passivestar
@passivestar.bsky.social
Game Developer and Tech Artist ✨ passivestar.xyz
4.8 will be the strongest godot release in a while texture streaming, contact shadows, multi-bounce AO, lightmap specular, 3d trails, mesh buffers on gpu, visual shader groups, label text fitting, symbol renaming, more flexible editor layout and a lot of ui improvements what are you still missing?
just learned ambientCG has blender 5.2 remote asset library (no addon needed) 1k for free, all resolutions if you support on patreon this is cool af
I'm not super excited about blurry 50 fps gaming where it takes your $3000 gpu several frames to converge light into a discernible picture. I love how great games got to look but the tradeoffs we took aren't very good imo We need nice baked GI again that runs on a laptop you found behind a dumpster
im so glad you're working on the lightmapper.
channeling my inner sebastian lague into trying to make sense of indirect light tracing
the reason godot lightmapper leaks through walls is... interesting it thinks they are transparent!
looking at leaks in lowres godot lightmaps: - dilation touches neighbors - there's no way to increase island padding, bicubic filter needs 4 texels - denoiser doesnt have island isolation - closed rooms leak through corners, probably a bias bug - unocclusion algorithm is imprecise seems solvable
Late Godot 4.x releases including 4.8 feel like an inflection point where the engine is starting to feel like a dependable tool
godot 4.8 added non-allocating physics queries, 9x faster raycast i know, i know, about time 😄
godot 4.8 exposed mesh buffers to gpu compute. all sorts of cool procedural shit is possible now
been looking into that and it seems possible. LightmapGIData gives all APIs to set our own data. UV2 unwrapping is separate from baking so doesnt need porting. I'll need to port atlas packing though but it should be fine
considering reimplementing godot lightmapper in gdscript because it needs a lot of work and working in c++ is slow
considering reimplementing godot lightmapper in gdscript because it needs a lot of work and working in c++ is slow
Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for GMTK Game Jam 2026 submissions. 🤖 Godot - 47% 🎮 Unity - 34% 🛠️GameMaker - 5% 🚀 Unreal Engine - 3% ✨ Other - 11%
The 2026 Godot Community Poll is here: Takes about ten minutes to complete, and it's one of the more direct ways to influence where things head next. We want to hear from you! 📝 godotengine.org/article/godo...
Godot Community Poll 2026 – Godot Engine
We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.
godotengine.org
I have a good feeling about godot 4.8, a lot of cool shit is being worked on right now
#GodotEngine 4.7 is here! 🎉 Like a cult classic movie, Godot 4 has only gotten better with age; the 4.7 Director's Cut offers colors of never-before-reached intensity, helming a bevy of new features to eliminate any remaining friction between you and your vision! godotengine.org/releases/4.7/
every post I made in the past 2 years www.youtube.com/watch?v=36Si...
slowly losing my mind
YouTube video by passivestar
youtube.com
when you play a AAA game and a utility box looks oddly familiar
wee woo wee woo sir do you have any idea how fast you were global illuminating
testing HDDAGI and I'm actually shocked with how well it runs for how good it looks WTF HELLO??
007 first light seems to be doing something similar. The 3 light patterns are angled and don't affect the decorative frame, only the wall behind it. could be an alpha card the actual light source is a spotlight that's facing the objects in front and has a colder color
you can use emissive decals for very cheap fake lights
Did you know? When buying a AAA game it's important to check the quality of the game by counting the amount of streaks from the lights. Current generation of AAA games emits *at least* 8 streaks per light. If your copy of a AAA game has less streaks you may be eligible for a refund
hope godot 4.8 merges specular lightmaps because holy shit
Epic has announced Unreal Engine 6. It's a 20% bigger number than 5, making it the biggest number they have ever announced. Unfortunately it fell short of the last major update (4 to 5), which was a whopping 25% increase.
when somebody makes a hammer-like level editor for godot asset store
Scarface: Tony Montana on Phone & Money Counting
ALT: Scarface: Tony Montana on Phone & Money Counting
static.klipy.com