Post
Here is @coppolaemilio.com talking about out the Godot priorities list. Kinda like a roadmap of Godot features and workflows: godotengine.org/priorities/ Not many people know about it yet, so I’m sharing it here as well!
An interesting discussion I just had with @alecshea.com: Apparently selling game soundtracks on Steam can be quite profitable. The tail has to be long, but sometimes after 4-5 years it can eclipse the original fee for the game itself.
My talk went great, thank you to everyone for coming! I often get questions about whether there is formal research about Tool Design, and there is! Two bachelor thesis' I know about, by @cookiebadger.bsky.social and @thesmall001.bsky.social: 1. tinyurl.com/tooldesign1 2. tinyurl.com/tooldesign2
I’m now seeing a talk about large scale vegetation rendering in Godot, by Karl Bittner. He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev It even has an in-browser 3D viewer in which you can try different seeds for the trees!
Look at this foliage! You could make a “Unreal or Godot?” daily mini game with screenshots to pick between, and game devs would get it wrong at least 50% of the time.
0 reposts4 likes
Turns out foliage in real life sometimes grows in ‘unnatural straight lines’, and this is due to underground water currents, like underground rivers, which you can see on satellite photos. So in-game you should do this too. Neat, though I think I already learned this from @anyaustin.bsky.social
A great talk about foliage! Not just for Godot, but for any engine. The speaker can be found at @hexaquo.at here on Bluesky!
Every conference should have a swing, thank you @godotfest.com (📸 by @winston-yallow.bsky.social)