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They also found it very easy to set up such tool UIs, as the Godot UI editor allows you to set up UIs for tools as well. In this case the UI on the right is also the one you see in the tool on the bottom left.

Lastly they had headless versions of tools that only ran in-game, and not in the editor. This then allowed them to more easily debug the game, though did require a bash script to set up

Overall: They’re happy with the tools they were able to build in Godot, and it really helped their workflows, but it can be finicky to get things to not crash, or have unexpected results, and it requires experience more than anything to prevent those issues. So, their advice: Try!

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.

Of course also use composition to maken it all look great. (There was a really good gif here showing a room with and without lights, which illustrated the concept very clearly. Catch the recording for all the great videos showing the concepts!)

David’s showing Blender as a level editor for Godot, where if you save/export in one, it reflects to the other. Thus allowing you to make edits Godot can’t do, but Blender can do.

The asset pipeline is quite something. There is a lot of backbone to what is, in the end, a button that makes it immediately sync within a second.

The pipeline is pretty huge on the tech side, though in use it’s simple, and it allows for all kinds of content workflows between Godot and Blender

The reason for wanting to build this pipeline, and iterate it further, is… UX friction! The regular workflow was too frustrating, so this pipeline was built to make it feel much easier. Though, there is still friction remaining.

This Godot <-> Blender pipeline will be released soon under MIT, with example CC0 assets with a demo. Along with documentation of workflows.

Next a talk by Bart Wilmink about LODs. I didn’t have the capacity to live post this one, it had so many illustrative gifs of assets changing. Catch the recording! All I can say is: Why are LOD workflows so frustrating?! Shouldn’t this be a solved problem by now?

I saw a demo of this many months ago, half finished. Seeing this now, fully formed, on such a huge screen with great audio is awesome.

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