Godot as an Open Ecosystem – Juan Linietsky (GDC 2023)Godot Engine2023-03-31 | Presentation by Juan Linietsky at the Godot GDC 2023 Meetup, hosted by GitHub at their San Francisco HQ.
00:00 - Intro 00:36 - State of Godot 09:39 - Godot as an Open Ecosystem
Thanks to GitHub for the video recording (and hosting the event!).GodotWildJam QuarterlyGodot Engine2024-04-26 | Powered by Restream restream.io
You loved Kati last time, so we are bringin her back on stream :)TEST - streaming to both YouTube & TwitchGodot Engine2024-04-26 | This is just a test - tune in for the real deal on Friday 26th, 3pm UTCWe visited #Godot content creators on #TwitchGodot Engine2024-02-29 | After we asked on #SocialMedia which streamers we should follow with our new Twitch account, it was time for a round of suprise visits.
- - - Featured Streamers (by order of appearance):
- - - Find us everywhere: links.godotengine.org#GodotWildJam - Interview & Playtesting SubmissionsGodot Engine2024-02-28 | Having improved out setup, we invited our first guest onto the channel - Kati from @godotwildjam. After an interview about the monthly #GameJam she organizes, we went on to playtest a few games from the 66th edition via randomizer, as well as the winner. At the end, we even got a suprise raid by @PirateSoftware !
- - - Find us everywhere: links.godotengine.org#SteamNextFest - Trying demos made with #GodotGodot Engine2024-02-27 | For our very first #Twitch stream, which coincided with our 10-year-anniversary and the winter editon of #SteamNextFest, we played some of your #MadeWithGodot demos that were submitted to us via socials or live in chat. Last years highlight reel was premiered too, as a fun suprise for those who joined. We also discovered some tech problems that will be fixed for the next streams.
0:00 Title intro 0:20 Fireside chat starts 1:50 Emilio and Rémi introduce themselves 3:11 How is the engine made? 7:31 Engine migration 12:42 Did the influx of new people influence the process of making the engine? 15:37 How's the faster release cycle? 18:51 How's the development time-frame? 20:22 When's the asset marketplace? 22:30 Godot's presence at game shows and the relevance of open source in the gaming industry 27:58 If you could add or remove one thing from Godot, what would it be? 30:56 End of the host's questions 31:30 Godot GDC 2024 presence 33:03 Godot gamescom presence at the game area instead of the business area 33:53 How do Rémi manage to keep up with all those pull requests 36:26 Do the developers do what they want? 38:42 Foundation plans as funding almost doubled 41:31 Lessons from other open source projects 45:02 Plans to update the logo? 47:40 End of the fireside chat 47:55 Title outro
https://pretalx.c3voc.de/godotcon2023/talk/51/
#godotcon2023Panagiotis Tsiapkolis: From watercolors to mechs: Stylized rendering and asset pipelines in Godot #Godot Engine2023-11-15 | https://media.ccc.de/v/godotcon2023-57824-from-watercolors-to-mechs-stylized-rendering-and-asset-pipelines-in-godot
Stylized 3D games have a lot of barriers to production. This talk breaks down some of the issues and ways to tackle them.
Panagiotis Tsiapkolis
https://pretalx.c3voc.de/godotcon2023/talk/33/
#godotcon2023 #TalksHarsha Padmanabha: Building Automotive HMI with Godot & RenderCore #GodotCon2023Godot Engine2023-11-15 | https://media.ccc.de/v/godotcon2023-57827-building-automotive-hmi-with-godot-rendercore
The field of automotive HMI has evolved into a sophisticated intersection of functionality, compliance, and dynamic visuals. We'll discuss the requirements, the reasons for choosing Godot, and the custom runtime integration with RenderCoreTM. Additionally, we'll delve into the modifications made to the engine and editor to accommodate multiple scripts, GLSL shaders, and the conversion from C# to CS, ensuring traceability.
