[HN Gopher] Fog Volumes arrive in Godot 4.0 ___________________________________________________________________ Fog Volumes arrive in Godot 4.0 Author : Tomte Score : 149 points Date : 2022-07-06 16:14 UTC (6 hours ago) (HTM) web link (godotengine.org) (TXT) w3m dump (godotengine.org) | jl6 wrote: | Nice. I remember when volumetric fog was a brand new thing in the | original Unreal in 1998. | mrguyorama wrote: | Is there a document or something that explains the 4.0 roadmap? | These one off blog posts don't do a great job of showcasing | future plans | BudaDude wrote: | Most likely they will add one once Godot 4 leaves alpha. The | major focus for 4 was a rewrite of the graphics engine. | mattlondon wrote: | Agreed - from what I can see this is an enabler for adding | new features _later_ (e.g. 4.1 or whatever). There seem to be | a few nice things though - e.g. temporal anti aliasing and | this fog etc. Some features /fixes from 4 are being | backported to 3.x, but I am not sure if there is any | stringent rationale for what gets backported and what | doesn't. | | Looking forward to the v4 release! Good luck to all involved. | wingmanjd wrote: | If I recall correctly, v4 is also supposed to have better | baked-in multiplayer support. I'm also looking forward to | the eventual release! | colechristensen wrote: | I really want to play around with Godot for making unusual | visualizations and computer interfaces, but so far it seems like | there's quite a bit to ramp up to being able to execute an idea. | galleywest200 wrote: | I decided to grunt it out via a course on Udemy and the ramp | was worth it. The software is great! | sph wrote: | Care to link the course please? | mhh__ wrote: | For visualisations it can be somewhat weird to use but as a | game engine the ramp up is almost too fast in some cases as it | tries to funnel you down easy concepts that don't scale | 999900000999 wrote: | If Unity has another layoff round we might see Godot become more | popular. | | Unity still has an unparalleled ecosystem, but I'm fearful of | locking myself to such an unstable company. | jorvi wrote: | > Unity still has an unparalleled ecosystem | | You have never used Unreal Engine and it's asset store etc.? | mattlondon wrote: | Just on this point about ecosystem, what specifically are | people thinking of? | | The asset store and the q&a things are generally full of cruft. | There are a lot of tutorial videos etc, but you generally don't | need 50 on the same thing (...and Godot seems to have a | pleasantly surprising number of decent tutorials floating | around - both "official" and community created). | | The only thing left I can think of is that it is easier to | recruit engineers for unity, but surely pro shops are not using | unity (on the whole)? | skocznymroczny wrote: | It's the game engine equivalent of "why people use Maya if | there's Blender who can do that stuff". There is a lot of | middleware designed to work with Unity, there are many | workflows defined on how to properly export models from 3D | software to Unity preserving all the materials and special | effects. There isn't as much for Godot yet. Yes, you can do | it yourself, but most companies don't have time for that. | Thaxll wrote: | Godot is nowwhere in the game industry whereas Unity is a | standard. | dimgl wrote: | V Rising, Hollow Knight, The Stanley Parable, Valheim, and | more mainstream successes are all Unity games. | afloyd wrote: | Note, Stanley Parable Ultra Deluxe, the recent remake, is a | Unity game, the original HL2 mod and 2013 version are both | in the source engine. | Vetch wrote: | Godot is a great engine that will continue to grow and | improve. Unity too is excellent, with many useful | professional and tutorial assets. Unity's 3D offerings and | tooling are more mature, even as an indie. Some of my | favorite professional games made in Unity are: Dyson Sphere | Program, Cities Skylines, Pillars of Eternity and Disco | Elysium. These are all elite tier for their genres. | | Regarding tooling, there's a lot of cruft sure, but that's | just Sturgeon's law at play with Unity's size and age. | Another aspect of Unity's reputation is it faces a fate | similar to web development: it's a lot of people's first | experience with programming. | | The Godot experience is cleaner, more streamlined and | constantly adding more great features. Godot is newer compare | to Unreal and Unity so hasn't had time to accumulate cruft. | But as long as developers aim for some amount of backwards | compatibility, it will happen. That's not necessarily a bad | thing. | 999900000999 wrote: | Okay, find something like Gaia Terrain for Godot ? | | >, but surely pro shops are not using unity (on the whole)? | | This is false, Unity is very popular, I've played several | professional games made with it, for example. | | https://en.m.wikipedia.org/wiki/Neo:_The_World_Ends_with_You | camjw wrote: | They laid off 4% of staff, doesn't seem that drastic to me. I | know a few people working there and they didn't seem too fazed, | but I get that it's a big company and other divisions might be | different. | | Doesn't take away from the fact that Godot is the shit. | tobr wrote: | It looks wrong to me with soft shadows in the fog and then a | sharp shadow on the floor below. | crdrost wrote: | They almost get to this with some of their lighting demos -- the | real joyous experience with this sort of lighting effect is to | turn on a tiny bit of fog "dust" in some sort of big spacious | building like a cathedral, and see the shafts of light coming in | from various windows. Always a gorgeous effect to see in a video | game. | m12k wrote: | Affectionately called "god rays" among graphics programmers | _the_inflator wrote: | This is something that brings in atmosphere into games. I love | it. | wly_cdgr wrote: | I like how something that used to be a trick for hiding draw | distance limitations has become a rendering engine selling point, | heh | omoikane wrote: | I don't think the old fog effects used for drawing distance | limitation tricks react to shadows, unlike volumetric fogs. | digitallyfree wrote: | I'm curious as to why they didn't bother with antialiasing on the | demo images - the performance effect should be almost negligible | for this scene on a modern machine. The render quality may be | fine but the jaggies make the end product look less refined. ___________________________________________________________________ (page generated 2022-07-06 23:00 UTC)