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Can you provide any insight as to what the future holds for IK & bone systems in G4? It seems like this is a bit of a mess right now - between the multitude of issues with physical bones (I heard there was talk of a rework of this system as well?) And the current deprecation of TwistedTwigLeg's Skeleton Modification Stack system - which was already brand new in G4 - I'm wondering if we have a clear idea of what the future looks like for these systems and if this is a high priority for the team.
We are moving the official documentation towards being a reference manual, with only a "your first game" tutorial included for 2D and 3D. See https://github.com/godotengine/godot-docs/issues/3390 for rationale.
There's chance to have Subtractive Shadow-mapping/Shadow-masking anytime (relatively) soon, or plans at all?
u/hey_itscarter By the way, I forgot to mention, but if you're interested in a full-body IK solution intended for VR usage, we have a module called RenIK available here under the MIT license thanks to some incredible work by MMMaellon: https://github.com/V-Sekai/RenIK - it has been fairly stable in recent testing, provided that you import the model with lined up bones using the import retarget options. It does currently have to be compiled into the engine with scons custom_modules
There are other holistic IK algorithms in development for Godot, including EWBIK here: https://github.com/V-Sekai/ewbik but I do not think it is production-ready yet.
GDExtension is a platform, much like GDNative. It provides tools, but additional language bindings will still come from the community. For Godot Rust you can track the progress here: https://github.com/godot-rust/godot-rust/issues/824
Here is the test project I used when experimenting with 2d bones: https://github.com/TwistedTwigleg/Godot_GSOC_2020_2D_Project
Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
Will the new asset store be open source and derived from https://github.com/Calinou/godot-asset-library-laravel or is it a completely separate project?
I've never had formal education on computer graphics – it's all self-taught. This mostly comes from tinkering and experimentation, though I did follow LearnOpenGL a few years ago.