[HN Gopher] Fog Volumes arrive in Godot 4.0
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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.
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