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Of course also use composition to maken it all look great. (There was a really good gif here showing a room with and without lights, which illustrated the concept very clearly. Catch the recording for all the great videos showing the concepts!)

David’s showing Blender as a level editor for Godot, where if you save/export in one, it reflects to the other. Thus allowing you to make edits Godot can’t do, but Blender can do.

The asset pipeline is quite something. There is a lot of backbone to what is, in the end, a button that makes it immediately sync within a second.

The pipeline is pretty huge on the tech side, though in use it’s simple, and it allows for all kinds of content workflows between Godot and Blender

The reason for wanting to build this pipeline, and iterate it further, is… UX friction! The regular workflow was too frustrating, so this pipeline was built to make it feel much easier. Though, there is still friction remaining.

This Godot <-> Blender pipeline will be released soon under MIT, with example CC0 assets with a demo. Along with documentation of workflows.

Next a talk by Bart Wilmink about LODs. I didn’t have the capacity to live post this one, it had so many illustrative gifs of assets changing. Catch the recording! All I can say is: Why are LOD workflows so frustrating?! Shouldn’t this be a solved problem by now?

Why do submissions get ignored? Volume of submissions is just too high. Answering properly takes a lot of time. Some contributors can’t take a no, no matter how polite. It’s a stressful situation for everyone.

This organically leads to shiny proposals with barely any use, drama discussions, and endlessly open PRs that will never get merged no matter how much they are worked on.

How can you help? Understand this rationale. Think about whether it’s useful now, rather than in the future. Think like a Godot developer.

Introducing an idea: Feature Scoring, to rate a feature to measure if it should be merged or not. Measuring would be on a CRIS score. Complexity, Reach, Impediment, Stakeholder.

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I noticed your example for Godot Engine CRIS score shows 0 to 1 scale, however earlier you use 0 to 10 scale. I heard that 0 to 10 is a better scale. Thoughts?