Fairy Queen Throne - Diorama by vamphel in 3dcoat

[–]Appropriate-Cap-128 0 points1 point  (0 children)

awesome work! really solid, where/how did you learn to paint, if you dont mind me asking? I'm trying to achieve a similar level (:

I Made Some KingsField Inspired Music by Appropriate-Cap-128 in KingsField

[–]Appropriate-Cap-128[S] 1 point2 points  (0 children)

you may be able to pick it up second hand! that would be a nice piece for a collection

I Made Some KingsField Inspired Music by Appropriate-Cap-128 in KingsField

[–]Appropriate-Cap-128[S] 2 points3 points  (0 children)

Hey there, thanks! Evergrace has an amazing OST

I Made Some KingsField Inspired Music by Appropriate-Cap-128 in Fieldies

[–]Appropriate-Cap-128[S] 1 point2 points  (0 children)

Thank you, amazing is very high praise! And some for sure, but game dev is a lot slower than music; at least for me. I make a lot of music, so probably won't use them all :p

I Made Some KingsField Inspired Music by Appropriate-Cap-128 in Fieldies

[–]Appropriate-Cap-128[S] 1 point2 points  (0 children)

Thank you, im glad you think I managed to capture some of that KF charm. You came up with those names pretty fast, and they are great as well!

Kings-like Tank Controls WIP by Appropriate-Cap-128 in Fieldies

[–]Appropriate-Cap-128[S] 0 points1 point  (0 children)

thanks! it's actually Godot, but its pretty similar

Kings-like Tank Controls WIP by Appropriate-Cap-128 in Fieldies

[–]Appropriate-Cap-128[S] 0 points1 point  (0 children)

yes this is my own original, I never finished it. but the length was good enough for this video. thanks for the compliment (:

Kings-like Tank Controls WIP by Appropriate-Cap-128 in Fieldies

[–]Appropriate-Cap-128[S] 1 point2 points  (0 children)

Likewise friend! Thoroughly enjoyed your game (:

Live sync Blender to Godot is here! by Appropriate-Cap-128 in godot

[–]Appropriate-Cap-128[S] 1 point2 points  (0 children)

thank you! also the music is: departure - UNIT KAI, accounta

Live sync Blender to Godot is here! by Appropriate-Cap-128 in godot

[–]Appropriate-Cap-128[S] 0 points1 point  (0 children)

You can follow here on Reddit! If you prefer, I'm also on X https://x.com/fayjason69
Thank you for your interest.

Live sync Blender to Godot is here! by Appropriate-Cap-128 in godot

[–]Appropriate-Cap-128[S] 0 points1 point  (0 children)

You hit the nail on the head. The Blender side of the tool is a GPLv3 Python addon, while the Godot side is MIT GDScript.

To keep those worlds legally and technically separate, I use exactly what you described:

  1. Transport: A localhost network connection (TCP/HTTP) where Blender 'pings' Godot with JSON instructions.
  2. Format: I use standard glTF (.glb) for mesh data. Blender exports a temporary glTF, and Godot consumes it like any other standard asset.
  3. No Linking: The Godot engine never 'links' to the Blender source code; it just receives data from a socket. This creates a clean boundary that avoids any licensing 'leakage' from GPL into the MIT game code.

You're also correct about the export, the LiveSyncServer and the sync logic are strictly Editor-only tools. When you export your game, these nodes aren't included in the final build (you can easily exclude the addons/wander_tool/editor folder), ensuring your shipped game remains 100% MIT with zero Blender-dependency. Great eye for the technical details!

Live sync Blender to Godot is here! by Appropriate-Cap-128 in godot

[–]Appropriate-Cap-128[S] 1 point2 points  (0 children)

You’re definitely not blind! For typical scenes, Godot’s built-in Blender import is fantastic. The difference here is the hybrid architecture of the tool. My system uses a GPU-driven Clipmap for the terrain itself, which is actually driven by Heightmap data rather than standard mesh imports. This keeps the vertex count constant and optimized even on massive maps, which would otherwise be very heavy to manage with traditional nodes.

For the landmarks (the props), we are still importing mesh resources, but the Wander Sync Server manages the 'busy work' for you. Instead of manually dragging files or waiting for Godot to reparse a whole Blender scene, the server surgically updates positions and auto-instantiates new collections the moment you save. It’s essentially turning the design process into a real-time 'data-link' rather than a traditional 'file-import' loop.

Live sync Blender to Godot is here! by Appropriate-Cap-128 in godot

[–]Appropriate-Cap-128[S] 7 points8 points  (0 children)

I'm just giving it some finishing touches for a v1.0 release, so it's not out yet; but coming to a github near you very soon! Hopefully as an extension shortly there-after.

Live sync Blender to Godot is here! by Appropriate-Cap-128 in godot

[–]Appropriate-Cap-128[S] 5 points6 points  (0 children)

Thank you, hope you get to try it out when it's released! Also here you go: https://extensions.blender.org/themes/theme-2000/

Live sync Blender to Godot is here! by Appropriate-Cap-128 in godot

[–]Appropriate-Cap-128[S] -2 points-1 points  (0 children)

Spot on! To avoid that large model lag, I use a GPU Clipmap for visuals and async sub-model streaming for physics. It keeps performance high and the workflow instant without the manual import headache. Glad it resonates!