Godot is basically Unity from 5 years ago and it's getting better and better at a crazy rate. Proud of the open source community. This is the way to fight greedy corporations
right. godot is the first engine that ive picked up seriously and i keep waiting for the "okay wheres the limit to what i can do?" and i havent hit it yet after 2 months of pure grind. The future is bright my friend!
I think if you're picking one tool, you're limiting yourself and being kinda dumb. It's better in the long run to develop a balanced understanding from multiple perspectives. Never limit yourself.
@@itsilvjot it should be dead long long ago, since 99% of the gaming community doesn't enjoy (except in fighting games I guess), 3D is the way, 2D only still gets made cuz it's easier than 3D for small teams/solo devs and cuz there's a small niche group of nostalgia-fueled people who still craves 2D inferior slop. Like my favorite franchise, Castlevania, it basically died because they didn't bother getting on with times and transitioning into superior 3D when they could/should.. sad, Castlevania games would look and play amazingly in 3D, like Dark Souls but way better
@@MaxStudioCG2023i mean you can make a game with this, and runs way better than last time. The missing thing to make it possible is asset streaming and some fixes on loading ressources in editor.
While I'm certainly amazed by the things that Unreal Engine can do, I like seeing other competing engines out there, like Godot, that developers can choose from depending on what they need. Variety IS the spice of life (and gaming), after all.
I work alone, I work in 2D, if one day I do something in 3D it would be PSX style, this demo and Godot's 3D capacity is more than enough for what I would do one day. I think like me there are thousands of people, this is more in the direction of studios with maybe 4 or more people.
@desoft8b Yes, I wanted to show that this engine can reach good enough graphics for almost any production. What matters in the end is, of course, always gameplay.
Everything about this video is beautiful. Truly beautiful. It has been said that _one picture says a thousand words,_ and for that being true, this video says a thousand stories. Thank you for sharing this.
This is awe-inspiring. I've been watching this engine for years and, for a free and open source game engine, I've only been consistently impressed by what it's been able to bring to the table, and with what people have been able to do with it. And it only keeps getting better and better as time goes on. :)
Godot esta avanzando muy rápido, he visto su crecimiento y es increíble, espero que siga siendo así y algún día podamos tener una herramienta para el desarrollo de videojuegos tan potente como como lo es blender en el mundo del 3d
I just tried the demo and I was not expecting this. It looks very pretty - reminds me of Gray Zone Warfare high-contrast foliage presentation at times. But the performance is stellar. I like real-time settings as well. The only two notes I have: - Changing the graphical quality presets drastically changes the "low foliage" distribution and placement. I assume it's procedurally generated every time? It makes it impossible to perform true A/B comparisons. - Screen Space Indirect Illumination does not seem to have any appreciable effect, but is by far the most performance-costly option. Perhaps it would be good to have some man-made structures and interiors to show off this effect?
@Eudaimonium Thank you for trying! The placement system I used for the foliage is generated at runtime, and the placement is somewhat affected by the render distance. (Options low, high and extreme should have the same placement, because they use a 0.5x a 1x and a 2x distance multiplier respectively) SSIL indeed does almost nothing and is really expensive. That is why it isn't enabled at all by any of the presets. It is in the demo because it was in V1 of the demo. Even on buildings, it doesn't really make a big difference since it is screen space.
@@scrung I mean, I don't think you get this kind of result without careful planning and execution in Godot, whereas other engines it's just "drop in 50GB of assets and let the engine figure it out". For example an open world game would be harder in Godot. But possible.
@@scrung of course it was... That is not my point. I'm saying most Godot projects don't get to this level of polish, but this shows "Godot can look really good, too." Even if it's harder.
Sad how this game music wouldn't be heard on my PC due to the fans volume 😆 im glad that i chose the right engine to start learning game development (using engines)! Easy to learn, free, simple script and now i know that it's also capable as well thanks to this video
Amazing demo flying through with it set to ultra is amazing, the only thing missing is a river or small late running down the hill, it would also be nice to be able to toggle rain and see how it effects the performance. Night mode is cool, with the flash light effect.
Best landscape done on Godot I've ever seen. It would be very interesting to know what difficulties you encountered in the process and what engine limitations got in the way.
@@Wrobot Do you think texture/model streaming is possible to implement as a GDExtension/addon with the current API? Or support from the engine side is needed?
