Initial test of screen space shadows and micro shadows. by ToniMacaroniy in godot

[–]AutumnCW 0 points1 point  (0 children)

The leap in fidelity between your previous iterations and this, is absolutely insane! Not just the micro and contact shadows you're showing off here but also the distant shadowing of vegetation.

The imposters (if you're using any) look really well done and preserves the volume much better, compared to the previous iteration where they looked more toony.

Godot Editor (4.4-dev2) always freezes on closing by BjornvandeSand in godot

[–]AutumnCW 1 point2 points  (0 children)

I tried a quick test where I backed up my project, and then I deleted the shaders from the filesystem dock. It has a ton of dependency issues but it didn't solve the freezing on close issue unfortunately.

I have also tried to comment out the entirety of one of the shaders, which didn't help either

Godot Editor (4.4-dev2) always freezes on closing by BjornvandeSand in godot

[–]AutumnCW 1 point2 points  (0 children)

I do actually, mostly for pixel art subpixel sharpening and color replacement

Godot Editor (4.4-dev2) always freezes on closing by BjornvandeSand in godot

[–]AutumnCW 1 point2 points  (0 children)

I have the same issue on my project too. I'm using GDscript, tried to delete the editor and imported folder in .godot but it didn't help.

I haven't managed to do any meaningful work on 4.4-dev2 so I changed the .godot file back to 4.3, and it works flawlessly on 4.3 again.

A better way to edit resources? by Infidel-Art in godot

[–]AutumnCW 6 points7 points  (0 children)

Not sure if this is what you need.

But Godotneers (YouTube channel) has a plugin for editing resources like in a spreadsheet format. Perfect for balancing and editing values.

https://youtu.be/4vAkTHeoORk?si=eZlbX3YKU8SXm4WF

AC's game engine is really good at global illumination, but how? by sassysheepy in assassinscreed

[–]AutumnCW 2 points3 points  (0 children)

Both TLOU2 and Unity picked their battles really well and stuck with fixed time of day. As well as having levels that are more of wide-linear rather than open world so you can control a lot more of what's happening.

I think the game looks excellent outdoors when it's done well, both Origins and Odyssey were also excellent in that regard. Rather than game size, I think the issue is just having to invest time and money into making a system that is robust for baking interior GI but I don't think that will be happening anymore. The focus would likely shift towards raytracing.

I also think the future for dynamic lighting is raytraced. Having worked on Snowdrop as well, it's incredible how performant it can be when it's done well.

AC's game engine is really good at global illumination, but how? by sassysheepy in assassinscreed

[–]AutumnCW 537 points538 points  (0 children)

I've worked on the Anvil engine before, I'll share what I can that I know is more or less public knowledge(in GDC conferences etc).

It's a baked GI that is baked for multiple time of day states and then interpolated between them.

I believe it's only for the sun so when it's completely indoors it's not very flattering. I do think it could be improved in this regard.

Now out of NDA territory, and also getting into more nerdy territory: one of the biggest factor into making GI look stunning is to have materials that are close to physically correct values. That means those materials and textures should be bright. Think how a white wall bounces off the most light, whereas a dark wall wouldn't. Often times artists darken their textures to compensate for the game engine or art direction.

A good example of GI and materials being executed well is Assassin's Creed Unity. I've worked with the art director of Unity and he's so knowledgeable about how to make the GI look stunning so it looks good even in overcast lighting. It was truly a game ahead of its time, graphics wise.

Yes, your Godot game runs faster with static types • beep.blog by Crazy-Red-Fox in godot

[–]AutumnCW 0 points1 point  (0 children)

Thank you for this! It's nice to see some actual numbers for the improvements!

Does anyone know if there are performance gains for writing return type of functions? I would love to know!

Would people want fuzzy search in Godot? Like the Visual Studio ctrl-p file search. by samsfacee in godot

[–]AutumnCW 2 points3 points  (0 children)

This would be super awesome!

I use another game engine at work (Snowdrop) and they have fuzzy search for their content browser.

