Today and tomorrow I am at @godotengine.org GodotCon! It’s held in a movie theater, and this is room 1. Look at how tiny @coppolaemilio.com is compared to this screen!!
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First, after visiting many conferences at the same time, me and @steinmakesgames.bsky.social finally met face to face!
I’ve already had some good discussions about editor design, as well as USD pipelines. For version control purposes it’s so much nicer to be able to diff ASCII files, which USD can easily convert to, from binary But remember: There is no such thing as a sensible default: gdcvault.com/play/1034261...
Now watching @adriaan.games and @franzlazerte.bsky.social talk about getting started with Editor Tools, for Godot!
After a great lunch with conversations, next is @picster.bsky.social with “Changing the Mood: Better Atmosphere for Godot Games” in front of a very packed room!
For mood and atmosphere, it’s important to make invisible things visible. Such as temperature, sound, wind, and things like that, by using dust, moving vegetation, gusts, shockwaves, etc.
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This also means you need many debug options to control such invisible behaviors (cc @andrewfray.dev)