This may not be Unreal good. But it's good. If not trying to go for total top tier modern AAA realism or as close to it as possible, this looks to be more than adequate for many indie game builds. Nice work. ^.^
@ViktorsJournal Thanks! I don't use subsurface scattering because that's really for objects that have a bit of volume, and leaves are really thin. Instead, the backlight property is used.
@@Wrobot it looks like the backlight is a bit too even maybe? For example, leaves around the egdes of tree should be brighter I think. As well as the top of grass, and edges of leaves, where more light would pass. I dont have much experience in vegetation, just giving my thoughts bases on comparing it with real images.
Hello ! I made 3 videos on your Jungle Demo Scene. Here are requested features: Add motion blurr Add Some settings for Hue Saturation Do some more optimizations so people can check Godot 4 can be playable on Low or mid level hardware Finally make more Demos in Godot 4. I'm just telling people who like your work that this is going to get other features Thank you for your work man. Keep it up ❤❤❤
Thank you! I initially used protonscatter to scatter all the trees, then I saved it as a normal scene. Every single tree is a separate node, Godot has built in automatic batching for nodes with the same mesh. This gives better performance than multimesh in scenarios where the scene is gpu bound, because every single mesh can be culled individually with frustum culling and baked occlusion culling with the terrain. A lot of nodes can get really heavy on the cpu, but for me the cpu performance was good enough here.
@@Wrobot Thank you for the answer! Would an approach like this work with a larger terrain and more trees? (let's say 3000 trees) I am currently using multi meshes but it is very hard to cull them appropriately.
Looks great, but it would be even better with more facklit-subsurface scattering so that the sun seems to shine through the leaves. On some places the back off vegetation appear almost black, like in 2:24, wonder if it can be improved somehow? Amazing work. :)
This issue in made up of 2 parts. 1. Backlight does not use light from gi, only directly from lights. (Easy to fix, and this is the issue on smaller plants, and the issue seen here. ) 2. Gi does not sample backlight. (Everything under the trees should be far more green) (harder to fix, but possible.) Why didn't I fix this? I would have had to compile a custom version of the engine for windows and Linux.
I have a fairly weak GPU (Intel UHD 630) so I was curious and decided to have a look at the demo. I'm actually impressed by how well the scene runs. High - 5 fps Medium - 8 fps Low - 16 fps Lowest - 26 fps Medium actually looked better on my PC. The fact that it runs so well is amazing. I have so much trouble running much simpler scenes in Unreal Engine 4 and 5 so this is really great. I bet if I had a better GPU it would run incredibly well. This reminds me of the old Unreal Engine 3 look and performance which is lovely. There are probably some improvements that could be run. The LOD is still bit broken I think. I saw objects on the distance changing very harshly but I think that might be because of the low graphics settings. The lighting in High was a bit broken. Some of the trees were in white color, which is why Medium looked better on my PC. I think some of these issues might be because of how old my GPU is, but it runs surprisingly well compared to UE. It's not quite at Unity's level of graphics and performance, but looks like Godot is getting there. I bet we can make more indie style games like BOTW or Another Crab's Treasure in Godot with no issue. What are your specs?
@awfyboy Thank you for trying it out! My system has a gtx 1060 and can run high at ~50-60 fps. (1080p). For me, performance on the higher settings is "fine" (in comparison to looks), but the lower settings run pretty well. Low is ~120fps and lowest at 200+ (all at 1080p). The settings medium and higher look better the higher the framerate because they use temporal effects (Taa). Unreal 4 does run faster but uses high default settings so it is performance intensive. The lod distance is just really low at the lower settings. Actual production games would use more in-between lods, but I made this demo alone, and godot doesn't have proper tooling for this, so it would cost a lot of time to make.
@@Wrobot Seems good. Looks like a decent improvement on Godot side. Still a lot left to be fixed before it reaches Unreal/Unity level but graphics to performance balance seems decent so far. I have a feeling that making something like BOTW should be possible with Godot now.
@@CortejeVarkamist the terrain is done with Terrain3D by tokisan games, it is a really nice terrain addon for Godot. The only real modification I made is to turn down the specular in de terrain shader.
@actualdevmar A particle system is used for everything except the trees. It is based on the system you showed in your youtube video, but I changed a lot of things to make it work better in this scene. The only code from that tutorial left is probably the variables 🫠. If I would start over, I would probably use some kind of multimesh octree system, as there are some shortcomings to gpu particle systems.
