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I created a dynamic, open world, infinite bounces, mostly leak free, high performance, global illumination for Godot 4.0. It's a pretty novel technique and based on signed distance fields. Pics speak by themselves.
Here you can appreciate all the occlusion incrementally:
1 Direct Light + Indirect Light + Voxel AO + SSAO
2 Direct Light + Indirect Light + Voxel AO
3 Direct Light + Indirect Light
4 Direct Light Only
Low quality DOF+Bokeh, this one is very fast and will run in very low end hardware, but as it uses a separable gaussian kernel, the Bokeh produced is square.
Today I finally start working on Vulkan support for Godot, as well as layout out the foundations for a state of the art renderer. Wonder how long this will take..
After 3.1 is out, I am considering opening up the process of porting Godot to Vulkan, by writing progress reports and detailed explanations of how it is implemented (hoping more contributors may become interested about it). Would you be ok with this, even if porting takes longer?
Particle system smoke in the distance uses voxel cone tracing to get light from the surroundings..
The same designer who created the Godot logo has made this character design for us to celebrate the 3.0 release. She put a lot of work on it. Feel free to reuse it in demos, comics, pixel art, 3D or whatever you want! (Creative Commons)