Playing more with the
@midjourney
to
@LeiaInc
LeiaPix 2D-to-3D conversion. This is viewable in actual glasses-free
#stereo3D
on the
#LumePad2
, though I made a video animation to work on 2D displays. Same site can export for
#XR
headsets as well.
Got my
@LeiaInc
Lume Pad 2 today and it's a friggin' hologram!!! Stereo
#3D
no glasses
@Android
tablet, sort of like the
@Nintendo
3DS but with an HD screen. Not only that, it tracks your head and adjusts the sweet spot and in-game camera. This video does not do it justice.
There are NO LIGHTS in this scene!!! This is Godot 4.0 global illumination (SDFGI + SSIL) with a single emissive texture box. ALL REAL TIME. Some minor artifacts but you wouldn't notice in a real game. Source in comments.
#godot
#godotengine
#madewithgodot
Decay is out! A real time experience made with
#godotengine
. Available for Linux, macOS, and Windows. Download today at (just make sure you have a decent rig, it's a high end demo).
#godot
#madewithgodot
The one where I showed people some next level shit, a high-end
@Android
tablet that does 3D WITHOUT glasses. It's a fucking hologram!!!
@LeiaInc
#LumePad2
My artwork is being featured on the splash screen of
#MaterialMaker
, a free open-source alternative to Substance Designer. These images were all rendered in
@GodotEngine
4.0 with materials made from scratch in Material Maker.
#Godot
#MadeWithGodot
I've just published a detailed review of the
@LeiaInc
#LumePad2
on my blog. This is the new
#3D
@Android
tablet that doesn't need glasses, and it looks like a hologram (for real). You don't want to miss this.
More madness with
#GodotEngine
4.0 and
#MaterialMaker
. This is based on a Udemy course for Substance, and it took about 3 days to figure it out (lots of learning). What you see here is a single material. Safe to say there is no limit.
#Godot
#MadeWithGodot
There's finally a new tutorial for
@VulkanAPI
, showing you not only the API, but how to use it well in an engine (from the legendary vblanco).
#vkguide
shows you the basics, to drawing with compute shaders and GPU driven rendering. Well worth checking out.
So the best part about
#GodotEngine
4.0 isn't Vulkan, or the global illumination, or occlusion culling, or dynamic LOD, or any of that stuff. It's that the shadows look perfect. No more Peter Panning, amazing soft shadows, no staircasing, and very little to no shadow acne.
I'm happy to confirm that the
#GodotEngine
editor works perfect on the
#SteamDeck
in desktop mode. However, the mouse emulation and virtual keyboard are painful to use. If you want to develop on
#Godot
on the go, you'll need a Bluetooth mouse and keyboard.
Decided to do a direct comparison between
#Godot
4 and
#Unreal
5. I know Unreal is ahead, but I'd like to quantify what the difference is. It's going to be an abstract scene showcasing global illumination and reflections. This is what I have so far.
#GodotEngine
#MadeWithGodot
Say hello to Myra, my latest real time 3D demo made with
#GodotEngine
3.4.4. Utilizes assets created with
#photogrammetry
and high quality baked lighting in
#Godot
for the most realistic graphics. Running at 90 fps on a Pixel 5
#Android
phone.
Spent the past few days tweaking the lighting on my
#godotengine
realism study. Using global illumination, this is 100% real time (no lightmaps). Will probably do a video soon. It's truly amazing what can be
#madewithgodot
.
Spent the day with
#Godot
4.0 alpha. It's super early and lots of stuff is broken. But I managed to get a decent render. This is all real time using SDFGI + SSIL. Meaning it would work in an open world, no limitations. This project took about 4 hours.
#GodotEngine
#MadeInGodot
Okay. It's Day 2 of my attempt to create a
#3DEngineIn3Weeks
. I now have a colored triangle on the screen! About 720 lines of code, I think this is the most complicated part. The
@VulkanAPI
is extremely verbose, but also not confusing. Moving onto transforms and textures next.
Short clip of the
#GodotEngine
4.0 stable omni light shadow real time global illumination demo. See the full clip on YouTube with download links to the demo so you can try for yourself.
