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author | reduz <reduzio@gmail.com> | 2022-06-17 00:55:19 +0200 |
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committer | reduz <reduzio@gmail.com> | 2022-06-21 11:28:47 +0200 |
commit | 5786516d4d6b517e6a28aec191f944aecf2f544d (patch) | |
tree | 8a79324296035a7aa8b7802d610596912b7c1642 /core/object | |
parent | 362f53ff02c381ea94640baa16e84e6f6956efef (diff) |
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
Diffstat (limited to 'core/object')
-rw-r--r-- | core/object/object.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/core/object/object.h b/core/object/object.h index 7cbedd29d9..d0c6c0cb01 100644 --- a/core/object/object.h +++ b/core/object/object.h @@ -85,6 +85,7 @@ enum PropertyHint { PROPERTY_HINT_OBJECT_TOO_BIG, ///< object is too big to send PROPERTY_HINT_NODE_PATH_VALID_TYPES, PROPERTY_HINT_SAVE_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,". This opens a save dialog + PROPERTY_HINT_GLOBAL_SAVE_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,". This opens a save dialog PROPERTY_HINT_INT_IS_OBJECTID, PROPERTY_HINT_ARRAY_TYPE, PROPERTY_HINT_INT_IS_POINTER, |