I get why Epic probably funds this, and I love to think how great Godot could be in another year or so (and how they could surpass Unity, etc). What I don't really understand, though: Why wouldn't Unity just implement this now, too?! It's open-source & MIT-licensed; if it's better than Unity's GI -- and it IS better, because Unity does not currently have ANY realtime-GI solution in their latest versions (they stopped…
Godot 4.0 gets SDF based real-time global illumination
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Re: Godot 4.0 gets SDF based real-time global illumination
#92Earlier quoted context omitted.
The problem is few of those bindings are mature, nor can they be expected to remain up to date. I don't know of any games in Godot using anything but GDScript or C#. This will probably change in the future (I hope it does, and I really wish Godot just used WASM internally so any language that already compiled to it would work) but as of now it seems there's no point to using anything but GDScript or C#.
You mean bindings aren't stable and require reworking all the time?
It's open source, of course, so that's to be expected, but it also means support for any language other than C# and GDScript is kind of a crapshoot.
Re: Godot 4.0 gets SDF based real-time global illumination
#93I get why Epic probably funds this, and I love to think how great Godot could be in another year or so (and how they could surpass Unity, etc). What I don't really understand, though: Why wouldn't Unity just implement this now, too?! It's open-source & MIT-licensed; if it's better than Unity's GI -- and it IS better, because Unity does not currently have ANY realtime-GI solution in their latest versions (they stopped…
Is it just to fuck over Unity?
Re: Godot 4.0 gets SDF based real-time global illumination
#94Earlier quoted context omitted.
Yes please I have always wondered why is this not a thing
I can't read the linked article without logging in but in my experience its not ideal for several reasons. Game engines are designed around game loops executing code every frame and not around power efficient layout caching. Orthrographic hierarchies are how UIs are usually laid out and its a mild pain to move to a system that's depth sorted, with custom shaders etc. You can do more but you need to think about more a…
It's actually quite difficult to hack to make it not need 60+ fps updating; I've tried and was not really successful, wrote about some of the issues on reddit: https://www.reddit.com/r/cpp/comments/hcpoc0/how_to_add_a_gu...
Re: Godot 4.0 gets SDF based real-time global illumination
#95So if I wanted to make a simple 2d game, should I go with godot, pygame, or a JavaScript game engine?
Re: Godot 4.0 gets SDF based real-time global illumination
#96Re: Godot 4.0 gets SDF based real-time global illumination
#97This is super interesting. The first video on the page sheds some light on how this actually works. It seems like they convert the scene into shapes that can be represented via SDF's and smooth min ( https://www.iquilezles.org/www/articles/smin/smin.htm ) them to blend into an approximation of the actual scene. While also capturing some general texture color data to apply and blend into the shapes. I assume the shade…
They explicitly say in the article that it does not involve ray racing, of which ray marching is a subset.
While I wouldn't insist on it, I think you could even argue that it's the other way around, ray tracing could be seen as a subset of ray marching, because it's possible to build a ray tracing query out of ray marching, but not possible to build a ray marching query using ray tracing, for example, the kind of basic ray marching you find on ShaderToy can tell you by how much you almost hit a surface, but vanilla ray tracing can't.
Re: Godot 4.0 gets SDF based real-time global illumination
#98Earlier quoted context omitted.
But the market here is game developers, not people who buy the games that developers make.
I think the metric Epic would be interested in would be the amount of royalties they would collect, so it would include the number of developers scaled by the financial success of their games. The financial success of the developers whose market share you capture matters a lot. Godot is more likely to be used by people whose games wouldn't earn enough to cross the threshold where they would owe money to Epic had they…
Re: Godot 4.0 gets SDF based real-time global illumination
#99Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
That article mentions one example, the Trello clone (frontend?), but there are others like in this Reddit article: https://www.reddit.com/r/godot/comments/a809ij/godot_for_app...
* The Godot editor itself: https://docs.godotengine.org/en/stable/getting_started/step_...
* GUI Toolkit: https://github.com/Quark-Toolkit/Quark
* Pixel art editor: https://www.orama-interactive.com/pixelorama
* Particle effects editor: https://benhickling.itch.io/blastfx
* RPG builder: https://www.rpginabox.com/overview/
* Fantasy map editor: https://www.wonderdraft.net/
* Brainfuck IDE: https://github.com/wmww/BrainfuckIDE
* 3D presentation editor: https://github.com/janparkio/3d-presentation-godotengine
I've looked in to this myself and noted the following:
* It's easy to compile out features you don't want (3D, physics, etc.): https://docs.godotengine.org/en/stable/development/compiling...
* While Godot has a small file size, it's Hello World memory usage is ~300MB, which I think is even more than a Hello World in Electron (perhaps fixable by removing features)
* There is a setting to stop UI updates when the window loses focus which means it doesn't chomp CPU/GPU while not in use
Re: Godot 4.0 gets SDF based real-time global illumination
#100I get why Epic probably funds this, and I love to think how great Godot could be in another year or so (and how they could surpass Unity, etc). What I don't really understand, though: Why wouldn't Unity just implement this now, too?! It's open-source & MIT-licensed; if it's better than Unity's GI -- and it IS better, because Unity does not currently have ANY realtime-GI solution in their latest versions (they stopped…