Hi, it looks great, however on my lenovo carbon gen 4 (intel HD520 SKL GT2 graphics), Linux Mint, the loading never completes (while music is playing).
This can run smoothly on my laptops integrated graphics (from 2019) on lower settings, but for higher settings you need a semi decent gpu. (1080p high 60fps need a gtx1060)
Godot is basically Unity from 5 years ago and it's getting better and better at a crazy rate. Proud of the open source community. This is the way to fight greedy corporations
GODOT = UNITY = UNREAL - all used OPEN GL ! But Cryengine used Direct X and and better lvl engine
@@darkhunter777 Godot uses Vulkan by default.
@@darkhunter777 Godot use Vulkan.
Seeing the progress makes me proud
@@darkhunter777? They all support OpenGL but also all support Vulkan and DirectX to some degree, same as CryEngine. What are you yapping about lmao
Seeing this helps me know I’ve backed the right game engine
right. godot is the first engine that ive picked up seriously and i keep waiting for the "okay wheres the limit to what i can do?"
and i havent hit it yet after 2 months of pure grind. The future is bright my friend!
ruclips.net/video/RET6QJuff80/видео.html
ruclips.net/video/I3zXxkg-8EI/видео.html
I think if you're picking one tool, you're limiting yourself and being kinda dumb.
It's better in the long run to develop a balanced understanding from multiple perspectives.
Never limit yourself.
@@SamuTheFrog THANKS FOR THE ADVICE, I'LL KEEP THAT IN MIND IN THE FUTURE!
Beautiful, this is probably the best landscape ever made in Godot
@@FR3NKD thank you 😊
@@Wrobot ruclips.net/video/RET6QJuff80/видео.html
This definitely shows that Godot is on the right path, its still not quite there for me but it's so comforting to know that it will be soon.
Exactly what I thought.
If 3D graphic is the right path, then...yes
@@meatbugsfuntages7189it always is, 2D is dead outdated cr@p
@@wallacesousuke1433 2d is dead? there are hundreds of 2d games coming out per year
@@itsilvjot it should be dead long long ago, since 99% of the gaming community doesn't enjoy (except in fighting games I guess), 3D is the way, 2D only still gets made cuz it's easier than 3D for small teams/solo devs and cuz there's a small niche group of nostalgia-fueled people who still craves 2D inferior slop.
Like my favorite franchise, Castlevania, it basically died because they didn't bother getting on with times and transitioning into superior 3D when they could/should.. sad, Castlevania games would look and play amazingly in 3D, like Dark Souls but way better
Getting better and being completely free.....can't go wrong with Godot
@@MaxStudioCG2023 I know.....but gives us a preview of what Godot might be capable of in future versions.
@@MaxStudioCG2023i mean you can make a game with this, and runs way better than last time. The missing thing to make it possible is asset streaming and some fixes on loading ressources in editor.
@@saul8510 you miss more than that
@@MaxStudioCG2023 It's made in godot 4.3 though?
@@scrung it says Godot Engine 4
Congratulations on fixing the pop-in meshes and textures in the distance, much better than v1 👍🏻
The popin was probably the biggest issue I really wanted to fix.
Gorgeous, dude. Thanks for showing the world what Godot can do with 3D
Very impressive, can't wait to see what it will look like with 4.4 when the HDDA global illumination replaces the SDFGI
The time, talent, and creativity that went into this is incredible.
While I'm certainly amazed by the things that Unreal Engine can do, I like seeing other competing engines out there, like Godot, that developers can choose from depending on what they need. Variety IS the spice of life (and gaming), after all.
I work alone, I work in 2D, if one day I do something in 3D it would be PSX style, this demo and Godot's 3D capacity is more than enough for what I would do one day. I think like me there are thousands of people, this is more in the direction of studios with maybe 4 or more people.
@desoft8b Yes, I wanted to show that this engine can reach good enough graphics for almost any production. What matters in the end is, of course, always gameplay.
ruclips.net/video/RET6QJuff80/видео.html
Thanks for reaffirming faith in open source gaming development!
It puts a smile on my face knowing that I contributed with what I could, can wait to get my stuffed godot robot to remember from where we came from
@@Visnii you gotta tell me if it squeaks when you squeeze it.
But.. but... can it run, ahm, simulate crysis??
Jokes aside, that looks marvellous!!
Thank you!
But, can it handle the assets from crysis?
I know this engine has lots of potential. Create, donate, contribute and win!
