This seems fantastic! Is there a reason why Eevee shouldn’t go down this route?
Because eevee isn’t just the realtime renderer but is also a final renderer replacing the old internal renderer so a solution with higher quality output would be needed instead.
It’ll be interesting to see how Godot improves over time.
Also generating distance fields that will play nicely with this lighting system requires building assets in a way that film production assets generally don’t need to be built. Can’t have any non-manifold meshes or cards otherwise you’re going to get light leakage. Any place the mesh is thinner than the voxel size for a given SDF cascade will not be lit properly.
Well, a preprocessing stage could be implemented where the cards and non manifold meshes are given some thickness(extruded along normals) and then the SDF cascade can be built from that intermediary surface.
But again, wont look nearly good enough and will bring issues of it’s own with respect to transparency masked surfaces. The reflections wouldn’t show them.
First beta for Godot 3.2.3
Because of the regressions found in Godot 3.2.2 (once it started being used heavily), the Godot team is putting together a new point release aimed at fixing them and other bugs. This version will contain bug fixes in areas that didn’t get much attention before, such as the Bullet physics implementations.
They really want to make sure your experience is stable before they move on to backporting more features and optimizations from master.
Having Godot 4.0 builds that are somewhat usable now is spoiling my interest in making games with the engine, because look at this demo for instance.
The new GI and the resulting reflections are just too good with the way it works for any kind of scene, Indoors, outdoors, and so on. No need to muck about with the limitations of the old system or dealing with how to make it work for a large area. In an empty version of a level from one of my game projects, I even put a light which is an emission mesh (in a darker area) and it just worked.
Just to note, some porting work on the script side will be expected as GDscript is getting an overhaul (with greatly improved performance as one of the eventual consequences). Even now, some of the more advanced techniques have been tweaked to work a lot better now.
No, you will not see new features in this release, what this release brings is hundreds of fixes for issues large and small (in order to get the engine to a very good state before the bug/issue hunting begins anew in Godot 4.0).
Meanwhile, the Godot team has recently made an incredibly good move by hiring the GDQuest guy to work on documentation (which will ensure good coverage of Godot 4’s features when the official alpha builds start).
And ( could this be usefull for Eevee? ):
GPU Particle Improvements.
Among the things that can be done now are particle collisions, attraction effects, weather systems ect… In addition, because this is the last of the major features that was in need of being ported over, the next few months will focus primarily on general improvements, cleanup, and optimizations.
Finally, they are hoping to unveil an official alpha build in December or January. There is still a lot of work ahead, but version 4 is now at the point where you can expect an increasing level of usability for those using current builds.
GDscript has finally gotten faster
To note, Godot 3.x introduced optional typing for GDscript, it brought various benefits, but it didn’t actually make anything faster. Now, people who use a lot of static typing in their scripts will see a noticeable boost in performance. Do note that performance is not as good as it can get now, but further optimization work will be put off in favor of making sure GDnative and GDscript is stable.
Meanwhile, Godot 3.2.4 has gotten its first beta build.
This time, there are a number of enhancements and optimizations all over the engine. Vulkan is obviously not going to come until version 4, but graphics are among the areas with bugfixes and optimizations.