Workflow Note
This summary was produced by:
- Transcription: Capturing the Japanese audio via Buzz 1.4.2.
- Model: Utilizing the
RoachLin/kotoba-whisper-v2.2-fastermodel for superior Japanese character error rates and GPU-accelerated speed. - Refinement: Passing the raw transcript through Gemini 3 Thinking to extract themes, correct technical jargon, and provide a structured narrative.
📢 Event Opening & Godot Updates
The event kicked off with a community greeting and news regarding the Godot Engine ecosystem:
- Godot 4.4 Release: The speakers highlighted the release of Godot 4.4, noting it contains critical security fixes and important PR corrections.
- Community Contributions: Specific community members, including Otoki-san and Koma-minto-san, were recognized for their contributions to the official Godot code.
- Code of Conduct: Attendees were reminded to remain respectful and avoid “engine bashing” (lowering the reputation of other game engines to praise Godot).
⚡ Lightning Talk Summaries
1. Beginner Scene Construction (Mao-san)
Mao-san shared a “Level 1” approach to creating conversation scenes, emphasizing that even those with minimal programming knowledge can finish a game.
- Workflow: Uses Google Sheets or Excel to manage scenario data, which is then exported as a CSV.
- Logic: The system processes data line-by-line; each line triggers a specific “category” (e.g., Name, Message, or Fade) to handle character portraits and text updates.
2. Industrial XR & Godot (Kado-san, Ixtal Co., Ltd.)
This talk focused on why Godot is becoming a preferred choice for industrial XR (Extended Reality) applications over other engines.
- OpenXR Support: Godot is now used as a testbed for OpenXR, providing a significant advantage for hardware integration.
- Longevity: Industrial projects often require 30 years of maintenance; Godot’s open-source nature allows companies to maintain and fix the engine themselves.
- Robotics: Integration with ROS 2 (Robot Operating System) was demonstrated, showing real-time communication between Godot and physical robotic devices.
3. Optimization & 2D Lighting (Choco-minto-san)
A technical deep dive into optimizing a “Survivor-like” game with high sprite counts.
- Draw Call Reduction: Explained the use of AtlasTextures to allow the engine to “batch” multiple sprites into a single draw command.
- Lighting Workarounds: Godot’s default 2D lighting can break batching; the speaker demonstrated a custom solution using a background canvas and additive blending to maintain performance.
4. AI & Live Coding (Toshiina-san)
An exploration of how AI is changing the development workflow.
- Tools: Mentioned using Claude, ChatGPT, and Cursor for rapid prototyping.
- MCP (Model Context Protocol): Discussed the use of MCP to connect AI services with local tools and services to allow AI to perform more complex operations directly on the developer’s machine.
5. 3D Animation & Skeleton Modifiers (Koma-minto-san)
A detailed look at the new SkeletonModifier3D features introduced in Godot 4.4 and planned for 4.5.
- New Modifiers: Introduction of Inverse Kinematics (IK), LookAt, and “Jiggle” (Spring) bones for more dynamic character movement.
- Real-time Retargeting: Improvements to how animations are transferred between different character models, allowing for easier use of VRM models and motion tracking.
- Bone Constraints: New features coming in 4.5 to prevent “skin collapsing” when limbs bend sharply.
🏢 Venue & Logistics
- CyberAgent Hosting: The event was held at CyberAgent’s XR Lab. Rules included no photography in certain office areas (elevators/cafe) and specific instructions for navigating the “dungeon-like” office layout.
- Networking: The latter half of the event was dedicated to a 50-minute social mixer for developers to exchange ideas.


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