I'm really feeling so proud that I'm using the godot game engine on my android device. I'm one of them who using it for making their dreams come true.
Everything about this video is beautiful. Truly beautiful.
It has been said that _one picture says a thousand words,_ and for that being true, this video says a thousand stories.
Thank you for sharing this.
Thank you, really glad you enjoyed it! :D
This is awe-inspiring. I've been watching this engine for years and, for a free and open source game engine, I've only been consistently impressed by what it's been able to bring to the table, and with what people have been able to do with it. And it only keeps getting better and better as time goes on. :)
Wow! Godot is looking very impressive! You did a really good job on this. One of the best jungle landscapes I've seen with Godot. Nicely done!!
I'd like to see a Crysis fan remake in here!
Looks like a really nice improvement!!
I get between 45-60fps on my 3070. on ultra. there is still room for improvement but amazing work none the less!
@@sanyi9667 There really is room for improvement, especially at the higher settings. (Low runs fairly well imo) Thank you for checking it out!
@@Wrobot thank you for putting in the work and sharing it!
@@Wrobot fullhd, rtx4060, Ryzen 7 2700, 75 fps (i disabled vsync to uncap fps) on ultra, linux mint
50 FPS at 4K using 5700XT on Arch. Awesome showcase. Would be cool to have FSR related options in v2.1.
Dang! That looks amazing 🎉
That's absolutely stunning.people here praising the engine butnthe creator did this work. Trojan work man great great awesome job
This looks amazing! keep up the great work!
AWESOME AMAZING THE PLUSHIE IS AMAZING
Limited edition plushy
this is making me wanna try my own hand at making environment art/environments in godot!
Really great!! Very good job making it!!
Wow. Nicely done - I'm amazed that Godot can handle that.
You don't need better graphics then this to tell a story...
Godot esta avanzando muy rápido, he visto su crecimiento y es increíble, espero que siga siendo así y algún día podamos tener una herramienta para el desarrollo de videojuegos tan potente como como lo es blender en el mundo del 3d
I just tried the demo and I was not expecting this. It looks very pretty - reminds me of Gray Zone Warfare high-contrast foliage presentation at times. But the performance is stellar.
I like real-time settings as well. The only two notes I have:
- Changing the graphical quality presets drastically changes the "low foliage" distribution and placement. I assume it's procedurally generated every time? It makes it impossible to perform true A/B comparisons.
- Screen Space Indirect Illumination does not seem to have any appreciable effect, but is by far the most performance-costly option. Perhaps it would be good to have some man-made structures and interiors to show off this effect?
@Eudaimonium Thank you for trying!
The placement system I used for the foliage is generated at runtime, and the placement is somewhat affected by the render distance. (Options low, high and extreme should have the same placement, because they use a 0.5x a 1x and a 2x distance multiplier respectively)
SSIL indeed does almost nothing and is really expensive. That is why it isn't enabled at all by any of the presets. It is in the demo because it was in V1 of the demo. Even on buildings, it doesn't really make a big difference since it is screen space.
I imagine you had to wrestle against the engine quite a bit, but stuff like this proves to newcomers - _it can be done._
Quite the opposite, this is showcasing Godot 4.3's rendering pipeline for desktop
@@scrung I mean, I don't think you get this kind of result without careful planning and execution in Godot, whereas other engines it's just "drop in 50GB of assets and let the engine figure it out". For example an open world game would be harder in Godot. But possible.
@@4.0.4 what you 'think' is irrelevant. this project uses godot 4.3's rendering pipeline
@@scrung of course it was... That is not my point. I'm saying most Godot projects don't get to this level of polish, but this shows "Godot can look really good, too." Even if it's harder.
@@4.0.4 most godot projects also use 3.x
a lot of improvements have been done to the engine as of late
scene will look 100% better
Sad how this game music wouldn't be heard on my PC due to the fans volume 😆 im glad that i chose the right engine to start learning game development (using engines)! Easy to learn, free, simple script and now i know that it's also capable as well thanks to this video
@@justxisotatik Good luck on your gamedev journey!
@@Wrobot thanks
looks amazing
Glad you liked it
I hope godot become like blender
A top tier open source tool
Amazing demo flying through with it set to ultra is amazing, the only thing missing is a river or small late running down the hill, it would also be nice to be able to toggle rain and see how it effects the performance. Night mode is cool, with the flash light effect.
ruclips.net/video/CWtfAyRMDIg/видео.html
Best landscape done on Godot I've ever seen. It would be very interesting to know what difficulties you encountered in the process and what engine limitations got in the way.
