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3D Primer: Godot 4 Alpha 

Bramwell
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The first alpha release for Godot 4 is here:
godotengine.org/article/dev-s...
I'm gonna run through some of the key changes to the 3D development experience to get you up and running ready to try out all the awesome new stuff in Godot 4 right now.
Check out some of the changes to gdscript: • It's Time! Start Tryin...
#Godot4 #GodotEngine #Gamedev
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21 июл 2024

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Комментарии : 40   
@thomasmaier7053
@thomasmaier7053 2 года назад
Nice production quality to your videos! Godot needs some promo for 3D, only seeing retro pixelart platformers is boring.
@Lom-Rom
@Lom-Rom 2 года назад
Love the way you edited video, how clear and concise you VO is, and short intro then jump right in the subject. it's really high quality video. keep it up!
@BramwellWilliams
@BramwellWilliams 2 года назад
Thank you so much! Improving my editing has been a big focus recently ☺️
@thomaseubank1503
@thomaseubank1503 2 года назад
Really helpful stuff right there. I am going to wait till I am finished on my current project. On the next one I'll use Godot 4
@loikmiop2804
@loikmiop2804 2 года назад
Love these videos, can't wait for the next 👍
@godev1563
@godev1563 2 года назад
Yeah the default environment one tripped me up good,thanks for that.
@BramwellWilliams
@BramwellWilliams 2 года назад
Same! Knew I had to start the video with it after I got really confused :')
@godev1563
@godev1563 2 года назад
@@BramwellWilliams I couldnt tell if it was a bug or a new option i had to tick or an old option i never used before that got new functionality. Three dots just dont scream "environment setup here!". I think it would make(slightly) more sense if the preview icons controlled the actual sun/env setup and the three dots was a preview toggle. Cant wait for the next primer(hopefully another 3D one)✌
@jlewwis1995
@jlewwis1995 2 года назад
Yeah why would they have it enabled by default, it's actively misleading and definitely could confuse people who may be new to either godot or game dev in general (especially the latter) when they go to run their scene and they just see a grey screen -_- if there's no default environment the world should just be grey with no sun light when you make a new 3d scene just like how it's empty and grey when you make a new 2d scene
@micmacha
@micmacha Год назад
In the context of in-engine soft body support (!!!!!?!), referring to physics-affected objects as DynamicBodies instead of RigidBodies does make a lot of sense.
@cptfurball
@cptfurball 2 года назад
Tried it this week. I am liking it very much! Although, the characterbody3d interaction with rigidbody during collision is abit clunky imo. But I dont really know how to go around it.
@BramwellWilliams
@BramwellWilliams 2 года назад
Hell yeah me too! I've been tending to use rigidbodies even for player characters, I'll need to give it a go - characterbody seems to have changed a buuuunch
@cptfurball
@cptfurball 2 года назад
@@BramwellWilliams Haha give it a try. Maybe we can compare some notes later.
@christopheswiderski2026
@christopheswiderski2026 2 года назад
Very nice video thank you and FOR the algorithm :D👍👍
@BramwellWilliams
@BramwellWilliams 2 года назад
👑
@karimedx
@karimedx 2 года назад
This is exciting!
@BramwellWilliams
@BramwellWilliams 2 года назад
isn't it just!Lots of Godot 4 videos on the agenda 🤩
@karimedx
@karimedx 2 года назад
I better activate the bell
@Scroteydada
@Scroteydada 2 года назад
Is it possible to bake ambient occlusion into textures easily? I want background lighting consistent with the foreground but without the heavy output. thx for the vid
@jotomato
@jotomato 2 года назад
I’m new to 3D how did you get the camera to go blurry unfocused when you move afar?
@jacktherabbit2238
@jacktherabbit2238 Год назад
how did you do the boucing movement thing? its oddly mesmerizing. (im assuming its just an animation)
@hidemat5141
@hidemat5141 2 года назад
Hello. How can you make real-time shadows look good in Godot 4? When I use shadows the look horrible.
@unfa00
@unfa00 Год назад
Awesome tutorials! I always learn something new watching them :) I would like to ask: how did you make that character x-ray effect so it's only visible through walls? I'd like to use that in my game, but I can't figure it out.
@realMenta
@realMenta Год назад
Probably with some shader magic, but I still have no idea.
@computer9764
@computer9764 2 года назад
Should have played Worth a buy's x-ray vision musical rant at the end ^_^
@embersworkshop
@embersworkshop 2 года назад
yooo you can modify the collision generator parameters?? Definitely never need to model collision shapes manually again
@BramwellWilliams
@BramwellWilliams 2 года назад
I know right! such a smoother experience 😍
@DejaimeNeto
@DejaimeNeto 2 года назад
yes
@DJGrazba
@DJGrazba Год назад
Hi nice video , where did you get the models from ? k-kit ? i tried listening so many times and searching on google couldn't get it right
@BramwellWilliams
@BramwellWilliams Год назад
Thanks! Its Kay Lousberg's stuff, heres the link: kaylousberg.itch.io/ c:
@GaryParkin
@GaryParkin Год назад
@@BramwellWilliams Thank you! I didn't understand that either. Her stuff is really nice! wow.
@NycroLP
@NycroLP 2 года назад
Is it really good to start with 4.0 now? I doubt it since the amount of bugs ae very noticeable. I think i will give it a serious try in few months.
@BramwellWilliams
@BramwellWilliams 2 года назад
I would say so! Or at least it's finally stable enough to start playing with and get used to the changes - in the other video I had a disclaimer about it not being worth porting big projects until the feature freeze in beta
@jlewwis1995
@jlewwis1995 2 года назад
8:30 ooo does this mean you don't have to go through the whole process of setting up a separate viewport for FPS weapon viewmodels anymore, you can just enable no depth test and it will always render over everything?
@BramwellWilliams
@BramwellWilliams 2 года назад
Yep! I haven't showed that off yet because I'm struggling a bit with my source meshes though, as you need to add no depth test to every material in the weapon mesh (and mine have some silly internal vertices that get revealed 😔)
@jlewwis1995
@jlewwis1995 2 года назад
@@BramwellWilliams hm true if there are multiple materials that have no depth test enabled at once you'll probably need to mess around with the way the triangles are sorted in the mesh itself otherwise some triangles may show up in front erroneously, maybe messing around with the render priority could help?
@randomcatdude
@randomcatdude 2 года назад
​@@jlewwis1995 No! That's a bad idea, don't do that! There's no way to really properly fix the triangle sorting issue, trying to do so will just make your life hell. It's better to create a custom shader, and stick this code inside the end of the vertex function: POSITION = PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX, 1.0); POSITION.z = mix(POSITION.z, 0.0, 0.99); This will manually override the raw vertex position, which is usually done automatically, but writing to it will disable that, so the first line has to manually apply projection and stuff. The second line is where the magic happens, it'll cause the model to render completely infront of everything else, while retaining depth-testing against itself. Lighting and such will be completely unaffected. The only issue is that screen-space effects such as DoF and SSAO will be broken by this technique, and shadow casting on the mesh is broken so it has to be disabled. But otherwise, it works perfectly.
@slecornu
@slecornu 2 года назад
@BramwellWilliams
@BramwellWilliams 2 года назад
🕺
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