Pteropod Easier said than done(enforced) though.
I wasn't suggesting that. I haven't even been doing it myself, but I'll start doing so.
Pteropod Easier said than done(enforced) though.
I wasn't suggesting that. I haven't even been doing it myself, but I'll start doing so.
Polypetalous I meant that I have considered the same, but can't really see a practical way to enforce it. Noticing someone having misformatted a code-block in their post is comparatively easy, having to check every single link not so much. Besides I did at one point try to meticulously make sure I myself always link docs to specific versions but that didn't really last long either. π
Aight, an update. First of all, using an ORM shader for the sphere when I didn't have a ORM map for it was an obvious folly. Sphere now legible as a refractive glass type material, second and here's the reason why cornell box, boring as it seems, is useful. I changed the colored walls to roughness value 1.0 and instantly a shading issue(potential bug) showed up on the red wall of the CSG room. Also, I added a reflection probe to the scene.
Looks awesome! Makes me want to try Godot 4.0 stable this weekend π
To be honest, I was doubting that the Godot 4.0 release was going to be finished, but they actually pulled it off. Still a few bugs and missing features, yes, but what's there is enough to make a good game. Going to try to make a demo for my game in 3 months. I want it to look completely real, I think I can do it.
Awesome π
I'd like to install version 4.0 with Flatpak, when will it be released on Flathub ? (I'm running Linux)
I'm very eager to try it out.
I don't know if that flatpak is official. Just download the regular Linux executable. It's portable and doesn't need to be installed.
Sciomancy I'm running Linux
Which distribution and desktop environment?
I'm using Pop!_OS 20.04 with its default DE. In addition to cybereality's suggestion, I use cinnamon-menu-editor to create a desktop icon for Godot.
Or you can place it elsewhere. Personally, I use ~/bin for Godot 3 (and other apps and scripts) and ~/bin_godot4 specifically for Godot 4. I have Godot 4 set up to use self-contained mode, so it stores the application data in the same directory as the executable, and I wanted to keep that separate from other directories.
I just have the binaries in a folder in my home folder. I made a few shortcuts with the local share applications. This is better for me as I can have as many different versions as I want.
Excellent !
I didn't know that, I thought that it had to be installed.
I iust downloaded it now and starts up fine, thanks !
btw, running Linux mint 21 with XFCE
Businessman what I did with the compositor was render the background in one pass, using the visible mask to hide characters. Then render the characters that needed an outline in another viewport with a different material with a solid color and no lighting (you can optionally run a sobel pass here). Then I used that solid color viewport as a fake stencil buffer using it as a uniform to the main fullscreen shader on the root viewport and then combined all the passes. It worked and looked good, but sadly 3 full resolution viewports rendering each frame is way too slow for Godot.
Counterscarp Hi, any word on 4.0 release on Valve's Steam, thanks! ?
From the download page π
Steam version is available as a stable-4.0 beta branch.
You have to right click on the Godot name on the left in your library and choose properties, betas.
They will both be there, but you have to go to that menu to switch between them.
Here is something I started working on.
Going to build the same scene in Godot 4 and Unreal 5 and compare graphics and performance.
Roughhew Going to build the same scene in Godot 4 and Unreal 5 and compare graphics and performance.
Excellent idea! Is it going to be a static scene? The only thing missing for a full comparison is Unity.
[unknown]
I donβt think anyone on the Godot team frequents the forums anymore, so I do not think the request/feedback will be seenβ¦
I might suggest sending the feedback to the Godot team via the contact page, likely under general inquiry. Another option that may be better (Iβm not sure how the Godot team prefers to get feedback) would be to contact them via a different community channel they frequent more often, like the Godot contributors chat for example.
I think the issue is that if they switch the main version to 4.0, it will auto-update and people in the middle of projects could get screwed.
Serious question - if I have been programming in the last stable build of Godot, should I finish the large project I started in that version or port it to Godot 4 then complete?
It's up to you. I would say if you're late in development and happy with the results, stay on the 3.x branch. 4.0 is better in some ways, but also slightly unfinished.
Where are these reviews?
Why would old reviews be erased? It's just a new version, not a whole new app. That would be silly for marketing purposes when you already have a highly popular and well reviewed app.
[unknown] false advertising
"marketing purposes"
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.
Woah, how much have I missed? I haven't touched Godot in nearly a month. This new lighting looks awesome. It reminds me back when I dev'd on Roblox and the dynamic lighting engine was introduced around 2013.
I mean it brings back the excitement. I'm not comparing Godot 4.0 to Roblox when it looked like this:
I used to not like 4.0 but now i use it daily. what a switch up for me. π
Also does anyone know a good way to learn shader code and raytracing for godot 4?
Numen raytracing for godot 4?
Raytracing? You should probably learn ray casting first, then start tracing bounces on top of that.