I would say the biggest limitation is the absence of asset streaming. Second is the lack of a proper system to place all the assets.
@@Wrobot Do you think texture/model streaming is possible to implement as a GDExtension/addon with the current API? Or support from the engine side is needed?
@@ЭлизаКассан prob engine side it too complex. Though texture and mesh streaming are planned.
Now we are talking
Didn`t know godot had 3d, this is amazingg♥
I just made the switch 2 days ago from Gamemaker Studios 2. I’m both excited and intimidated
@@bearwillow6108 I hope Godot suits your needs, and you enjoy using it! Good luck with your gamedev journey.
2008, what a year.
Alright Boys time to make -Crysis- Godotsis 4. It shall be the new PC benchmark.
Crysis 1 vibe kicks in.
looks cool.
Amazing job mate ... Keep pushing !!!
insane graphics, respect 🫡
This looks impressing! Great work!
This is unreal!
Change my mind.
Look at the size of the executable, unreal would never be that small. 🙃
Godot finally reached Crysis graphics.
This may not be Unreal good. But it's good.
If not trying to go for total top tier modern AAA realism or as close to it as possible, this looks to be more than adequate for many indie game builds. Nice work. ^.^
Damn, Godot is getting there
Looks absolutely fantastic!
It's gotten a lot nicer since the first version, great improvements.
I wonder do you use the subsurface scattering in the shaders for the foliage?
@ViktorsJournal Thanks! I don't use subsurface scattering because that's really for objects that have a bit of volume, and leaves are really thin. Instead, the backlight property is used.
@@Wrobot it looks like the backlight is a bit too even maybe? For example, leaves around the egdes of tree should be brighter I think. As well as the top of grass, and edges of leaves, where more light would pass. I dont have much experience in vegetation, just giving my thoughts bases on comparing it with real images.
looks great👍
Hello ! I made 3 videos on your Jungle Demo Scene.
Here are requested features:
Add motion blurr
Add Some settings for Hue Saturation
Do some more optimizations so people can check Godot 4 can be playable on Low or mid level hardware
Finally make more Demos in Godot 4.
I'm just telling people who like your work that this is going to get other features
Thank you for your work man. Keep it up ❤❤❤
@@gamecoder77 Thanks! Do you have any suggestions for tutorials I should make?
@@Wrobot for now add new features in jungle demo
Very serviceable. Great job!
Godot all the way, for me and my students, keep going you all.
Very clean! May I ask what tool/plugin you used for scattering trees and meshes? Also, did you use any methods of culling unseen objects and chunking?
Thank you! I initially used protonscatter to scatter all the trees, then I saved it as a normal scene. Every single tree is a separate node, Godot has built in automatic batching for nodes with the same mesh. This gives better performance than multimesh in scenarios where the scene is gpu bound, because every single mesh can be culled individually with frustum culling and baked occlusion culling with the terrain.
A lot of nodes can get really heavy on the cpu, but for me the cpu performance was good enough here.
@@Wrobot Thank you for the answer! Would an approach like this work with a larger terrain and more trees? (let's say 3000 trees) I am currently using multi meshes but it is very hard to cull them appropriately.
Looks like Crysis 2010.. nice but 10 years to late..❤
i didnt know you could do this in Godot wow
Unity/Unrealbros... we got too cocky
black spots on bottom sides of leaves really need to be fixed
Looks great, but it would be even better with more facklit-subsurface scattering so that the sun seems to shine through the leaves. On some places the back off vegetation appear almost black, like in 2:24, wonder if it can be improved somehow? Amazing work. :)
This issue in made up of 2 parts.
1. Backlight does not use light from gi, only directly from lights. (Easy to fix, and this is the issue on smaller plants, and the issue seen here. )
2. Gi does not sample backlight. (Everything under the trees should be far more green) (harder to fix, but possible.)
Why didn't I fix this? I would have had to compile a custom version of the engine for windows and Linux.
This. is. Godot.
That's pretty cool.
WOW. Great work.😊
Looks pretty great! Just super curious about optimizations and all. How many draw calls, objects etc are there 😊
@eignatik really depends on the place of the map, in the demo is a performance menu where you can see these stats.