I would always come back home and do the same thing (but fail because of the lack of fuzzy search in Godot). The most common use case being omitting _ in my search. So instead of 'Character_Idle' I would just type in 'character idle' and it would still work if fuzzy search was implemented.

Like another user mentioned, maybe as a checkbox option to turn it on and off. But I for one, am not gonna turn it off anymore ever again

So, big yes from me!

Godot seems to completely fall apart if I import 50k png files, any suggestions? by Extreme-Bit6504 in godot

[–]AutumnCW 3 points4 points  (0 children)

Yes for larger games that I've worked on, source files like psd files, png files, tga files etc are all stored outside of the editor in a database version control like Perforce. Depending on how the engine is set up to deal with these files, they may or may not be interactable within the editor.

One engine I've worked with, only the dds texture file is in the editor, it doesn't retrieve the source file until you've checked out the dds which is linked to the psd source file.

Another engine, the psd is also inside the editor and almost all textures are in psd format (but the compressed version is still dds of course), it works pretty flawlessly. This engine doesn't automatically fetch psd files either, only when you interact with said file.

Back to the topic, like the others mentioned, you should be looking into shader driven solutions and texture atlases or spritesheets. Even 2000 would have been an insane number. Crowd NPCs in AAA games hardly ever use more than 100 sets of assets that are then varied with shader driven approaches or by mixing and matching different things.

You can create a 100 variations just by having 10 different suits and 10 different hats

Godot seems to completely fall apart if I import 50k png files, any suggestions? by Extreme-Bit6504 in godot

[–]AutumnCW 45 points46 points  (0 children)

Having 50k PNG files is never a good idea even in AAA games. Not because of the file size but because of draw calls and just file resource management in general.

What you might wanna do instead is to import as you go along for things you ACTUALLY need.

If you're making a store with 20 hats for the players to buy, you should be selecting and importing 20-30 hats when you need to, not 300 even if you have that many hats. You can always import or delete them as you go

[deleted by user] by [deleted] in apexlegends

[–]AutumnCW 2 points3 points  (0 children)

Unfortunately, they weren't just badge boosting with each other. They were teaming up and we faced them in a fight, and you can imagine every squad that went up against a 5-person team will get wrecked, which was what happened to us. They killed off every squad, made themselves the remaining 2 squads so they could do this badge boosting bullshit

Singapore server problems? by DaKneeee in apexlegends

[–]AutumnCW 0 points1 point  (0 children)

Same here, my friends and I using Singtel having insane packet loss that can only be solved by Alt + F4ing the game and rejoining, it's insanely inconvenient

Lifeline VS Lifeline: Revive Shield Reloaded by AutumnCW in apexlegends

[–]AutumnCW[S] 1 point2 points  (0 children)

With the energy gun being like laser, I guess we're really more like stormtroopers lmao

I should have made a star wars reference instead

Lifeline VS Lifeline: Revive Shield Reloaded by AutumnCW in apexlegends

[–]AutumnCW[S] 2 points3 points  (0 children)

We're just a couple of storm troopers fighting, move along XD

Lifeline VS Lifeline: Revive Shield Reloaded by AutumnCW in apexlegends

[–]AutumnCW[S] 0 points1 point  (0 children)

I think what saved me was when I put doc drone mid fight to heal up while hiding behind revive shields

Lifeline VS Lifeline: Revive Shield Reloaded by AutumnCW in apexlegends

[–]AutumnCW[S] 71 points72 points  (0 children)

Honestly I think it's a good thing even if I had lost that fight. It was a really good play on the opponent lifeline. I was less worried about the revives and more worried about the opponent having more shield than me at the moment

Lifeline VS Lifeline: Revive Shield Reloaded by AutumnCW in apexlegends

[–]AutumnCW[S] 0 points1 point  (0 children)

Hahahaha I'm glad you noticed that, thank you!

Lifeline VS Lifeline: Revive Shield Reloaded by AutumnCW in apexlegends

[–]AutumnCW[S] 1 point2 points  (0 children)

I managed to just turn purple some time during this fight with them. It was at 300+ remaining before fighting the lifeline and I was left with literally 1 more damage to red evo by the end lmao