#Godot
#MadeWithGodot
There are NO LIGHTS *OR* SHADOWS in this scene!!!! Using IBL + SH for the ambient light. Shadows are faked with a precomputed cubemap. Works similar to parallax corrected reflections, so needs to be a simple rectangular room, but still pretty friggin nuts this is all fake.
Day 7 of my
#3DEngineIn3Weeks
and it's finally starting to look like something. Fixed my crashing issue, was some debugging stuff I forgot to disable. Got a nice 3D scan of an adding machine (baked lighting) and mouse orbit controls. Will look at PBR shading tomorrow.
@VulkanAPI
Godot 4.0 alpha is out! I partially ported Ella in a few hours. There are still a lot of issues, but even with a quick test it's looking pretty nice. Notice the shadow is more realistic and there is no light leaking.
#GodotEngine
#Godot
Ella's been released! A photo real graphics demo
#madewithgodot
. Uses global illumination, 100% real time, no baked lightmaps. Art made with photogrammetry. Download now for Linux, macOS, and Windows.
It was a tough decision, but I've decided to leave Oculus. Today is my last day. It's been an amazing ride for nearly 6 years, but I'm ready to try something new. I'll be taking it easy, playing some games, and working on my passion projects with my new free time. Peace.
Bought this kitchen scene and setup a render in
#GodotEngine
4.0. This is with basically all effects enabled. Had some issues with pixelation on the textures, but it's only noticeable close up. Overall I'm pretty happy with the look.
#Godot
#MadeWithGodot
I've just released my new
#GodotEngine
plug-in that adds support for the 3Dconnexion Space Mouse in the
#Godot
editor. Move and rotate the viewport camera in 6DOF, full freedom for position and rotation. It's free and open source.
Really, don't invest your whole life on one piece of software. I've been doing this for a long time, and seen a lot of tech come and go. Was huge in Flash in the early 2000's and my career was ended when Steve Jobs killed it. After being burned so many times I decided it was just…
I decided to start a new tutorial website just for the
#GodotEngine
. I only have two posts so far, but I plan to make this an ongoing project. There will be tons of guides for
#Godot
from beginner to advanced coming soon. Please let me know what you think.
Yo, the mathematics on this fucking gizmo almost KILLED ME!!! Got it working, but took way longer than I thought. This is all basically from scratch (drawing shapes with code). Using the glm lib, but still had to do some mental gymnastics to get it to match the mouse exactly.
Quick test of global illumination in
#GodotEngine
4.0. The results are pretty good for still renders, though I'm having issues getting it stable at varying distances. Might just be a settings issue, but it's looking promising so far.
#Godot
#MadeWithGodot
Got my options menu partially ported for Aniela. Just so you can see what the raw render looks like compared to enabling SDFGI + SSIL and the post processing.
#Godot
#GodotEngine
#MadeWithGodot
Made a quick test of omni light shadows in Godot 4.0. This was a huge issue in Godot 3.x and it's pretty much solved. Also using the new GI features in an indoor scene. There are only 2 lights here, all real time. Download links in comment.
#godot
#godotengine
#madewithgodot
Got the new
#Intel
Arc A750 running on
#Ubuntu
#Linux
. Good news: Cyberpunk 2077 is playable at 1080p 60fps (medium). The bad news: that's the only game I could get to work. All the others either crashed or had horrible glitches. A lot of potential, but it's going to be a wait.
Just published a review of "Modern Graphics Programming Primer" by Hans de Ruiter. This is a short, no-nonsense, overview of how to get started with graphics programming using
@OpenGL
. It's aimed at beginners, and this would be a great place to start.
More testing of the
#GodotEngine
4.0 SDFGI global illumination lighting. This is using a single directional light. Not 100% physically accurate, but probably decent enough for a game with other light sources. Created with
#Blender
and
#MaterialMaker
#Godot
#MadeWithGodot
Rendered in real-time with
#godotengine
. No, she won't be in Decay. Wanted a new profile pic and I already had a good environment ready. Also used my render scaler for the best picture quality.
#madeingodot
#godot
#indiedev
#gamedev
Reflection in
#GodotEngine
4. I'm NOT using SSR, it's very intensive and still has artifacts. The ball is using a reflection probe and the boxes are using the environment sky. You can see on the floor
#Godot
SDFGI does add some reflections, but it's sort of rough and not exact.
