Jesse (NIGHTCALL)

423 posts

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Jesse (NIGHTCALL)

Jesse (NIGHTCALL)

@HGD_Dev

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

France Katılım Mart 2022
222 Takip Edilen999 Takipçiler
Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@CSMajor67 You can bake a map with lightmapgi and use lpv, sdf or voxel gi on top but you will end up with 2 gi. If you're asking for baking the lpv it's not possible, just like sdfgi
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@estocman Since the cell size is calculated based on the area size there's no diff in perf in small area compare to large one, but rather a difference in resolution/accuracy
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EstocMan
EstocMan@estocman·
@HGD_Dev Super cool! I'm curious how efficient this is for small vs large areas?
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@tonyblu331 SSGI is a screen space technique unlike LPV which are in sun space. SSGI is still applied in the video just like SSAO (to fill the small gaps and prevent any leaks), but they have practically nothing in common and do not serve the same purpose. LPV are closer to VoxelGI or SDFGI
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Antonio Bonet
Antonio Bonet@tonyblu331·
@HGD_Dev How does it differs from SSGI or LPV? Looking rlly cool!
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
Most of the flickering caused by the sun's rotation has been fixed ! all that's left is a slight flicker when the GI aabb follow the active camera. I'll send a video later but in the meantime enjoy these screenshots (no cascades yet so the GI is on a uniform grid (~5m³ blocks))
Jesse (NIGHTCALL) tweet mediaJesse (NIGHTCALL) tweet mediaJesse (NIGHTCALL) tweet mediaJesse (NIGHTCALL) tweet media
Jesse (NIGHTCALL)@HGD_Dev

Testing LPVGI on Lumberyard Bistro after Crytek Sponza. Can't wait for the cascades to be implemented so they cover both distant objects and nearby/small ones. But aside from a bit of flickering in shadowed areas when the sun move, it works pretty well !

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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@dk19346848 Probably but if someone else who wants to implement LPVs in Godot ends up with the same thing it’s not a problem since it’s not my code. The only time I give my own script was to multithreaded my car body deformation but otherwise the code doesn’t belong to me
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dk
dk@dk19346848·
@HighGame_Dev and doesnt claude basically steals whatever you make and it is available for others to use ? given the data is in datacentre and the data is not locally processed and stored
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
Lot of small improvements have been made to the LPVGI Just like it’s better to have 2 cars for testing the handling model, working on both projects at the same time allows me to better manage the integration of the LPVs and the art style of my game 👀 #Godot
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@dk19346848 Technically yes if you already have a solid knowledge of what you want to make. I know someone has already implemented RTGI in Godot on their own, but for example the PathTracing branch was made using Claude by an Nvidia employee who has been working with PT for a decade
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dk
dk@dk19346848·
@HighGame_Dev damn interesting, so the main part of the racing game that is physics we have to do it by ourselves? and there AI can't help, and what about i want to add RTGI or RT reflection and so on in godot can i use AI to make it happen?
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@dk19346848 But yeah AI is a really great tool for game dev but you need to have at least a basic understanding of the subject. if I didn't have the theory of the LPV I probably never would have been able to explain the right things to Claude so that he could understand what he needed to do
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@dk19346848 I tried for the physics but it’s a really complicated task even for Claude. there are too many parameters to take into account and in the end I wasn’t satisfied with the result so now I’m using a plugin (and the physics I had in my videos was my custom version of a yt tuto)
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@dk19346848 For the LPVGI ? I know the technique and see how to implement them, but I don't have the technical skills so most of the code is written by Claude Opus and I’m making decisions while handling the "user friendly" aspects (export options, buttons, presets, ...)
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dk
dk@dk19346848·
@HighGame_Dev is there a readymade solution or made it yourself?
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@dk19346848 for really anything. Jolt has better perf and maybe stabilty but the results are similar. You can switch between the 2 any time in a project
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dk
dk@dk19346848·
@HighGame_Dev for racing game context you mean?
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
@dk19346848 Yes, but there's really no diffrences between, i think bullet, the default Godot one, and jolt apart for the perf
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dk
dk@dk19346848·
@HighGame_Dev which physics engine youre using jolt?
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rinvo
rinvo@rinvovrc·
ngl, trees make it actually kinda cool and add a ton
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Jesse (NIGHTCALL) retweetledi
Kaido Genkai: An Anime Racing RPG
Kaido Genkai early access demo is now available on Patreon! And here's the new trailer! Thank you all so much for your interest and support, this has been a wild two and a half years in the making. Looking forward to whatever comes next.✨
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Jesse (NIGHTCALL)
Jesse (NIGHTCALL)@HGD_Dev·
I'm taking a short break from the LPV, so I'm working on a complete overhaul of the physics for NC I found a cool addon and have been tweaking it for a few days to get a result I like. (The MX-5 and Laguna Seca are just for testing, they are available on Sketchfab) #Godot
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