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

France
Joined March 2022
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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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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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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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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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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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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Successfully port my game to #GodotEngine 4.7 👀
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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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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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From #Blender to #Godot using the Rendering Server. ~11.4k trees and still well above 150fps (I'm still going to keep exploring ways to optimize it even more)
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MANNNNNNNNNNNNNNNNNNNNNNN I never had SO MUCH fun just flying around in freecam in any of my #Godot project 🥲
In (my 1st big project) photo mode, 1 year ago with the R32 In my current project, with the 180sx. I haven't ported the photo mode yet, but even just with #Godot 's freecam I'm really happy with the progress 💖
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In (my 1st big project) photo mode, 1 year ago with the R32 In my current project, with the 180sx. I haven't ported the photo mode yet, but even just with #Godot 's freecam I'm really happy with the progress 💖
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This is definitely the best looking project I've worked on so far. Both in terms of graphics/art style and in the back end. My code has become simpler, clearer, and more flexible than ever ✋😐🤚 #Godot
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hell yeah
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Did I just create Japan ?
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