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Juan is stepping down from Godot’s rendering team. Godot will be getting deferred rendering. More devs use Godot for 3D projects.
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0:00 – Godot gets a new rendering team
https://twitter.com/reduzio/status/1516508964430786563
0:49 – Temporal Antialiasing & Deferred Rendering
https://twitter.com/reduzio/status/1509451600166797318
3:04 – Use coupon code “KAIJU” to receive 10% off your first order
https://www.learngodot.com/courses/learn-programming-godot-engine
3:25 – Majority use Godot for 3D
https://twitter.com/reduzio/status/1516384613370896385
3:36 – Lumencraft developer talks about his experience
https://godotengine.org/article/godot-showcase-2dynamic-games-lumencraft
4:15 – Mechanic 8230: Escape from Ilgrot
https://store.steampowered.com/app/1432680/Mechanic_8230_Escape_from_Ilgrot/
4:30 – RUN: The World In-Between
https://store.steampowered.com/app/1548940/RUN_The_world_inbetween/
4:44 – Cat Cafe Manager
https://store.steampowered.com/app/1354830/Cat_Cafe_Manager/
5:04 – Soul Dier
https://project-souldier-dev.itch.io/soul-dier
5:19 – Rocket Bot Royale
https://store.steampowered.com/app/1748390/Rocket_Bot_Royale/
5:35 – Nutlet in Microchip Mayhem
https://magellanicgames.itch.io/nutletmm
5:45 – The Ouija Board
https://dunkelgrau.itch.io/the-ouija-board
5:55 – Sarcopha-gon
https://dwemthy.itch.io/sarcopha-gon
6:14 – Ghost Hand
https://galomortal.itch.io/ghost-hand-prototype
6:26 – SlingVR
https://www.oculus.com/experiences/quest/4788832087828850
6:37 – JP Study Buddy
https://play.google.com/store/apps/details?id=com.voylinslife.jpstudybuddy
6:48 – Roma Invicta
https://store.steampowered.com/app/1878070/Roma_Invicta/
7:04 – Lila’s Sky Ark
https://store.steampowered.com/app/1573390/Lilas_Sky_Ark/
7:18 – Dark Crypt
https://store.steampowered.com/app/1706170/Dark_Crypt/
7:32 – The Zone: Stalker Stories
https://store.steampowered.com/app/1299540/The_Zone_Stalker_Stories/
7:47 – Takara Cards
https://store.steampowered.com/app/1932210/Takara_Cards/
8:02 – Super Mario 63 Redux
https://creyon.itch.io/sm63redux
8:19 – Furcifer’s Fungeon
https://store.steampowered.com/app/1700930/Furcifers_Fungeon/
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Website: 📡 https://www.codingkaiju.com
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Use coupon code 'KAIJU' for 10% off! – https://www.learngodot.com/courses/learn-programming-godot-engine
i got an unexpected gift from this video: Super Mario 63 Redux
Super Mario 63 was one of my favorite games when i was young.
unfortunately, when i tried to play it again in 2018 i found it didn't age very well: the controls felt bad and the visuals were inconsistent and some of the level designs were very confusing.
now with Super Mario 63 Redux i will finally be able to play a version of this game that is good by today's standards (not right now since it's in development, but soon).
Oh my god I'm so ready for Godot 4.0.
Neat – so many cool games
The 't' is not silent in the word 'report'. British or American, the 't' is always enunciated.
If you are a fan of "The Colbert Report", the reason Stephen says it that way is because it's a pun on his last name, the 't' at the end of 'Colbert' also being silent.
What is that lovely opening shot from? I'm smitten!
It's really nice of you to put the recent Godot news into a video for the people that don't follow them on twitter.
The Zone looks very interesting👍
The description of forward rendering is not accurate, I don't know how godot does it, but in every implementation I've seen lights are stored in a buffer on the GPU, and the GPU loops through the lights for a pixel when shading; there aren't multiple draw calls happening. It's called "forward" rendering because it draws the scene from front to back, using the depth buffer to avoid overdraw, which is the actual weakness of forward rendering. If you don't do a depth prepass (which requires drawing the whole scene again), the GPU will spend a lot of time calculating lighting for pixels which are overwritten later, which gets increasingly expensive as you add more lights. Deferred rendering avoids this problem by only shading visible pixels after the scene has been drawn, the amount of overdraw might be higher but the cost of that overdraw is much lower. Essentially it comes down to avoiding overdraw, not the number of draw calls, in the ideal case for both methods (clustered forward+ and clustered deferred) the number of lighting calculations you're doing are roughly the same. Doom mentioned in the video doesn't do multiple draw calls, it has nothing to do with new graphics APIs (it has both an opengl and vulkan backend), they just have a very good clustered forward+ implementation with aggressive geometry culling.
Wow, this is great. I have been hesitant to switch to Godot based on its 3D capabilities, and the seemingly overcomplicated Gdnative (which is being replaced with gdextension). I am excited to see the improved capabilities of Godot 4.0.
Always love these update videos, keep up the good work <3
I want to talk to Someone on the godot render team ive got some ideas they could implement from a talk that ue5 developer did on nanite
A
says: majority uses 3d
shows: almost even distribution between 2d and 3d😂
I also heard another issue of deferred rendering is transparency. I think forward renderer is better for good results but requires more effort optimizing and working with.
I would not say that the majority uses Godot for 3D. It highly depends on how many participants the poll had. The difference is quite small so to be significant the amount of people participating must eb evry high.
Thank you for the update! Love the video!
Comment for the algorithm
lmfao mfing Shrek was the first one wow lad devs
HOORAY!!! Yet another Godot Report.
Good
And VR always uses forward rendering for MSAA support
0:50 "this year"
goes into cardiac arrest
Will there be at least something similar to an unreal 4.X shader for hair and skin – is this extremely important for creating games of the new generation?
For me its main question
A friend of mine has recommended me this tutorial. And i couldn't' be more happier
So of all games the one that implemented a significant and innovative new rendering technique is a Shrek one
What I want to know is that is Godot 4.0 gonna be the final nail in the coffin? Godot funds are dry and dying slowly.
I really wish Godot would continue because it's best for 2D games. What are your thoughts on this?
So nice to get some good info from Godot and showcase some awesome Godot games!
🙌 promosm
Unreal engine has soft lighting.
Thank you it was very informative!
plez come back
I don't use Godot but theese videos is teaching so much about game engines..
5:58
That is a fantastic re-imagining of Tetris!
Rokect bot looks great 👀
Almost time for another report? I really enjoy the development updates for Godot 4.
Are you still alive? 😥
4:00