Really great talk! I really enjoyed the format of it. And I'm glad I'm not the only one mentioning how powerful viewports actually are. I personally use it to create procedural terrain textures via shader, copy the data to a texture and delete the viewport again. This makes it the ultimate procedural tool.
You can also use viewports to implement game logic. I've seen people use viewports for light based detection in stealth games, and for ground detection on splat map terrains to determine what kind of sound effect should be playing.
Oh for sure, you can use the debug draw mode for viewports set to just display lighting information, as well as other useful modes like the normal buffer! I have seen one project where they were using a viewport drawing only lighting to see which sides of an octahedron where lit/shadowed and using that to detect amount & direction of light the player was exposed to for stealth detection system akin to thief
I really like the usecase of using it for stuff like tire marks without much cost. I've dabbled a bit with viewports for an animated comic, but obviously there's still so much untapped potential. Great talk!
Wonderful talk. I am sad I missed it (I did a talk next door) - this was personally the most anticipated talk at GodotCon 2023. I'll definitely use viewports going forward.
Hello ! I'm really interested to learn more about this use case here 10:52, where could I find more informations about this ? I tried searching but I don't find any tutorial, and people barely mention it.
Currently doing my first experiment with multiple environments, and very glad to be able to come back here and see that "own 3D world" was the solution to my problem. Which is kind of funny, since I'm working fully in 2D, and I have disable 3D turned on on the viewport even. 🙂
WTF Godot is more technically capable that I knew.... These kind of talks are gold. Thanks
The Godot community is pretty lucky to have this guy sharing his knowledge. Much appreciated sir!
Really great talk! I really enjoyed the format of it. And I'm glad I'm not the only one mentioning how powerful viewports actually are.
I personally use it to create procedural terrain textures via shader, copy the data to a texture and delete the viewport again. This makes it the ultimate procedural tool.
This just fixed like 5 bugs I had and reduced my camera code by ~50 Lines 😀
You can also use viewports to implement game logic. I've seen people use viewports for light based detection in stealth games, and for ground detection on splat map terrains to determine what kind of sound effect should be playing.
Oh for sure, you can use the debug draw mode for viewports set to just display lighting information, as well as other useful modes like the normal buffer! I have seen one project where they were using a viewport drawing only lighting to see which sides of an octahedron where lit/shadowed and using that to detect amount & direction of light the player was exposed to for stealth detection system akin to thief
I really like the usecase of using it for stuff like tire marks without much cost. I've dabbled a bit with viewports for an animated comic, but obviously there's still so much untapped potential. Great talk!
Wonderful talk. I am sad I missed it (I did a talk next door) - this was personally the most anticipated talk at GodotCon 2023. I'll definitely use viewports going forward.
Beautiful talk, thank you! Really got me thinking about uses for viewports now, haha...
Such a great talk!! @picster for the win!
LETS GO RAFFA (+:
Amazing talk, thank you!
Great talk!
BRO! That logo for twitter/X is 🔥🔥🔥
8:49 - Note-to-self
Hello ! I'm really interested to learn more about this use case here 10:52, where could I find more informations about this ? I tried searching but I don't find any tutorial, and people barely mention it.
Amazing talk
god i love him. cant wait for ludum dare video.
Currently doing my first experiment with multiple environments, and very glad to be able to come back here and see that "own 3D world" was the solution to my problem. Which is kind of funny, since I'm working fully in 2D, and I have disable 3D turned on on the viewport even. 🙂
How were the effects at 13:02 done?
🎉🎉🎉
If a viewport is set to "Own World" it will also process physics separately.
I wonder how he got the viewport texture to overlay the ground texture. Is it a decal? Is he feeding it into the ground shader?
Never mind. Just realized you can set a material's albedo texture to a viewport texture. Pretty easy.
Just need shadows to come through the base environment and we golden.
Not even that unsubtle, unnecessary keffiyeh wearer can ruin a good talk.
omg godot profiler is no good, godot physics is no good, gdscript is no good, gdscript editor is no good. what is even good abt godot?
what exactly did you find bad? In my experience all of these are good, especially gdscript and the editor