This is the culmination of a huge effort by
@reduzio
,
@vnen
,
@falessandrelli
and myself, now merged into master, introducing the new plugin system for Godot.
Well, that was pretty much that. Have a few loose ends to tie off but today was my official last day at my current employer. On Monday we start working full time at
@godotengine
with my main focus on XR support in Godot 4.0. Here is a toast to new beginnings!
If we ever get a debate again about our logo not being good…. Just remind them our godot pins are wanted swag at
#gdc
! Get one before we’re out!!
#GodotEngine
@FBRealityLabs
This grant will fund work on
#OpenXR
support,
#Vulkan
rendering optimizations, and an extended input action system for VR!
We're looking forward to
@mux213
joining the
@godotengine
dev team full-time from February!
Slowly but surely the new lowend/mobile vulkan renderer for
#godotengine
is starting to do stuff. Will need plenty more optimization but we'll have a baseline soon. After that its time to modify this puppy for VR :)
It's taken a long time but thanks to the efforts of
@m4gr3d
and
@NeoSpark314
#godotengine
3.2 will come with full Oculus Quest support. Learn more about how to get started with it here:
Coming to kickstarter soon, stand along Linux based XR HMD, and it seems to be using Godot as a core tech in making this happen. Once again I'm amazed this hadn't crossed my radar before.
Just for everyone interested in using
#godotengine
for
#vr
work. There are loads of goodies on my YouTube channel and I will be spending time soon bringing new Godot 4 content. So if you haven't already, please stop by if you can:
Probably one of the biggest PRs I've contributed to Godot was merged into master earlier this week. Godot now has two Vulkan renderers, the new one focusing on mobile GPU architecture. Sounds scarier then it is as they share a lot of code.
Godot 4.0 is now officially released, what a milestone! For
#XR
, OpenXR and WebXR support is now integrated into the engine. 2023 is going to be an cool year!
4 years of development.
12,000 merged pull requests.
7,000 fixed issues.
1,500 individual contributors across engine and docs.
Godot 4.0 sets sail NOW! ⛵️
A complete overhaul. A solid foundation to build upon.
#GodotEngine
I've prepared
#godotengine
#openxr
v1.1.0 with Oculus Quest support. There are still a few things that require improving that will end up in 1.1.1 but so far it looks like its working pretty good
The
#vulkan
community has some cool people in it, with a little help from some friends I managed to fix all the setup issues and we now have the real beginnings of a stereoscopic Vulkan renderer in
#godotengine
using Multiview.
Ok, The
#godotengine
4.0 port of the OpenVR plugin has been rebased and is working with the official GDExtensions release. All important PRs on the Godot side are merged now too. Only missing feature is controllers which I plan to work on tomorrow.
We've made
#Godotengine
#OpenXR
plugin 1.1.1 available to everyone, this build should solve issues people were having running Godot on a Quest 2 amongst other fixes and QOL changes
It's official people, it only took 1.5 years but
#arkit
support was just merged into the master of
#godotengine
. ARkit support is now official for Godot 3.2. There is plenty left to do and improve but what a milestone!!
This may not look like much, but it means the low end/mobile vulkan renderer has taken its first baby steps. Lots of things currently disabled but a personal little breakthrough none the less..
Fixed up Sprite3D, checked every primitive, checked CSGMeshes, checked tangent generation on import, checked DEA import and finally GLTF import. They should all work correctly now...
#godotengine
normalmap and depth/parallax in 3D :)
This claim remains the weirdest thing since o3de was released. Guys, you’re well over 10 years too late to make that claim. It just makes you look dumb..
The open source O3DE game engine just released O3DE 23.10.
It's "the only really open game engine out there, and it’s the only fully open source, royalty-free solution that exists at this time"
😲
#gamedev
#indiedev
We just made version 2.4.0 of the
#godotengine
XR tools library the next official release! Lots of new goodies around different movement mechanics to make creating VR games in Godot so much easier!
Looking at stuff like this, and the ability for AI to reproduce peoples voices, will we soon live in a world where we can no longer rely on audio/video evidence because we can't tell real video apart from fake?
