Thoroughly enjoyed the talk. Pluggable renderers as GDExtension would be so nice.
@GlowingOrangeOoze11 ай бұрын
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.
@lorenzozapaton403111 ай бұрын
I hope you become the Blender of Game Engines. A bless to use in Linux.
@adhdGameDev11 ай бұрын
Ageeed
@WiLDbEAsTGameSHere11 ай бұрын
💯
@deRNmEpRrMmАй бұрын
Id love more talks with Clay John at the next GodotCon, he's really good at it! Great talk!
@murlokkiller4743 Жыл бұрын
Great talk! The most important talk on Godotcon2023 imho
@jasonwilliams8730 Жыл бұрын
Keep up the good work team Godot! My donation is coming on Christmas.
@FinePointCGI Жыл бұрын
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!
@SirToxe Жыл бұрын
Great talk and it adds some nice looks behind the scene which is always appreciated.
@jopemeofficial11 ай бұрын
Amazing talk! Feeling very excited for the future of Godot, and the ability to work on big 3D projects!
@ecomattis9257 Жыл бұрын
Having that stencil buffer would be great. Getting some visual effects to work is a struggle right now.
@Polygarden Жыл бұрын
Great Talk! I'm really looking forward! Waiting for Godot 4.3
@christophersimms912811 ай бұрын
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.
@Lege194 ай бұрын
I'd rather it become the blender of game engines
@auraspersonal6 ай бұрын
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!!
@WiLDbEAsTGameSHere11 ай бұрын
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
@mrkaratedo Жыл бұрын
Aguante Godot!! Saludos desde Argentina - San Juan
@njdarda11 ай бұрын
The engine is in good hands.
@bigmacbook Жыл бұрын
My favorite talk, lots of great stuff to look forward too.
@takarahayashi4124 Жыл бұрын
enjoyed the video, 50mins well spent.
@sealsharp11 ай бұрын
Texture streaming is huge.
@saul851011 ай бұрын
and mesh streaming.
@newarteest11 ай бұрын
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.
@maxjohnson8089 ай бұрын
The audio of this video would benefit from some de-noising.
@codeinclined11 ай бұрын
Great talk!
@leonardoraele9 ай бұрын
13:24 I didn't knew about it. Where are the information about these meetings? How can I join?
@claudiusraphael9423 Жыл бұрын
Exciting - thanks for sharing!
@maxcomperatore4 ай бұрын
bro is the rendering goat in godot, he knows his shit. props.
@林峰-d4m Жыл бұрын
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
@Ash_18037 Жыл бұрын
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.
@saulsantos4132 Жыл бұрын
Well i think you can write GlSl in godot 4 check some video.
@gamechannel12719 ай бұрын
You always free to compile the engine yourself and write whatever unlimited glsl shaders you like...
@agatasoda Жыл бұрын
22:12 "And just work" but does it have 16 times the detail? o.O
@m0-m059711 ай бұрын
It. just. works.
@aviatedviewssound4798 Жыл бұрын
Great talk, I think when Godot 4.3 hits things will be stable for full fledge 3D games.
@drinkwwwaterrr Жыл бұрын
4.1 is already good enough for 3D
@mgfgame9511 ай бұрын
@@drinkwwwaterrr Still improving. Performance is still unstable.
@BlenderhilfeDe Жыл бұрын
Very Good ! Thx :)
@drewwilson875611 ай бұрын
(British Guy:)"Sorry, me again." Such a great encapsulation of the nerd spirit.
@tysoneggum63807 ай бұрын
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.
@rl33t7411 ай бұрын
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.
@newarteest11 ай бұрын
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.
@David_Diaz_55510 ай бұрын
THIS PROJECT IS AMAZING. ❤❤❤❤❤❤❤
@SnakeEngine11 ай бұрын
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.
@saul8510 Жыл бұрын
16:00 hey i am in the right!! xdd 19:40 WHAAAAAAAT
@ViktorEvil Жыл бұрын
looking forward to the Metal renderer
@ShrikeGFX11 ай бұрын
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
@lillybyte Жыл бұрын
Godot should try the novel approach of not re-inventing wheels... all of which end up being flat where they decide to remake more wheels that also end up flat. How many more Godot-built renderers are people going to suffer through before they do the smart thing? The Forge exists. Wicked Engine exists. Both renderers are MIT, both compatible with Godot's license, both battle tested. Both significantly better than anything that has /ever/ come out of Godot rendering team. Defer to people who know what they are doing.
@alpacalord Жыл бұрын
True and based
@dancovich Жыл бұрын
Did you watch the part where they want to support pluggable renderers through GDExtension?
@nerdydrow Жыл бұрын
by that logic both Wicked and Forge wouldn't exist since Ogre3d and BGFX exist before them and so on and so forth
@Codotaku Жыл бұрын
that could be said about physics engines for example, you'll be surprised of how much potential is still left on the table when it comes to renderers
@lillybyte Жыл бұрын
@@dancovichYou're lucky IF GDExtension actually works for half the time.
@fixieroy9 ай бұрын
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…….
@GodotNodot Жыл бұрын
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.
@zdspider6778 Жыл бұрын
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.
@alexkt340011 ай бұрын
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.
@David_Diaz_55510 ай бұрын
YOU SHOULD BE LOOKING FOR A BIG SPONSOR LIKE "ELON MUSK" !!!!!
@Alperic2711 ай бұрын
blah blah blah … empty contents for the first 17” .. quite amazing how the dude can move air with his mouth
@arckanumsavage282211 ай бұрын
Fix fking html in Godot. Build should have much lower size for html games!