#godotcon2023Next-Gen Multiplayer Game Development with The Mirror #GodotCon2023Godot Engine2023-11-14 | https://media.ccc.de/v/godotcon2023-57826-next-gen-multiplayer-game-development-with-the-mirror
Building multiplayer games with physics and great graphics is extremely complex. The Mirror simplifies this with out-of-the-box networked Jolt physics, authentication, databases, deployments, analytics, REST APIs, tailored shaders, Godot GLB imports, payment rails, marketplace, revshare, and more. The Mirror draws inspiration from Roblox, Garry's Mod, Second Life, and Red Faction. Join us for a demo and meet the founder, Jared - he'd love your thoughts on what features you'd like prioritized.
Jared McCluskey Wojtek Pe
https://pretalx.c3voc.de/godotcon2023/talk/49/
#godotcon2023 #SponsorJLS Gangwisch: Volumetric Video in Godot: The Making of Strange Light, an Extended-Reality ExperiencGodot Engine2023-11-13 | https://media.ccc.de/v/godotcon2023-57815-volumetric-video-in-godot-the-making-of-strange-light-an-extended-reality-experience
To create Strange Light, an extended reality documentary that premiered at the 2023 Arts & Ideas Festival in New Haven, CT, USA, creators Kit Hung & JLS Gangwisch developed a workflow to import and animate volumetric video captured with Brekel Point Cloud into their Godot 4.0 project. In this talk, JLS Gangwisch will demonstrate these tools and discuss using Godot for documentary and extended reality projects.
#godotcon2023 #TalksLooking good!: Achieving the best graphical quality in Godot #GodotCon2023Godot Engine2023-11-13 | https://media.ccc.de/v/godotcon2023-57823-looking-good-achieving-the-best-graphical-quality-in-godot
One of the biggest prejudices amongst the game dev community that has not tried Godot yet is that the engine is “only good for 2D games!”. Every day Godot is improving its capabilities to render 3D environments more and more, and to put these prejudices to the ground, we took three months to try to achieve the best graphical quality we could for our next game.
Come join us in this talk where we talk about what a team of two people, an artist and an engineer, learned from this experience, what’s amazing, what could be improved, and what didn’t work: Godot 4.2 capabilities, importing assets from Blender to Godot, rendering techniques, workflow, topology, material blending, asset management, level of detail and much more.
#godotcon2023 #SponsorRaffaele Picca: Viewports: An Overview #GodotCon2023Godot Engine2023-11-12 | https://media.ccc.de/v/godotcon2023-57825-viewports-an-overview
Many overlook viewports' potential, but they're essential for technical art. Join me to explore hands-on examples in Dome-Keeper, Franzy Fury and more.
Raffaele Picca
https://pretalx.c3voc.de/godotcon2023/talk/42/
#godotcon2023 #TalksMiguel Gonzalez Sanchez: Super-charging content production with Godot addons #GodotCon2023Godot Engine2023-11-12 | https://media.ccc.de/v/godotcon2023-57817-super-charging-content-production-with-godot-addons
This talk, led by 'bitbrain', delves into the common pitfalls that derail many game projects and emphasizes the importance of a solid content pipeline.
#godotcon2023 #TalksIvan Bushmin: Bending wires: Deconstruction of Robot Detours main mechanic #GodotCon2023Godot Engine2023-11-11 | https://media.ccc.de/v/godotcon2023-57813-bending-wires-deconstruction-of-robot-detour-s-main-mechanic
I am making a puzzle game with a robot on a wire, and we can bend the wire around walls and corners. It really looks complex, but in this talk I deconstruct it to like 10-ish simple steps.
Realistic flight physics adds fun, but just for some pew pew and whoosh a scientifically accurate library is too much. This talk presents a GDScript flight library, but with just the parts you really need.
#godotcon2023Senad Hrnjadovic: Running an indie game dev studio based on Godot: the good, the bad and the ugly #Godot Engine2023-11-09 | https://media.ccc.de/v/godotcon2023-57850-running-an-indie-game-dev-studio-based-on-godot-the-good-the-bad-and-the-ugly
SenAm Games is an indie game studio from Munich, Germany, founded in 2018 and built on top of the Godot game engine. Since then, they have released their first commercial game "Hauma" and finished several serious game projects for clients. This talk will give insights into SenAm Games' journey with Godot engine and touch on their experience regarding business development, ecosystem and technology and why they continue to use Godot. How did the publishers react? Was it easy to find artists? And what were the technological roadblocks compared to more established game engines?