First day of
@thekhronosgroup
Vulkanised 2023 was great. Got to see a ray tracing demo running on Android. Not quite 60 fps but amazing for a phone. Did the
@VulkanAPI
tutorial session today and got a colored teapot. Met some good people too, excited for the talks tomorrow.
First look at animation in Decay. The code for the cinematic camera is done, and basically automatic (I just need to set key frames). Probably take a few more days to set up the rest of the shots and do the menu.
#godot
#madeingodot
#godotengine
#gamedev
#indiedev
Took some serious sweat and blood, but I got the PBR image based lighting working on Day 15 of my make a
#3DEngineIn3Weeks
. Looks basically as good as I could hope for. Gonna work on shadows tomorrow and then I'll just have the water left. Not enough time for post processing.
I'm now able to successfully hook into
#Vulkan
on
#Cyberpunk2077
on
#Steam
#Linux
(using Proton to convert
#DirectX
12 calls to
#Vulkan
). My app is taking control of the screen buffer and clearing it to pink. This was the hardest part, now that I'm in it should get easier.
Godot Super Scaling has been released on Github. Free and MIT license. Scale the render resolution of your game and apply a post-process for increased performance or improved image quality.
Not gonna lie, the new global illumination in
@Unigine
looks practically better than
#UnrealEngine5
. They do have a free version (if you make under $100K), though I think the full one is kinda pricey.
It's now Day 11 of my attempt to create a
#3DEngineIn3Weeks
using the
@VulkanAPI
. I didn't get IBL done, but it's close. Implemented environment rendering, and also multiple meshes and shaders. Most of the work was just making it less hard-coded. Should finish the lighting soon.
I'm so happy! Godot Super Scaling and Godot Stereo 3D have been accepted on the Godot Asset Library. After learning game development for so many years, it feels great to finally release something and contribute to open source. You can download now inside the Godot editor.
It's Day 9 of my make a
#3DEngineIn3Weeks
and it's really coming together. Got PBR lighting and shading done. The
@VulkanAPI
is extremely verbose, but I got all the boilerplate working so now it should be easier to add the features I want. Moving onto image based lighting next.
She made it to the top!!! Realistic rooftop scene created in
#GodotEngine
4.0. Still trying to figure out if I want to make this parkour game, so just playing with some assets I found. Concept was a modern day Eastern Europe kinda ghetto rooftops. Thoughts?
#Godot
#MadeWithGodot
It's Day One of my make a
#3DEngineIn3Weeks
. Managed to get a black window to appear. There's some
@VulkanAPI
stuff wired up under the hood, but no visuals yet. Hoping I can get a triangle rendered by tomorrow. Decided to call the project
#Degine
. Let's see where this goes.
I've just released my first book! It explores the idea of binary concepts in the world, such as good and evil, freedom and order, and questions what is true or false. I provide practical steps on how you can improve your life and also change the world.
I founded a new start-up!!! It's going to involve cross platform open source 3D graphics, with a focus on web and mobile, and maybe some stereo 3D stuff. Right now I'm doing R&D on the core technologies myself. 2023 is going to be the year of doing the work.
Confirmed that
#GodotEngine
3.x works great on the Anbernic RG552 using GLES3 on Android, basically an open source Nintendo Switch. Steam Deck for size comparison.
#Godot
#MadeWithGodot
Graphic programming breakdown of Syndicate (2012). This was one of my favorite games, just fast FPS action, cyberpunk, and dubstep. As every games should have.
Got position dragging working on
#Degine
, so it follows the mouse exactly (based the object's axis plane). It would be easy to check the depth buffer to make objects snap to the floor or terrain. Took way longer than I'd hoped cause of a dumb bug projecting the mouse into 3D.
Today's the day. Ella is out on Steam! A
#GodotEngine
graphics demo featuring photogrammetry and real time global illumination in
#Godot
3.x. It's totally free so definitely give it a try and see what Godot can do for photo realistic graphics in games.
So I'll be attending Vulkanised 2023 in Munich. Don't want to come empty handed, so I'm gonna attempt to write a 3D engine in 3 weeks. Well, more like a graphics demo without using an engine. Wish me luck! Image from Wolfenstein: Youngblood, running at 4K 144 FPS on my 4070 Ti.
