La baguette 🥖🇫🇷 @highgamedef Lead developer of @nightcall_game And #TheCrew modder

France
Joined March 2022
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Replying to @Saulcava1
It will be os. I'll never release something under a license. That's the thing I love about Godot/Blender. And since most of the code/shader was done with Claude, even though the final result is mine and took me months to "make" I feel it should remain freely available to everyone
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My current project in #Godot with LPVGI 💖 When you don't have ray tracing you push rasterization as far as you can go. That's what's made video games so beautiful for the last 20 years (And to be clear I love ray tracing). And I still haven't reimplemented my photo mode 💀
#Godot Light Propagation Volume. Very close to the first release 👀
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#Godot Light Propagation Volume. Very close to the first release 👀
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Replying to @Saulcava1
No just me pasting the sky and car in a new scene without deselecting my node with the RenderingServer script for spawning the trees 💀
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oh... ok, that's... Yeah I guess #Godot
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It's Forza Horizon 6 that remind me that this would be a cool feature to better feel the rainy mountain vibe of my game
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Good old fake cone fog #Godot
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Replying to @JohnLogostini
Yeah. At least FSR 3 will be a huge improvement, or XESS. Like always more options ares better for everyone
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Replying to @JohnLogostini
That's really cool but I have an AMD since 1 year so i'll be more interested in FSR Anti Alliasing 😭. But that could be a good option if it get merge on the main version for those playing with an NVIDIA card
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I start the work at 5:30 a.m. so right before going to sleep I added some Y-billboard particles using this texture I made in GIMP. Love the result 💖 #GodotEngine
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#GodotEngine Pretty happy with the rendering and art style so far. Now I just need to focus on never dropping below 60fps in “ULTRA” (I have an rx 7700xt (~RTX 4070)) But reducing ss-effects + LPVGI make easly a +100fps boost so the goal is also scalability on low end hardware
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This is only for the imposters so individual trees or not, the number of polys and shaders remain the same, only the drawcalls change. And occlusion/frustum culling are much better with standalone instances. Multimeshes might be more efficient with nodes but not with RS.
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Sooo... I spent the morning implementing a chunk system for my RenderingServer workflow. I'll probably keep it (to avoid any floating point errors) but in terms of raw perf there's almost no impact (don't pay attention to the draw calls displayed by #Godot, they're not correct)
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I need to work on the optimisation but man I JUST KEEP TAKING SCREENSHOT. EVEN WITHOUT MY PHOTO MOD (yet) #Godot All trees are now in vertex lighting to make them much softer. And even if it was a limitation at the time, now I understand why I love so much the art style of TDU 1
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Replying to @dk19346848
Godot 4.6
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Successfully port my game to #GodotEngine 4.7 👀
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AI is such a valuable thing for this kind of tool. I’m sure it would have been fun to make it myself but the time savings and quality, which allow me to focus on the artistic side, are honestly too significant to ignore (LPVGI is proof of this). Next step I guess is GPU culling
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Imposters for distant trees + object dithering for the transition with the last model LOD (only on the oak tree for now but I'll port that on the palm tree) The octahedral capture is made using a Claude Opus script and then rendered using my RenderingServer pipeline ⤵️ #Godot
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