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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).
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@@ -588,6 +588,7 @@ void register_global_constants() {
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BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_OBJECT_TOO_BIG);
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BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_NODE_PATH_VALID_TYPES);
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BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_SAVE_FILE);
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BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_GLOBAL_SAVE_FILE);
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BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_INT_IS_OBJECTID);
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BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_INT_IS_POINTER);
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BIND_CORE_ENUM_CONSTANT(PROPERTY_HINT_ARRAY_TYPE);
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