Been working on parallax occlusion mapping for
#Degine
last night. Results looking pretty good and performance is great (0.05ms at 1080p). This is the first render that is mostly my art, custom made PBR material, only the HDR skybox is downloaded.
I've decided to release the tile material to the community with CC-BY license. It's available on the
#MaterialMaker
website or through the app. Just search for "Dirty Cracked Tiles". Also exported a 4K screenshot from
#Godot
4.0 to better show the quality.
#MadeWithGodot
So it's Day 5 of my make a
#3DEngineIn3Weeks
. A little slower progress, but I got 3D transforms and texture mapping mostly working. Things take time in
#Vulkan
but I'm getting there. Gonna work on model importing next.
@Anarchopologist
So the people that want power rule through fear. And the easiest way to illicit fear is to have an imaginary enemy, essentially a boogeyman. In the past it could have been a witch, a communist, a terrorist, or whatever. Same shit, different day.
@matiasgoldberg
It's funny because, at times, AMD has had better products, for cheaper, and people still buy Nvidia. I'm not talking on the high-end (RT, etc.) but for mid/low end that are doing basic rendering, AMD is usually better (or at least on par). It's a cult almost worse than Apple.
Quick look at the progress on
#Degine
, my custom
#Vulkan
C++ render engine. This is with a 3D scan character model (so somewhat baked lighting) and an HDR cubemap with PBR image based lighting. Even without shadows, it's looking pretty good. Gonna take a look at shadows today.
Decided to make a
#GodotEngine
4.0 demo out of this. I'm calling her Aniela. Graphics are done, but it might take me a week to port all the rest of my code. Still some visual issues, but it looks good enough to let people try it.
#Godot
#MadeWithGodot
I've just made a substantial improvement to the Godot Super Scaling shader. This implements multi-pass rendering, and separates the upscaling from the super sampling, resulting in a much clearer image. Here is 540p to 1080p scaling in Decay.
#GodotEngine
Huge 1.1 update for Aniela. Massive performance improvements. Smaller file size. Better light and shadow. All settings reduced, but with lots of tweaks, so I think this version looks even better. Download now for Linux, macOS, and Windows:
My custom
@OpenGL
engine running on a
@LeiaInc
#LumePad2
3D
@Android
tablet at 120 friggin' FPS!!! Granted, I'm going to lose some performance when rendering
#Stereo3D
, so that's why I've optimized it. This is a 70% render scale but with Catmull-Rom sampling looks almost native.
Finally got my
#Lua
scripting system functional on
#Degine
with a real script. Video shows a script on each cube rotating it (also the scene graph working, smaller cube is a child). Currently the API can just get/set the rotation, lots of work left, but it's a start.
These are the graphics you can get from
@godotengine
3.4 right now (special thanks to
@HugoLocurcio
for putting the demo together). It's become a meme, but stop waiting for
#godot
. You can achieve high quality graphics today. See for yourself.
I can't believe this.
#GodotEngine
is trending on Twitter! I realize they show personalized results, but it still must be popular enough to make the list. I hope Ella had something to do with it...
I've published a deep dive video covering the new scaling algorithm I developed for Decay. This is basically an open source DLSS/FSR alternative for the
#GodotEngine
. Please check the video if you are interested in how it works.
The graphics are done for Ella: a study in realism. Just had to tweak the colors a little bit, and it's looking much better now. Also got it somewhat running on my laptop, but it's a super high end demo so there was only so much I could do.
#godotengine
#godot
#madewithgodot
@reduzio
I think the asset pipeline is pretty bad. I love Godot, but getting 3D assets into the engine is a huge pain and doesn't always work. Animation has problems, changes are lost when reimporting. Even problems with large textures taking forever or crashing the engine. It needs work.
These are some high res 4K shots of Decay with Godot Super Scaling. First at native 4K and then 4K upscaled from 1080p. Though not shown, the native 4K performance is around 60 fps and 1080p upscaled around double, 120 fps.