#godotcon2023 #TalksMiskatonic Studio: The journey to Godot 4: what can you expect? #GodotCon2023Godot Engine2023-11-09 | https://media.ccc.de/v/godotcon2023-57809-the-journey-to-godot-4-what-can-you-expect-
#godotcon2023 #TalksJaanus Jaggo: The Making of Abandoned Spaceship Demo Scene #GodotCon2023Godot Engine2023-11-08 | https://media.ccc.de/v/godotcon2023-57805-the-making-of-abandoned-spaceship-demo-scene
In this talk, I will break my process down, describing how every step was made.
#godotcon2023 #TalksClay John: The Future of Rendering in Godot #GodotCon2023Godot Engine2023-11-07 | https://media.ccc.de/v/godotcon2023-57791-the-future-of-rendering-in-godot
I would like to briefly introduce major design decisions in Godot's current renderers and how they fit into the landscape in the industry.
Clay John
https://pretalx.c3voc.de/godotcon2023/talk/3/
#godotcon2023 #KeynoteMiguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake #GodotCon2023Godot Engine2023-11-07 | https://media.ccc.de/v/godotcon2023-57866-swift-godot-fixing-the-multi-million-dollar-mistake
In a previous life, Miguel worked tirelessly to get Unity and other game engines to adopt .NET as a runtime to execute their game code, as it blended beauty and speed. And he dreamed that one day the pauses introduced by the garbage collector could one day be solved, but after decades this dream seems further away with each passing day. Meanwhile, a language of equal beauty and ergonomics emerged without any of these downsides. This talk will discuss both the rationale of the Swift bindings for Godot, as well as a bold proposal to integrate Swift into Godot itself.
#godotcon2023 #SponsorNeil Holmes: How to publish your game on Xbox #GodotCon2023Godot Engine2023-11-05 | https://media.ccc.de/v/godotcon2023-57795-how-to-publish-your-game-on-xbox
#godotcon2023 #SponsorGP Garcia: Powering your Godot Game with Steam #GodotCon2023Godot Engine2023-11-05 | https://media.ccc.de/v/godotcon2023-57803-powering-your-godot-game-with-steam
The talk will give an overview of GodotSteam: how and why it started, how it helps developers leverage the full functionality of Valve's Steamworks API, games that use it to add cool stuff for their players, and where the project is going in the future.
There are many popular use-cases such as achievements, statistics, leaderboards, and Play Together, but there are more advanced concepts like Workshop, Inventory, and Networking, which can be rather intimidating. The project aims to make adding these less complicated for developers and to speed up their integration.
Many popular games, such as Dome Keeper and TailQuest, take full advantage of Steamworks, but there are some excellent examples among lesser-known games like Ailin:Traps and Treasures and Chicken Fight. They have actively engaged their communities through mods, custom maps, in-game purchases, and multiple ways to play.
Additions are coming soon, such as SteamMultiplayerPeer, which allows Godot to use Steam as a transport layer and mix higher-level networking nodes with Steamworks. Also, companion apps, such as GodotSteam UGC Uploader and GodotSteam Uploader, will ease the process of adding Workshop items and uploading builds to Steam itself.
While GodotSteam can help developers add a lot of cool functionality to their games, the project obviously would not be as good without its community. The project has greatly improved through tutorials, pull-requests, testing, suggestions, and participation from folks of all skill levels. My goal is to make sure the community knows how to take advantage of GodotSteam’s full list of features.
#godotcon2023 #TalksAdam Scott: How a C/C++ noob ported DOOM to run in Godot using GDExtension #GodotCon2023Godot Engine2023-11-05 | https://media.ccc.de/v/godotcon2023-57793-how-a-c-c-noob-ported-doom-to-run-in-godot-using-gdextension
DOOM is a famous and supreme feat of programming, studied and beloved by game developers across time, so of course, it should be ported to Godot. This talk is ideal for viewers looking to explore GDExtensions, or who have an passion for demon slaying.
This talk covers my new project, Xoronaut, which is an plugin to Godot 4. The presentation will show progress in reading the two main kinds of GIS files, vector and raster.
