Hugo Locurcio

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Hugo Locurcio

Hugo Locurcio

@HugoLocurcio

Web and infrastructure developer for @godotengine. Former student at @UTTroyes.

Troyes, France 가입일 Haziran 2015
126 팔로잉5.2K 팔로워
Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@newincpp Does this happen with mesh compression disabled in the Import dock, or with mesh LOD disabled (Disable LOD debug draw mode in the 3D viewport's perspective menu)?
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Lea - Newin
Lea - Newin@newincpp·
Here is the experiment: I'm using blender's "project from view" to map a view space texture on a mesh. then I import in godot and everything is slightly warped as-if it wasn't using the right interpolant sementics. Using a sin shows straight lines in blender and warped in gd.
Lea - Newin tweet mediaLea - Newin tweet media
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Lea - Newin
Lea - Newin@newincpp·
gamejams is really the place to fall into the rabbithole of wondering if godot UV mapping is correct (I don't think it is)
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GDQuest
GDQuest@NathanGDQuest·
Godot tip: creating a 3D mesh with a transparent material can make it much easier to visualize character collisions compared to Godot's built-in debug drawing (lines are a bit too thin by default and that can't be controlled). All you need is to create a MeshInstance3D node that matches your collision shape.
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@JosefBhm3 @passivestar_ Clearcoat in Godot works as a second specular lobe layer, so it only takes direct lights' reflections into account, not reflection probes or VoxelGI/SDFGI. I'm not really sure what a second layer of indirect reflections would look like anyway. Do you have any example images?
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passivestar
passivestar@passivestar_·
government doesn't want you to know that ucupaint is completely free and open-source
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Rutger
Rutger@rutgermegahertz·
@reduzio Are the plans or any work being done on having Areas override the environment? Use case being the ability to interpolate between different color adjustments and settings depending on area etc.
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@JamesVoid5 It's not, as stochastic techniques pretty much require the use of TAA or a (slow) denoising algorithm to clear out the noise. Ideally, you'd use both at the same time to minimize visible noise during fast moments or at lower framerates.
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James
James@JamesVoid5·
@HugoLocurcio I was wondering if Godot is using stochastic screen space reflection.
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@KaziiTheAvali @StayAtHomeDev Not that I know of, but it should be feasible to create an add-on that creates ownerless nodes in a `tool` script to draw visual representations of collision shapes.
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StayAtHomeDev - Making Children of Kronos
Small critique re: #GodotEngine 3D Editor. CollisionShape3D is pretty hard to see as a wireframe, but I'm not seeing an option for a shaded version. Would love to see 2 as an option.
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Dmyto
Dmyto@DmytroJDS·
@passivestar_ Theme looks really great on mac! Some time ago I tried digging into the code of Godot and Blender to replace default windows headers with something similar to the UE5, but had no success for now. I know both Godot and Blender have a fullscreen mode, but it's not always convenient
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@RYStorm @passivestar_ Source 2 uses a different mesh-based paradigm (no more BSP) which is closer to what other modern engines use.
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@RYStorm @passivestar_ All id Tech (and therefore GoldSrc/Source) level design is outside-in, while all Unreal Engine 1-3 level design is inside-out. There isn't a strictly better approach though, it's mostly personal preference. Godot's CSG make both approaches possible since you can invert faces.
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passivestar
passivestar@passivestar_·
🗣️ Developer caught yapping about level blockouts for 11 minutes straight (world record): youtu.be/uOd2uMSXWd0
YouTube video
YouTube
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Raffaele Picca aka. Picster
Hey #GodotEngine 3D folks! What would be the best way to get @Blender Geometry Node instances into Godot? Let's say I have a landscape with shrubbery and grass placed by Geo Nodes. How do I get their transform data into a Godot MultiMesh node? Or is there some other workflow?
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@passivestar_ This means that dynamic objects that are marked as static would start casting baked shadows, which can be an issue for those in the prototyping stage. In a polished project, you should mark your dynamic objects, but I think this will be the source of many support questions.
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@passivestar_ I'm not sure what it'd take to restore this behavior in Godot 4 (the new lightmapper has nothing in common with the 3.x one). Also, doing so would negatively impact usability since meshes are now marked as static by default.
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passivestar
passivestar@passivestar_·
Valve's way of doing skyboxes where you can assign skybox shader to walls instead of it being omnipresent actually makes a lot of sense for a lot of games 🤔 In Godot if I want the outdoor light to not leak into an indoors section I need to put a big-ass light blocker around it:
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@ZacheryDew @reduzio @Microsoft Direct3D 12 has native HDR support (Vulkan needs to present through DXGI), lower input lag out of the box (also needs DXGI for Vulkan) and generally works better on Intel GPUs on Windows (due to Vulkan driver bugs).
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ZacheryDew
ZacheryDew@ZacheryDew·
@reduzio @Microsoft I am curious, what's the benefits of using DX12 that DX11 or Vulkan doesn't have? Beside console ports
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@schr0tt @ZacheryDew @reduzio @Microsoft The Direct3D 12 feature level required by Godot is identical to the level of Vulkan support required. Outside of ARM devices which don't have native Vulkan support, there are no GPUs that have the sufficient D3D12 feature level support while not supporting Vulkan.
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@baconandgames @godotengine To my knowledge, reStructuredText doesn't have an actively maintained WYSIWYG editor. This is mostly because people in technical spaces prefer using markup over WYSIWYG editors. The output can be much cleaner and the source file is human-readable, unlike HTML.
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
@baconandgames @godotengine You need to upload files to the repository to reference them as images/videos, unless you hotlink files from an external website (which is unreliable over time).
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