#godot
#godotengine
#madewithgodot
Been working on a real time
#2D
to
#3D
conversion shader for games. That's what the
#Vulkan
layer work I've been doing is about. It's not quite working, but I processed a few images offline to get a preview. You'll need red/cyan
#anaglyph
3D glasses to view it. Made in
#Godot
.
Here's a look at the reflections in Decay. I'm using a box projected cubemap, so the resolution is limited, but I think it still looks decent.
#GodotEngine
supports this out of box, but it took me around a day to tweak the settings to get it looking good.
It took a full week, but I've got the ECS (entity component system) up and running in
#Degine
. Graphics and performance are the same, but this refactor will allow things to be much more flexible once I start adding real functionality. Big relief, as it didn't compile for 7 days.
Finally got
#Stereo3D
working on
#Degine
using the
@LeiaInc
#LumePad2
3D
@Android
tablet. Skybox is totally wrong, and performance could use some work, but the SDK integration is done, so just a few bug fixes left. Looks like I will be making it for
#GDC2024
.
Aniela's finished! A
#Godot
4.0 light and shadow study. Got the rest of my code ported and did the camera animation. So far everything looks great on Ubuntu and good performance too. I will have to investigate why Windows doesn't work, but I don't think it should take long.
@reduzio
I think a traditional job board on the official website is the best solution. Linking companies to social media platforms just doesn't seem "official". Also, LOL at people messaging you. That is like DMing Tim Sweeney and asking him to help you make an Unreal game.
To get a look at the process behind Ella, here is the initial block out sketch I did on the first day. It was rough and embarrassing, but I got valuable feedback. And here is the final render after one week. Still can't believe I pulled this off. Never give up.
#GodotEngine
Implemented a Kuwahara filter in
#Godot
4.0. Did a bunch of research but ended up going with some MIT licensed code with slight modification. This is a photo filtered to look more like an anime background.
#MadeWithGodot
#GodotEngine
This is Ella : a study in realism, made with
#GodotEngine
in one week. Uses global illumination for fully real time lighting. Download today on
@itchio
for Linux, macOS, and Windows.
Well, I haven't gone to sleep, so I guess it's technically Day 16 of my make a
#3DEngineIn3Weeks
. Spent some time fixing the PBR IBL. Not 100% done, but it looks great and I need to move on. Still have shadows to implement, might kill the water in terms of time. Getting close.
Spent the whole day reading
@Arm
@OpenGL
optimization guides, I think I've done everything. Right now
#Degine
is running at
#120FPS
smooth w/ HDR lighting, shadows, FSR, and FXAA at native 2800 x 1750. Around 200K polys, and 30 draw calls, on a
@SamsungMobile
Tab S8+ in
@WebGL
.
Just cause I'm crazy, I spent the last few days creating an app with C++ and
#Vulkan
. Right now it just displays images, but you gotta start somewhere. Don't worry, I'm still using
#GodotEngine
for my game, this is for another project. Can't say what it is yet, it's a surprise.
I'm giving away and brand new Oculus Rift S!!! This is not a contest, I'm just a generous guy. All you have to do is Follow Me, Like this Tweet, and Post a Comment here letting me know why you want the Rift S. At this time tomorrow I will pick a winner. Enjoy.
With the chip shortage and outrageous scalper prices, it doesn't make sense to buy a new GPU right now. But if you have an old computer, try
@GoogleStadia
. You can play at (up to) 4K 60FPS, the experience is way better than you might assume. Just try it.
Got Godot Super Scaling ported to
#Godot
4.0. It took all today, but wasn't too bad. Also added support for FSR and Bilinear. Menu is fully working, all buttons and a minor redesign. Photo shown with cool lighting so people can see it's real time.
#GodotEngine
#MadeWithGodot
I've just implemented static batching in
#Degine
, my
@OpenGL
@WebGL
game engine. This is with 28,000 cubes all batched into 1 draw call (plus the rest of the scene you can't see). 450K polys total. Running comfortably above
#60FPS
on the
#LumePad2
flagship
@Android
tablet.
Look what Santa brought me as a belated Christmas gift... an
@NVIDIAGeForce
4070 Ti!!! I don't care what the haters say, this card is hot 😜. Really hyped to try
#DLSS3
frame generation on
#Cyberpunk2077
. Might actually get me to 4K144 with decent settings. Gonna put it in now.