#godotcon2023Multi-threaded Scene Processing in Godot 4.1+Godot Engine2023-08-29 | Godot 4.1 introduced the first iteration of a new feature that allows nodes to be put in groups that can be processed in parallel by multiple threads. The original proposal can be found at github.com/godotengine/godot-proposals/issues/6424. This talk was given during the Godot Sprint held in Valencia and aims to illustrate contributors on the changes all this entails to some core components of the engine. A recap on multi-threaded programming—more specifically and more relevantly, lock-less programming—is given as well.
00:00 Intro 01:24 Crash Course on Thread Safety 20:18 Scene Processing in Godot 23:09 Thread Guards 37:57 Q&A (I) 38:08 Thread Guards (cont.) 42:45 Q&A (II)Godot at GDC 2023: The Indie ExperienceGodot Engine2023-03-31 | We were at the 2023 Game Developers Conference (GDC 2023), which took place in San Francisco from March 20th to March 24th.
This video shows the Godot booth on the main showfloor, the many games showcased there by their developers, talks at the Godot meetup, and the reception of the IGF Excellence in Design award by the developer of The Case of the Golden Idol, which is the first Godot game to receive such an award.
#godotengine #gdcOpen Source Republic: Hidden Challenges of Growth Under Self-Governance – Nathan Lovato (GDC 2023)Godot Engine2023-03-31 | Presentation by Nathan Lovato at the Godot GDC 2023 Meetup, hosted by GitHub at their San Francisco HQ.
⭐️ If you like what you see, make sure to visit: godotengine.org/donate 🎬 Editing: Emilio Coppola - youtube.com/emiliotube 🎶 Song: Tango by Octomuse – octomuseproduction.comGodot Engine Mobile Games Showcase | November 2021Godot Engine2021-11-13 | November 2021 compilation of mobile games submitted to us, either published or in-development by the Godot user community.
The games shown in the video are, in order of appearance: - Disco Dungeon, by The Brute Squad - BaBaBear City, by SimplexCode - Memories Of Ariandine, by Test Area Studio - Chaotic Airport Construction Manager, by Illusive Reflection - Space Cutter, by Wish Software Studio - Food Frenzy: Puzzle, by Wild Pluto - Sleepy Blocks, by Davi Fox - Reflecto, by Quation - Mategotchi, by Oscar Parra - Ariap Wars, by Completed Spoon Six - Bunker 2021, by SkanrSoft - Dodgers, by Clarkia Games - Madness/Endless, by Poke the Ant - Blast Space, by qubyt - Versh, by Little Stryker
Editing by Hugo Locurcio Music by Christian Fernando Perucchi: christianperucchi.comGodot Engine Desktop/Console Games Showcase | November 2021Godot Engine2021-11-13 | November 2021 compilation of desktop games submitted to us, either published or in-development by the Godot user community.
The games shown in the video are, in order of appearance: - Windward Rush, by João Marinheiro - FRANZ FURY, by Raffaele Picca - Bittersweet Birthday, by World Eater Games - Cat Cafe Manager, by Roost Games - Punch Pong, by Nekomatata Games - BLASTRONAUT, by Perfoon - Lila's Sky Ark, by Monolith of Minds - Codename: Mallow, by Ancalabro - The Zone: Stalker Stories, by Illuminated Games - Project Souldier, by Gawehold & Weonix - RUN: The World In-Between, by Team RUN - Oddventure, by Infamous Rabbit - Quest Of Graal, by Pixel Archipel - The Circle of Kerzoven, by Marco Burri - Astra: Fading Stars, by Dimension Omega - Seedlings, by Bardsley Creative
Editing by Hugo Locurcio Music by Christian Fernando Perucchi: christianperucchi.comGodot Live Q&A with engine developers – July 2021Godot Engine2021-07-07 | July 2021's live Q&A with core developers of Godot Engine!
Tune in to a chat with core developers answering questions from Patreon supporters and from the livestream chat!GodotCon Online July 2021Godot Engine2021-07-03 | Welcome to the July 2021 edition of GodotCon Online!
