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

Mar 30
Since I'm at it. I'm going to write a brief history of how video game music playback happened on consoles on the technical side. This is a topic I love and you' ll see this is quite fascinating!

So, how did this start? (thread 🧵👇). Image
8 bit systems just had square (also called pulse) waves. This was just a simple oscillator moving dc from - to +. Some hw had quirks (envelopes, analog filters, basic dac, etc), Maybe tri, noise (for perc) or saw wave, but that was it..
This was all accessible as memory mapped registers.
This hardware, however, lacked any kind of timers, so the registers were often updated during vblank interrupt, which was basically the best timing available, which results in an interesting and overlooked peculiarity:
Read 11 tweets
Feb 14
Did you know? The original version of Godot (before it was open sourced) used the Squirrel programming language. ()..
What happened with it? Where did it go? Read on below.. (🧵👇) squirrel-lang.org
Image
Squirrel is very similar to the Lua programming language () but it has some fundamental differences:
- Friendlier C style syntax
- Class support
- No GC
- Easier to bind

I much prefer it over Lua, myself, but It never got much traction..lua.org
Ariel and I published a couple of games using it in 2010-2012. But still, the experience was rather sub-optimal, which resulted in the creation of GDScript.

So, what problems did we have exactly? Even if Squirrel was better, mostly the same as with other languages we tried..
Read 10 tweets
Feb 5
Did you know? Common knowledge says that normal maps can be in OpenGL or DirectX format, and that different game engines/DCCs support different normal map formats.. but this is not quite true and more on the myth side.
Want to know why? Read below! (🧵👇). Image
In truth, shader code in all game engines look more or less the same for processing the normalmap. A tangent basis is generated using normal/tangent/binormal and the normal map is just multiplied by it.
Notice, nothing is "negated" or flipped. It's a 3x3 matrix mult everywhere.. Image
So, what changes then? Why are there then two texture formats?

The answer is quite simple, It's the tangent space in the 3D asset formats what is different! Although you can sometimes override it, engines will normally use the tangents that come with the asset (FBX, GLTF, DAE)..
Read 5 tweets
Jan 27
One of the things that makes me the the most proud in Godot 4 is also the least visible of them all: The engine foundation.

Godot 4 has now by far one of the best (if not the best) foundations you can find in a game engine... (thread blow🧵👇) Image
This enormous amount of work took part from 2018 to 2022, the time it took Godot 4 to be made. The whole engine core was in large part redone, helping fix a tremendous amount of bottlenecks/design dead ends, while still keeping the foundation relatively simple..
The biggest consequence of this rework is not what you saw in the Godot 4.0 release per se, but something that is starting to be visible now:
* The insane amount of new features in each release, answering community demands much faster.
* The relatively small effort they take...
Read 5 tweets
Dec 13, 2023
Implemented an occlusion aware trilinear voxel filter in HDDAGI. This makes the reflections look a lot more believable (it looks like a low quality video version of the scene). This also has significant advantages quality wise... 🧵👇
First, this removes a lot of high frequency information from the scene, reducing the rays needed to converge (noise). But also, one of the devil's hidden in the details in HDDAGI is that every voxel _already_ has the full GI information in real-time, which is computed cheaply..
The challenge when writing a GI implementation is not so much just throwing rays around. This is easy. The hard part is obtaining the lighting information where the ray hits. HDDAGI solves this with voxels in a *much* cheaper way than path tracing.. Image
Read 4 tweets
Oct 4, 2023
Ever wondered where the general design of Godot comes from? (all is nodes, even scenes are nodes).
Ariel and I were tech leads in several companies, and tech consultants for many, many others.
We worked with several game engines, our own, other's in-house or commercial ones..🧵👇 Image
After working with almost a dozen projects, there is one thing we started to notice in all of them:

Developers will tend to fight the game engine and work around it.

Time and time again, we saw a client's project, we saw a hard struggle against the engine.. Image
Again, we saw this in commercial engines of the 2000s (Torque, Vicious, Unity, etc), in-house solutions clients did, and our own engines.

Initially, we thought this happened because those engines provided design patterns that developers rejected, but that was not the case..
Read 6 tweets

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