Juan Linietsky Profile picture
May 14, 2021 4 tweets 1 min read Read on X
Thanks to recent donations and grants, Godot was able to secure funding required to hire the necessary contributors in order to do a 4.0 release without missing any major feature. It will all be there and it will be an amazing new version...
Yet, afterwards (next year) we will not have sufficient level of funding to keep most of the team hired, and more work and features are needed, as well as stabilizing and maturing everything (fixing bugs, improving usability, reviewing pull requests, etc)...
So, at some point mid-year we will need to re-think our funding situation, looking forward renewing sponsors as well as seeing how to get more of the community to donate (so we don't rely mostly on sponsors like now), stay tuned for this...
Other large OSS projects have founders from EU/US. I am a South American, which further complicates things, as all is far away (can't talk to govs/EU to get subsidies like Blender does, don't know enough companies to reach for sponsors, all here is a legal/political mess, etc).

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More from @reduzio

Sep 9
Continuing the thread on Compute. This time we will enlighten a bit about how GPU works.
Common sense tells us that if one of these "compute units" have 64 threads, it means they have 64 parallel processors inside right? Well, not quite so..
Expand thread (🧵👇)to find out.. Image
Link to the first thread in case you missed it:

The reality is that they don't necessarily have 64 actual hardware threads. We know they have at least 4 for the lockstep (when drawing pixels, GPUs always process in groups of 2x2, so at any time they can compute the "derivatives" that are needed for texture filtering)..
Read 12 tweets
Sep 8
Compute is incredibly powerful, and can be used for rendering, physics or even for game logic, but also it can be very hard to understand.
I will try to do a few threads to explain at a Glance what exactly it is to kick-start your learning!
Expand 1st thread to find out! (👇🧵).. Image
The first important thing to understand is that, if processors have "cores", GPUs have "compute units" (using AMD terminology, which is more standard).

Compute units can internally run a number of "threads" in "parallel" (32 to 64 depending on vendor), but this is fuzzy.. Image
So, lets focus primarily on the Compute Unit. When writing code for Compute, you write a shader for a "workgroup". This means you need to administer 32 to 64 threads. But this is more of a reference for a number to adhere to, as your shader can contain as many as you want.. Image
Read 8 tweets
Sep 7
Have you ever wondered how it was like to render graphics during the PC gaming golden era? (1990s)
There were "video cards" available, but they were not exactly GPUs, they were far more basic. How much? expand thread to find out! (🧵👇).
Image
Image
Even though today you can buy an RTX 4090, which still, for compatibility, internally it still contains many of the same things as a video card from the 80s (called VESA, otherwise your PC may not boot)... Image
Video card ports initially were 8 bits (because PC XT bus was 8 bits), using the ISA standard. Then they moved to 16 bits (PC AT), eventually to 32 bits (EISA/VLB). Then over time to PCI, AGP and PCI Express.
Here is a pic with of a motherboard supporting all first 3 of them.. Image
Read 8 tweets
Sep 6
This is something that probably requires a bit more context. Many new folks are using Godot and ignore this, but the reality is that there was a _very_ long process from 2019 from 2023 where we rewrote almost the whole engine from scratch to make Godot 4.0.. (expand thread 🧵)..
So the 3.x branch, while getting some new features, was majorly set in stone. As most problems users required major architectural changes to fix, solutions took many years to arrive.
Users complained about the same things over and over, and the answer was always "In Godot 4"..
In the meantime,Unity was already showing signs of post-IPO behavior:
- Key engineers exited, new ones without experience in general purpose engines brought in.
- Too many new, complex features, spiraling R&D cost.
- No ability to further grow, IronStorm merger, shares plunging..
Read 6 tweets
Sep 6
One common mistake I see with new users of #GodotEngine interactive music is that, to create layered music you have to render the individual instrument tracks separately and then use AudioStreamSynchronized to join them. This is the wrong approach 🛑 (expand to read more 🧵)..
To add/remove layers (typical of boss battles when getting closer, or progressive dungeon music that gets more epic as you go), you have to *render each layer accumulatively* with all instruments, then use AudioStreamInteractive to switch layers using "same position" option..
Basically, for a dungeon, these could be the layers as you descend (Example):
-chill, mysterious
-normal
-upbeat
-epic
-dramatic
But render each as a whole, _not_ individual instruments. Ultimately its the same amount of audio files or less. What are the advantages?..
Read 6 tweets
Sep 3
I see people looking at game art and mistakenly comparing it to how other games look as if thinking the tech must be the same. Folks, I am sorry to tell you, you are likely wrong because artists/devs are very good at fooling us 😉!
Here a thread to help distinguish (expand! 🧵👇) Image
Lets first look at the "baseline" of "modern" graphics that people compare to, Doom 3 (20 years old).
You can tell its old because:
- Only direct light (no bounce, refs or AO).
- Low texture res.
- Low geom detail.
- Sharp stencil shadows.
A technical marvel, but outdated.. Image
In the late 2000s, here's when developers start fooling you, because they started baking light bounces into lightmaps (or megatextures). This increased quality a lot.
Rage is a great example, the entire whole world is baked..
Still, notice no specularity or reflections.. Image
Read 14 tweets

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