Join the Godot Chat at: chat.godotengine.org Use this platform to interact with speakers and other GodotCon attendees.
* 17:30 UTC: Trophix - A real-time ecosystem middleware for Godot - Michael Zöller
Homepage+Wishlist: rotxblau.com/coyote Twitter: twitter.com/rotxblau Testing: We have weekly testing devbuilds. For people interested in testing Trophix/Coyote please write to: connect@rotxblau.comGodot Live Q&A with engine developers – April 2021Godot Engine2021-04-29 | April 2021's live Q&A with core developers of Godot Engine!
Tune in to a chat with core developers answering questions from Patreon supporters and from the livestream chat!
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00:00 Introduction 01:20 Godot 3.3 has been released 02:00 Godot 4 progress and upcoming Alpha 1 04:04 State of GLES 3 in Godot 4 07:15 How to get into Godot Development 09:35 GDScript JIT and AOT compilation 11:00 Will Godot 4.0 break compatibility for C# code 12:00 Plans for integrating PhysX as a physics backend 13:00 Status of the WebRTC plugin 16:00 Can RenderingDevice be used as a generic API outside Godot 17:12 Will Godot 4.0 alpha 1 include C# support 18:28 Does GridMap perform significant optimization 19:30 What is being worked on now for the GodotPhysics backend 20:12 Animated tiles in the new TileSet editor 24:42 Is it safe to work with 4.0 already 26:39 Will the SDF be exposed to access from shaders 27:45 Performance improvements for 2D 30:30 What is occlusion culling 33:40 Why did you choose CPU over GPU culling 34:49 Baking navigation meshes at run time 36:50 Plans for an official asset store 37:45 Plans for the new Asset Library frontend 38:30 News of the XR front 39:47 Officially supported plugins 42:15 Porting 3.x projects heavily relying on TileMaps to 4.0 44:02 Asset Library in project manager 46:49 Higher level networking with node replication 49:33 New showcase demos for 4.0 51:13 Ease of use to edit collisions in the new TileSet editor 53:00 Editor UI/theme overhaul 55:35 ETA for 4.0 alphas / betas 58:30 Developers' favorite 4.0 features 01:06:00 See you next time! (Thanks to Feniks for putting up the list.)Godot Live Q&A with engine developers – February 2021Godot Engine2021-02-26 | Feburary 2021's live Q&A with core developers of Godot Engine!
Tune in to a chat with core developers answering questions from Patreon supporters and from the livestream chat!
In addition to the usual round, we'll have contributors Bastiaan Olij and Joan Fons this time to talk about their work on respectively XR and rendering for Godot 4.0.
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0:00 Welcome 0:45 Announcement of JFonS as a new hire 1:58 Bastiaan Olij self-introduction 4:05 Joan (JFonS) self-introduction 5:16 Current state of XR support in Godot 4.0 5:37 Sub-point: Vulkan rendering rework for XR support 6:30 Sub-point: XR support as a plugin vs in core 7:26 2D shadows: infinite vs SDF for limited length shadows 9:03 Batching Vulkan calls 10:23 Performance comparisons between 3.2 and 4.0 12:00 GridMap improvements for 4.0 14:04 Level editor functionality (like ProBuilder) 15:45 Sub-point: Editor functionality in VR even for non-VR games 16:45 Cell data and metadata for TileMap 17:25 Adding TileMap functionality to GridMap4 18:42 Multi-window support for working with multiple monitors 19:26 Sub-point: Many multi-window features will have to wait for 4.1 19:52 Process for adding local communities to the community map 21:30 Discussion of positional-based dynamics for physics 23:01 Internationalization and CTL work (complex text layouts) 24:04 Sub-point: Ability to mirror UI elements to be right-to-left 25:10 Sub-point: Plans for translation of settings, properties, and more 26:41 Support for teams and live collaboration on the web 29:13 Godot being used in schools and on Chromebooks 30:36 Editor support on Android devices 33:00 Asynchronous caching of shaders 35:16 Future of Godot's license (it will stay FOSS) 38:18 Engine contributions with languages other than C++ 39:32 Improvements to GDNative including integration 40:10 