FinePointCGI retweeted
Our second Release Candidate for #GodotEngine 4.7 has arrived!
This will be your last opportunity to find and report critical regressions before Godot 4.7's stable release:
godotengine.org/article/rele…
FinePointCGI retweeted

Pirat_Nation 🔴@Pirat_NationApr 25
EuropeConnected via Europe App StoreAccount-level information, not a live location or per-post device.
FinePointCGI retweeted
So DLSS 5 is generating actual detail now, the genie is out of the bottle, and I don't know how to feel about it.. xitter.cf/FR3NKD/status/20336268…
FinePointCGI retweeted
Experiments with hardware raytraced GI in #Godot. Per pixel for short range with probe fallback. The ground foliage isn't present in the BVH and the color comes purely from the ground. It also uses one bounce (everything else uses two).
FinePointCGI retweeted

Marmoset@marmosetcoMar 5
🇺🇸
United StatesConnected via United States App StoreAccount-level information, not a live location or per-post device.
🖌️ Painting a flat grey model and not sure where to start?
Kickstart your stylized texture painting in Toolbag with a baked AO map, block in values with overlays, then quickly block colors in using gradient remap layers 🎨
This lets you nail form first, and add color later.
FinePointCGI retweeted
Will this be the biggest Godot game release to date?
FinePointCGI retweeted
#Godot 4.6 is out, and all about your flow!
This release puts your workflow first with a new theme, flexible docks, and dozens of UX improvements. Default Jolt Physics, revamped IK, better reflections, and more.
Less wrestling with UI. More making games.
godotengine.org/releases/4.6…
FinePointCGI retweeted
Welcome to the fam, ya'll!
-Steam Controller
-Steam Machine
-Steam Frame
(Growing our @Steam Hardware Family in early 2026)
FinePointCGI retweeted
Announcing: New @Steam Hardware, coming in 2026:
Steam Controller
Steam Machine
Steam Frame
Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
FinePointCGI retweeted
Check out Lee Borrer demonstrating the heightmap displacement of his Council House material on a single plane, created with @Substance3D Designer and #MarmosetToolbag.
More no-modelling demos: 80.lv/articles/check-out-hei…
@marmosetco #substancedesigner #procedural #materials
FinePointCGI retweeted
Dany Arfan has perfectly captured the atmosphere of Arabic cyberpunk in his latest 3D environment made using Blender and EmberGen.
More renders and info: 80.lv/articles/futuristic-ur…
#3dart #3dcg #environmentart #3danimation #arabic #cyberpunk #blender3d #b3d #embergen #megascans
FinePointCGI retweeted
3D Artist @passivestar_ demonstrated how to quickly create game-ready edge wear on any geometry in @Blender using the free tools #DreamUV and @ucupaint.
Learn more: 80.lv/articles/how-to-quickl…
#b3d #blender3d #blender #ucupaint
FinePointCGI retweeted
I got $6 in Steam Sales Yesterday! :D 🎉
FinePointCGI retweeted
Terrain3D for #Godot4 now supports terrains as small as 64x64m, and as large as 65.5x65.5km at full resolution.
🌐 GTA5: 9x12.6km (113.4km^2)
🌐 The Witcher 3: 8.13x8.13km (134km^2)
🌐 Terrain3D: 65.5x65.5km (4290.25km^2)
With vertex scaling you could reduce resolution for 131x131km and more, or have a higher resolution terrain at smaller sizes.
The kicker is that we only store the regions you use. Your world could be 37x the size of GTA, with a few small islands and lots of ocean. Only the land would consume memory and disk space.
Region sizes now range from 64m to 2048m, and the maximum number has been expanded from 256 to 1024. 32x32 regions @ 2048m = 65.5x65.5km. This required a lot of optimization and restructuring from 4 devs to make feasible.
A lot of work has been done to make the tool much more suitable for teams. Each region is a separate file with coordinates in the filename, and labels can appear in the editor. This enables different editors to work simultaneously without conflicts in git, and vastly reduces the storage requirement for each commit.
These changes are available in nightly builds now, and v0.9.3 coming soon. It works with Godot Engine 4.2.2 and 4.3.
In a future release we'll look at removing region limits entirely and stream regions in and out of a fixed size window.
I'm basically discovering what my Out of the Ashes team needs and focusing Terrain3D efforts building that. The result is you get things you don't even know you need until you have them.
Pictures:
1) 512x512m regions with labels
2) 128x128m regions, label size and distance reduced
3) 1024x1024m regions. Red square shows previous 16x16km limit. Blue square is 32x32km.


