Godot doesn't support hardware ray tracing. However SDFGI is a sort of software ray tracing global illumination and reflection solution. You can enable it with a WorldEnvironment node.
Me and Juan at GDC.
Since you're buddies now, persuade him to participate here occasionally. π
Polypetalous Since you're buddies now, persuade him to participate here occasionally.
I mentioned the forums and how I took over but he didn't really seem familiar. He also didn't recognize me at first, which was surprising since we met at GodotCon 3 years ago, I made a bunch of big demos, and we talk on Twitter often. Guess he has a lot of fans.
I do hope this forum can get more promotion from the Godot team, because for starters Reddit is an awful solution as far as finding discussions and projects go (as the threads get buried within a couple of days), and Discord is even worse in this area. It pretty much leads to new threads for every update to every project and the same questions having to be asked again and again. Tags can only get you so far as even they break down as a discoverability tool once there is enough activity.
Far and away, the traditional forum setting is still the best place for Q&A and project threads.
Yes I agree, it's mostly the younger crowd that doesn't seem to understand how forums work or maybe never used them. Social networks are horrible for debugging programming problems.
The Godot booth.
This looks amazing!!!
My latest render.
Jovitajovitah Synty Demo Projects
This link may be wrong as it point to a page full of non free assets non related to the topic or Godot :/.
Tillio This link may be wrong as it point to a page full of non free assets non related to the topic or Godot :/.
Those are 3D models you can buy and import into Godot and use them in your game, so yeah that's relevant. Good deal too.
Yep, I totally agree that this is a questionable link. But I gave a link to the page from which I took the rest of the demo scenes and I thought it was incorrect to remove it. Maybe I'm not quite right here. But on that page it is clearly stated that this link is paid content. It is quite possible that that whole article was for that link. I will correct the post with a note about payment.
Humble bundle deals can be really good, sometimes you are getting a 100x to a 1000x discount. And the money, at least partially goes to charity.
[unknown] Ummm, new releases to Godot 4 should be posted here:
There is already a separate thread for this Godot 4.0.2
[unknown] Well that's the problem, never saw that thread.
New releases need to be advertised in this official forum thread.
This thread is so active, ranging across various subjects, that I unsubscribed from it. If you want to know when new versions are released, and don't check for new topics here, it's best to use one of these:
https://godotengine.org/blog/
https://downloads.tuxfamily.org/godotengine/
There might also be a way of getting notifications from github, but I haven't looked into that.
New version announcements are also posted in the Godot Reddit by the core team, but they're hard to see among all the posts there:
https://www.reddit.com/r/godot/
It's not a new version, it's an RC.
Just borrowing the thread a little. Has an comparison with Unity been done recently? I found godot approaches the features of Unity, but would be interesting to see for example how 3D scenes perform in Unity versus Godot. How about big worlds etc.?
If you have extra money, you can spend it in an original way: The Complete Godot Humble Bundle by Zenva
Please, somebody tell them that they're talking too very, very fast. It is very difficult to understand if you are not a native speaker.
Jovitajovitah Please, somebody tell them that they're talking too very, very fast.
The author used to post their videos to here themselves in the past, naturally a user here had to complain that they were talking too slow. I think it's fine, a decent middle-ground, youtube has a setting for video playback speed.
When I play that video, I can change the playback speed in the settings. It ranges from 0.25x to 2x, in increments of 0.25x.
Pteropod youtube has a setting for video playback speed.
The technical slowdown doesn't make the speech more intelligible. Maybe when they screw in the neural network voice enhancement it will make sense.
I've been away for a while but noted the release of 4.0, congrats godot contributors!
I wanted to get a sense of how stable it's become over the last few months. I have projects with no dire need for new features but are in 3.4 land.
I don't know if I should try build and add my modules for 4. I remember there being some C++ name changes Spatial -> Node3D something of that nature.
Advise would be appreciated.
Turne I remember there being some C++ name changes Spatial -> Node3D something of that nature.
There are many name changes:
https://docs.godotengine.org/en/4.0/tutorials/migrating/upgrading_to_godot_4.html
This is an unofficial migration/upgrade guide that was started before the official one was available, and may have additional notes:
https://gist.github.com/WolfgangSenff/168cb0cbd486c8c9cd507f232165b976
I would NOT try to auto-port a 3.x project to 4.0. 4.0 is really cool for the new features, but it's not exactly stable. If you build a new project in 4 and are careful it can work. But it's basically in a beta state right now.
Roughhew OK. As an experiment I cloned the repo in a different directory to try building (iMac M1).
my only question now is what value for vulcan_sdk_path is needed? I installed vulcan under an umbrella directory for this experiment so
godot4/godot
ok got that sorted. it's the base directory not a subdirectory of the install
4.0 godot is AMAZING and really helpful
Polypetalous Indeed I had expected name changes, as I think the devs where going to pursue some standardization along the lines of Spatial -> Node3d
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