oh noe ๐ฅฒ
23.04.2025 12:58 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0@tracefree.bsky.social
gamedev / enginedev / black hole physics / quantum information / 3D tech art / godot / blender / C++ / rust vienna / austria he / him blog: https://rie.codeberg.page/ https://github.com/tracefree co-organizing https://www.meetup.com/godot-usergroup-austr
oh noe ๐ฅฒ
23.04.2025 12:58 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I know, I just lack the ability to not comment on a post about my favorite engine and my favorite game ^^
23.04.2025 12:52 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0(hoping a AAA studio picks up Godot and just contributes those missing features)
23.04.2025 12:47 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I love Godot immensely, but it doesn't have asset streaming yet which afaik limits it for massive open worlds :P And also no good global illumination option, raytracing, etc (not that those are necessary of course, just playing devil's advocate)
23.04.2025 12:46 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0I've met lots of people who play and/or develop games who didn't even know Skyrim ๐ซ
23.04.2025 10:01 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Specifically about how you managed to integrate the esm/esp file format into UE5. Did you edit levels inside the engine? Did you make a custom editor? Was there no need to modify the original esm?
23.04.2025 09:30 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Is anyone who worked on #OblivionRemastered here on Bluesky? I'm super curious about some technical questions! :D
23.04.2025 09:28 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0It's not fun or interesting or anything, really just a tech demo to get experience releasing cross-platform software built with C++. Binary release will follow once I figure out how to make it run on machines that aren't my own.
22.04.2025 10:55 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I just released a tiny "game" using my custom engine! Source only for now, if anyone feels bored enough to want to compile it please let me know if it works :P
Collect 7 krapfens in the Sponza scene, each one increasing your jump height.
github.com/tracefree/pr...
Lost For Swords โ๏ธ is my love letter to roguelikes and card games. To deckbuilders and dungeon crawlers. To strategy and tactics. It is Slay The Spire meets Into The Breach with a pinch of Diablo 2.
If any of that resonates with you โก๏ธ it's out on Steam now!!!๐
store.steampowered.com/app/2638050/...
Please help a friend out with his Master's thesis by playing his #Godot game! It collects anonymized data about your play style (which is shown to you before uploaded). It takes about 10 minutes and you need both KB+mouse and a gamepad
Windows 1drv.ms/u/c/9d53ca46...
Linux 1drv.ms/u/c/9d53ca46...
Hello world,
My first contribution on this network is a reminder that a Guild War's Audio Programmer posted a very very VERY useful comment about positional audio on third-person games:
www.reddit.com/r/gamedev/co...
New blog post! Part one of a series in which I explore Godot's import process - what it is, why it's necessary, how it works, and how to customize it.
rie.codeberg.page/blog/asset_i...
#Godot #GodotEngine #GameDev
New blog post: Shedding some light on a #Godot feature you may have missed: script templates! Also: abstract classes and how I use them for my in-game developer's console.
rie.codeberg.page/blog/script_...
Huh, I don't know where that did came from - must have jumbled something up when I added the comments. Fixed now, thanks for pointing it out!
22.03.2025 21:15 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Yup! The UX for doing so inside Blender is not the greatest yet, but I hope to improve on that in the future (possibly with a Blender addon)
22.03.2025 09:17 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Also playable (allegedly) in the browser, though with slightly worse graphics, on itch: tracefree.itch.io/worlanwv
21.03.2025 16:17 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Yesterday I finally updated the readme and added a license to Worlanwv, a tiny walking simulator with light puzzle elements I made last year for the #Bevy game jam.
I really enjoyed working with Bevy and keep watching its progress, looking forward to the next jam!
github.com/tracefree/Wo...
GLTFDocumentExtension in #Godot is extremely powerful for fully customizing the import process, but not well known and a bit tricky to figure out at first. Here's how I use it to annotate my attack animations with custom data added in Blender:
gist.github.com/tracefree/6a...
Will share more as I learn.
Also @passivestar.bsky.social 's amazing guide to baking light in Godot is a must-read and has great tips: passivestar.xyz/posts/how-to...
Ah, good to know, thanks for the input! I haven't used reflection probes at all yet. And in some scenes I have strange visual glitches with metallic materials, I'll try disabling directional to see if that's the cause ๐ค
10.03.2025 00:37 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Thanks for reading, please let me know if you know of any other lightmap tips or quirks in #Godot that you had to learn the hard way!
09.03.2025 23:58 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0To summarize the imo most important parts:
- Enable Lightmap UV in advanced import settings
- Use unmotivated lights instead of ambient light
- Tweak settings to avoid light bleeding
- Place probes manually where needed
It's a tedious process. Since I'm making a modular kit I'm thinking of placing hints inside each kit piece where the corners are, so that an algorithm can place probes accordingly.
09.03.2025 23:58 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0The solution is to place additional lightmap probes manually - there's a node for that. You want to place them in the corners of your rooms so that no matter where an object or the player is, the closest probes are always ones within the boundaries of the room.
09.03.2025 23:58 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Showcase of the described scenario, a chest close to the wall of a room is being lit on some sides by lightmap probes outside the scene geometry, making the darker than what realistic global illumination in those spots would look like.
Often you get probes outside the boundary of your rooms. When a dynamic object is placed inside the room, close to the border, it may be closest to a probe outside. It will then be mostly lit using this incorrect data.
09.03.2025 23:58 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0At runtime, dynamic objects look at the closest probes and interpolate between their values to determine how they are lit.
The problem is that even when you set the probe density to the highest value, the algorithm doesn't place them optimally.
Screenshot of a sewer environment in the Godot editor with a regular grid of lightmap probes, represented by spheres which show the color that has been calculated for the light at that position.
Okay your static lighting looks good now, but why are dynamic objects not lit correctly?
Global illumination is approximated with "probes" - points that are spread throughout the scene automatically when baking and which store lighting information at those locations.
- On the LightmapGI node, set the super resolution to the max
- Increase texel scale
- Use a high denoiser range
Screenshot showing light from the outside bleeding into the edges of a room's interior
Depending on your geometry you may get light bleeding on the edges. Modular kits are especially prone to this. What helps (for indoor scenes at least):
- Set the environment background color to pure black. If the background should be visible somewhere, you can set it back to normal after baking.