#godotengine
#vulkan
I've got a cube! After a bit of a brain fart and wondering why the viewport was black, I'm finally in a position to start helping out with the vulkan port!
We just released
#godotengine
XR tools library v3.1.0
This version has a ton of enhancements and improvements including brand new hands made by contributor DigitalN8m4r3
Playing around with this test scene from
@HugoLocurcio
based on a level from Tesseract testing SDFGI and volumetric fog, man this is so amazingly cool!
There are no lights in this scene, no reflection probes, no screenspace reflections...
#godotengine
My
#godotengine
multiview PR got merged last night, WOOHOO! Currently only available on the lowend/mobile renderer but stereoscopic rendering for VR now uses the Vulkan multiview extension.
We just released Godot XR Tools 3.5.0 (For Godot 3.5) and XR Tools 4.1.0 (For Godot 4.0) with a few enhancements and loads of fixes (esp for the 4.1 version).
You can find them on the releases page:
Just got confirmation from two people helping me test we finally figured out the timing issue with Godot 4 and OpenXR and my fix works. Man that one was stupid.
Hit a major milestone today, controller tracking and the new prototype input system is working with
#godotengine
OpenVR.
The last major hurdle is getting OpenXR to render in Godot 4 and after that I suspect things will go really quickly.
Just made an early alpha build of the
#godotengine
3
#openxr
plugin with
#oculus
#quest
support.
Colors are too bright and controller tracking isn't working but still a really nice milestone.
Sweet, my work on implementing raster versions of some of the effect shaders in the mobile renderer for
#godotengine
has been merged :) This brings support for DOF/Glow and auto-exposure back into the mobile renderer :)
I only did some preliminary work on this so john is giving me more credit than I deserve but the concept we came up with for doing background rendering in Godot 4 is going to blow peoples socks off!
Sky Shaders are coming to Godot 4.0. Thanks to
@mux213
for the hard work getting the base support. (The sky is made using a shader attached to a Sky resource and the reflections are updated in real time)
#GodotEngine
Ok
#godotengine
XR people, time for my yearly check-in to see who's doing what with Godot XR. So if you're working on an XR project using the Godot Engine, professionally or as a hobby project and are willing to share, please leave a reply on this message :)
As Akien notes, this release adds OpenXR support for Meta Quest to Godot 4. Loads of thanks to contributors Gergely Kis and Gabor Pal for making this possible.
Having added support for actions some months back we've finally made an official release for this as well. A new
#godotengine
#openvr
plugin, release 1.1.0 :)
@reduzio
I like chocolate icecream, where I come from, they only sell chocolate icecream. But I don't like the guy selling the icecream anymore. So I'm coming here where everyone is friendly, but you're also selling banana flavour icecream, please stop. I only want chocolate icecream.
I wasn't expecting to suddenly do a deep dive into our hand tracking support and finding a bunch of things that needed polishing up. Its working pretty much as designed now, it was loooong overdue.
In principle we have hand interaction up and running as well.
Eureka! This took far too long but I think I finally cracked the issues around the
#godotengine
#openxr
plugin not doing things at the right time and causing weird issues when headsets were taken off and put back on (esp when using the Quest over Oculus Link).
It amazes me to no end the number of unsolicited emails we get of individuals or companies wanted to handle
@godotengine
's sales.
If you don't even know Godot is FOSS and we have no sales but we're a FREE product, you're probably not a very good marketeer...
I've created an updated version of my Getting started with
@OpenXR
in
@godotengine
4 video. This also runs through the differences between Godot 4.1, and the upcoming Godot 4.2
Just for people who are confused about the timing of our engine rebrand, this has been in the making since the start of last month after a heavy debate in the community finally settling on the overwhelming support for this.
Removed the fog of war, instead now detecting when the player is near a torch and it magically ignites, then when the get out of range it extinguishes... Looks much nicer this way
@Garbaj2
The washed out color is because rendering happens in linear color space after which the image is converted to sRGB color space. When you use that as a texture, it means its ‘converted to sRGB’ again washing out the colors. Tick the ‘keep 3d linear’ tickbox on the viewport to fix