First-party plugins with context-sensitive install prompts 41:34 Release management - Will there be a Godot 3.2.5? (yes) 43:34 Sub-point: Godot 4.0 is a long ways off, but alpha soon 44:02 Sub-point: Aiming for a faster release cycle for 4.1, 4.2, etc 44:23 Should VR games wait for Godot 4.0? (no) 46:22 Version control plugins included in the editor 49:24 Linux ARM support for Godot 4.0 (yes) 50:10 Sub-point: Build system improvements for x86 to ARM cross-compiling 51:33 How to become a better generalist developer 52:00 Sub-point: Bastiaan Olij's take 53:44 Sub-point: Juan (reduz)'s take 54:47 Sub-point: Fabio (fales)'s take 55:50 Sub-point: Bastiaan Olij's take part 2 56:22 Sub-point: Rémi (Akien)'s take 57:09 Backporting policy and runtime navmesh baking in 3.2 59:09 Will Godot be in GSoC 2021? 1:01:17 Plans to support WebAR for phones 1:04:24 Sub-point: Now is a good time to contribute to AR support 1:05:00 Sub-point: Decoupled plugin system for Android and iOS 1:06:51 How to decide if a feature should be core or a plugin 1:08:05 Sub-point: Moving stuff out of the engine (such as video playback) 1:09:20 Sub-point: Maintenance burden of adding new code 1:09:44 Sub-point: Example: Why is GridMap in the engine but not terrain? 1:10:30 Sub-point: Example: Official TileMap support vs other tools 1:12:00 Sub-point: Godot can't integrate proprietary software 1:13:50 Sub-point: Best practices for contributors (problem → solution) 1:16:15 Sub-point: Having a good plugin system is important 1:16:38 Sub-point: Example: VR support was originally declined 1:19:46 Do the Godot devs organize game jams? 1:20:45 Sub-point: Godot 4.0 alpha testing jam 🙂 1:22:23 Rendering roadmap for Godot 4.0 1:23:56 Sub-point: Remake of the asset importer 1:25:10 Sub-point: Occlusion culling 1:26:25 Summer months will be for fixing bugs and merging PRs 1:26:52 New Godot contributors chat platform (Rocket.Chat) 1:27:25 Sub-point: People are encouraged to discuss things and review PRs 1:28:15 Conclusion and wrapping up 1:28:30 Next time will have new contributors and be later in the day (Thanks to aaronfranke for putting up the list.)Interacting with the Internet of things for pleasure and profit. - Julian Todd - GodotCon2021Godot Engine2021-02-06 | Talk by Julian Todd
Description: Many home automation devices like smart plugs and indoor air quality sensors work with MQTT.
This protocol is simple enough to implement in GDScript as well as very cheap ESP8266 wifi enabled microcontrollers running Micropython. This talk will give an overview of the tool-chain as well as how to apply it to games interacting with the real world and distributed robotics.
Description: This talk will share the story of the Godot Wild Jam (GWJ), why it was created, how it has grown, and its future goals. We'll discuss how to start a community and the pillars in maintaining and moderating GWJ. We'll also be highlighting developers who have continued their own work post-GWJ after getting their start with us.
godotwildjam.comWelcome - Rémi Verschelde - GodotCon2021Godot Engine2021-02-06 | Presentation of the new year for Godot and Welcome to the assistants at GodotCon 2021Godot for the Enterprise - Luke Dary - GodotCon2021Godot Engine2021-02-06 | Talk by Luke Dary
Description: Red Hat Summit often includes amazing technical demos built on open source technology. The past two years have included applications created in Godot to add dynamic and interactive visualizations.
This talk will show how Godot usage at Red Hat has grown in the last two years, our experiences with it for things other than gaming, and how to use it more in an enterprise context.
Materials: Source code for our Summit Demos is all available here, in various repos: github.com/rhdemo
Summit Demo 2020: pscp.tv/w/1ynJOppLNeWxRGodot apps on the web. Whats new, tricks, need to know... - Fabio Alessandreli - GodotCon2021Godot Engine2021-02-06 | Talk by Fabio Alessandreli
Description: An overview of exporting Godot apps and games for the web, limitations of the platform, and best practice for providing a good user experience.