4.3 did not even came out yet this is crazy
@@sanyi9667 Someone got to test the beta 🙃
Great work man, enjoyed it very much. Inspires to explore the engine further. Did anything from 4.3 contribute to this in any meaningful way?
Looks awasome! Needs the FPS movement to be improved. I can help with that.
The foliage is amazing but the lighting… blew me away! How did you achieve such beautiful lighting?
Looks great. You wouldn't happen to wan to do a tutorial in the future explaining how you created this?
Awesome Job, keep up the great work
Awesome demo!
That's not godot, it's unreal engine, really awesome!
wow man i am also on my way to make such a magnificient piece of art i will soon someday
Love it
Great Work!
Keep on going
THANK YOU!
I have a fairly weak GPU (Intel UHD 630) so I was curious and decided to have a look at the demo. I'm actually impressed by how well the scene runs.
High - 5 fps
Medium - 8 fps
Low - 16 fps
Lowest - 26 fps
Medium actually looked better on my PC. The fact that it runs so well is amazing. I have so much trouble running much simpler scenes in Unreal Engine 4 and 5 so this is really great. I bet if I had a better GPU it would run incredibly well. This reminds me of the old Unreal Engine 3 look and performance which is lovely.
There are probably some improvements that could be run. The LOD is still bit broken I think. I saw objects on the distance changing very harshly but I think that might be because of the low graphics settings. The lighting in High was a bit broken. Some of the trees were in white color, which is why Medium looked better on my PC. I think some of these issues might be because of how old my GPU is, but it runs surprisingly well compared to UE. It's not quite at Unity's level of graphics and performance, but looks like Godot is getting there. I bet we can make more indie style games like BOTW or Another Crab's Treasure in Godot with no issue. What are your specs?
@awfyboy Thank you for trying it out! My system has a gtx 1060 and can run high at ~50-60 fps. (1080p). For me, performance on the higher settings is "fine" (in comparison to looks), but the lower settings run pretty well. Low is ~120fps and lowest at 200+ (all at 1080p).
The settings medium and higher look better the higher the framerate because they use temporal effects (Taa).
Unreal 4 does run faster but uses high default settings so it is performance intensive.
The lod distance is just really low at the lower settings. Actual production games would use more in-between lods, but I made this demo alone, and godot doesn't have proper tooling for this, so it would cost a lot of time to make.
@@Wrobot Seems good. Looks like a decent improvement on Godot side. Still a lot left to be fixed before it reaches Unreal/Unity level but graphics to performance balance seems decent so far.
I have a feeling that making something like BOTW should be possible with Godot now.
i already knew this was 4.3 but i havent touched since its still in testing. quite interesting i suppose
wowww, how long did you create this bro?
Wooow, nice!
how did you get terrain to look so good cant wait to see more
@@CortejeVarkamist the terrain is done with Terrain3D by tokisan games, it is a really nice terrain addon for Godot. The only real modification I made is to turn down the specular in de terrain shader.
@@Wrobot I was wondering if that was Terrain3D. That's an amazing project. Godot ecosystem is really shaping up nice - quickly.
this looks better than unreal engine 5
Great work👍🏻
Sick!! Thanks for sharing! 🤩
Which solution did you use for ground vegetation? Is this some kind of multimesh scatter or particle shader?
@actualdevmar A particle system is used for everything except the trees. It is based on the system you showed in your youtube video, but I changed a lot of things to make it work better in this scene. The only code from that tutorial left is probably the variables 🫠.
If I would start over, I would probably use some kind of multimesh octree system, as there are some shortcomings to gpu particle systems.
Let me guess, hold E for 20 minutes picking up rocks and sticks, then hit some treess
Do you have any blog, article or github on this and how you managed to create this environment? Like problems and fixes you had to do, etc...
beautiful
Hi, it looks great, however on my lenovo carbon gen 4 (intel HD520 SKL GT2 graphics), Linux Mint, the loading never completes (while music is playing).
nice, not bad for a godot project
It's wonderful
Thank you, glad you liked it.
This looks really good. What kind of hardware does this need to run smoothly?
This can run smoothly on my laptops integrated graphics (from 2019) on lower settings, but for higher settings you need a semi decent gpu. (1080p high 60fps need a gtx1060)
Hermoso!!!
In the right direction. Soon, it can beat Unreal. And is Open source!
Reminds me of le-wahi on mata nui, from the bionicle games
Amazing for Godot. But sometimes have a little bit lagging?
Crysis vibes!