passivestar

passivestar

@passivestar.bsky.social

Game Developer and Tech Artist ✨ passivestar.xyz

15.7K followers451 following2.6K posts

4.8 will be the strongest godot release in a while texture streaming, contact shadows, multi-bounce AO, lightmap specular, 3d trails, mesh buffers on gpu, visual shader groups, label text fitting, symbol renaming, more flexible editor layout and a lot of ui improvements what are you still missing?

just learned ambientCG has blender 5.2 remote asset library (no addon needed) 1k for free, all resolutions if you support on patreon this is cool af

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just learned ambientCG has blender 5.2 remote asset library (no addon needed) 1k for free, all resolutions if you support on patreon this is cool af

I'm not super excited about blurry 50 fps gaming where it takes your $3000 gpu several frames to converge light into a discernible picture. I love how great games got to look but the tradeoffs we took aren't very good imo We need nice baked GI again that runs on a laptop you found behind a dumpster

MetalPetal@metalpetalart.bsky.social

im so glad you're working on the lightmapper.

The lightmapper has many issues. I've fixed some before but recently I've been playing more with it to get a better understanding of how it works. It seems most issues wont be a one line fix but at least it's fun to tinker with

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that's because lightmapper determines alpha from bilinearly filtered albedo-alpha atlas, and padding around the islands is 0 alpha. filtering between solid walls and transparent padding gives lightmapper semi-transparent walls

interestingly this is not specific to low-res, you won't get rid of these leaks just by increasing the lightmap resolution, you'll just get smaller leaks

it's not the only bug, full picture is: half-texel offset moves sampled texel surface partially outside, halton AA spreads samples for smooth shadows, then those samples are biased towards the light and biasing there is very big so they end up even further from the wall, all outside!

the crazy part though is that even if we get rid of the half texel offset and set the directional light shadow blur to 0 to sample only from the texel center where we can guarantee that it's inside, it still leaks! it hits the wall as it should but then continues towards the sun

looking at leaks in lowres godot lightmaps: - dilation touches neighbors - there's no way to increase island padding, bicubic filter needs 4 texels - denoiser doesnt have island isolation - closed rooms leak through corners, probably a bias bug - unocclusion algorithm is imprecise seems solvable

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It looks like a very important factor for godot success will be the ecosystem growth The asset store is a big step in that direction, but the engine itself will also need to become more extensible to give people freedom to shape it into whatever they want and help provide what's missing in core

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Today I can't remember the last time I saw an engine crash or a blocking bug. It is also becoming increasingly rare to find a feature gap that has no workarounds It took a lot of work by a lot of passionate people to get us to this point!

In 2023 when I started with godot although it was not a new engine it was still a bug report simulator and it had big feature gaps too It felt fine for early adoption but at that time I was recommending unity to anyone who was under immediate pressure to ship a 3d game

been looking into that and it seems possible. LightmapGIData gives all APIs to set our own data. UV2 unwrapping is separate from baking so doesnt need porting. I'll need to port atlas packing though but it should be fine

passivestar@passivestar.bsky.social

considering reimplementing godot lightmapper in gdscript because it needs a lot of work and working in c++ is slow

few things to fix/add: thin wall leaks curved surface seams denoiser discontinuities broken custom sky broken scaled meshes needs to not block editor needs runtime bake needs better debug views better probe ux receive/contribute-only meshes optional ao boost frustum preview faster iterative rebakes

passivestar reposted

Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for GMTK Game Jam 2026 submissions. 🤖 Godot - 47% 🎮 Unity - 34% 🛠️GameMaker - 5% 🚀 Unreal Engine - 3% ✨ Other - 11%

I have a good feeling about godot 4.8, a lot of cool shit is being worked on right now

Godot Engine@godotengine.org

#GodotEngine 4.7 is here! 🎉 Like a cult classic movie, Godot 4 has only gotten better with age; the 4.7 Director's Cut offers colors of never-before-reached intensity, helming a bevy of new features to eliminate any remaining friction between you and your vision! godotengine.org/releases/4.7/