 points. The same goes for scale, as you can't build an engine that satisfies all the points perfectly.
Thanks for the talk. I have to admit though, the extra sounds during the talk which are either lip smacking or his laminated pass crinkling are distracting.
16:00 hey i am in the right!! xdd 19:40 WHAAAAAAAT
looking forward to the Metal renderer
Curious if they could just copy blenders eevee/next….
But in the meantime i feel like the longterm pluggable renderer should be short term goals because once its done it will cut the need for them to spend so much time fixing their native render engine…….
17:09 "**80" is weird. Could mean GTX 1080. Or a 2080, which is worse than a 3060Ti by around 7% according to the GPU database on that techpowerup site.
They can't be considered "high-end" any more.
3060ti costs like $300, that's pretty high end by most people's standards. A 4080 is basically high end enough to train AI, not something an end user will use to render games.
This is not feeling very confident, what about tonemapping and brdf improvements? Godot still looks very retro gamma color space. Raytracing being the only real "long term ideas" is not a very promising outlook and shows that the team dosnt know where to continue / lacks someone with vision
On the soft skills side, there is still a lot of legacy ego issues that still need cleaning up on the core team. Tough to bring up without someone jumping up and down and pointing at their community guidelines.
YOU SHOULD BE LOOKING FOR A BIG SPONSOR LIKE "ELON MUSK" !!!!!
blah blah blah … empty contents for the first 17” .. quite amazing how the dude can move air with his mouth
Fix fking html in Godot. Build should have much lower size for html games!