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Everything to Know About PARTICLES in Godot 4 

DevWorm
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This is a complete tutorial on Particles that goes over everything there is to know about particles and a step by step guide to using them in Godot 4. Having smooth and good looking effects are so important to your games quality and playability. I hope you're able to learn a lot from this video so you can gain knowledge to be able to use Godot 4 at its full potential and make absolutely amazing games.
Particles on the Official Godot Docs: docs.godotengine.org/en/stabl...
Chapter:
0:00 Intro
0:18 Explanation of Particle Node
0:54 Create Explosion Effect
6:02 Create Fire Effect
11:49 Create Rain Effect
16:51 Outro
Thank you so much for watching, I really hope this video helped.
if you did enjoy or this video was helpful then all I ask is if you could please go and click that subscribe button to help out the channel. It means so much and I love your feedback in the comments. If you are having any issues with the code talked about in the video then please let me know in the comments and I will be sure to get back to you soon. Again thanks so much and I would love to see you again!
have a great rest of your day and of course be safe :)
- thanks DevWorm,

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26 июл 2024

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Комментарии : 65   
@PunCala
@PunCala 7 месяцев назад
Just a note: CPUParticles is being put on indefinite hiatus in Godot. They stated in "State of particles and future updates" that "From Godot 4.2 onwards, new features for CPUParticles will not be accepted unless they have a counterpart in GPUParticles. However, contributions to bring CPU particles to feature parity are welcome."
@bjrneoma3046
@bjrneoma3046 6 месяцев назад
Good to know! Thanks for adding this comment :) I had no idea which one I should use, but now I'll stick with GPUPatricles.
@betadyne9559
@betadyne9559 4 месяца назад
@@bjrneoma3046 You can add textures to GPU particles which unlocks many, many more possibilities, like having pixel-art explosions using GPU particles (see this : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-F1Fyj3Lh_Pc.html)
@Anon-te6uq
@Anon-te6uq 25 дней назад
GPU particles seem pretty half baked by comparison tho. There isnt any of this stuff like scale, gravity, initial velocity, etc.
@Dunkable
@Dunkable 20 дней назад
Yes there is ​@@Anon-te6uq
@marius35mm
@marius35mm 4 месяца назад
Thank you for the content! This is pure gold! IT CAN BE APPLIED TO 3D EXPLOSIONS in GODOT!!!
@dev-worm
@dev-worm 4 месяца назад
Ooo happy to hear!! thank you so much!
@no2309TM
@no2309TM 7 месяцев назад
your videos are the only ones that work for me! and i think its because of the way you teach, you take your time and show it all in a readable manner. great video!
@dev-worm
@dev-worm 7 месяцев назад
happy to hear that! thank you so much!
@HippocritterXD
@HippocritterXD 7 месяцев назад
Ikr, his method really sticks, I love it
@HippocritterXD
@HippocritterXD 7 месяцев назад
This is great, I always wanted to know how to do particles in this engine, thanks for the tutorial
@peruihbe
@peruihbe 7 месяцев назад
thanks for the tutorial matte, we need more tutorials like yours!
@Moshi-qwerty
@Moshi-qwerty 6 месяцев назад
br?
@AllFridges-fj1wi
@AllFridges-fj1wi 3 месяца назад
Good tutorial - most useful I've seen on this, making it clear the impact of each setting - thanks!
@dev-worm
@dev-worm 3 месяца назад
glad it was helpful! thanks!
@Memose2
@Memose2 7 месяцев назад
Thanks for the awesome tutorial I am learning new thing every day 😁
@dev-worm
@dev-worm 7 месяцев назад
so happy to hear that! thank you!
@joshuatuinder8373
@joshuatuinder8373 5 месяцев назад
Dang. This was very simple and well laid out. I thought particles would be difficult but you made it look simple.
@dev-worm
@dev-worm 5 месяцев назад
so glad they are simple! thanks, glad i was able to help!
@bradleywood1984
@bradleywood1984 2 месяца назад
I appreciate your video DevWorm. I'm in need of a couple particles for a Game Jam project I'm working on. Thanks for the information!
@dev-worm
@dev-worm 2 месяца назад
so happy to hear!! I hope everything came together perfectly for you!! Goodluck in the game jam!!! I'm wishing you the best!
@microwire007
@microwire007 7 месяцев назад
Thanks for this, it's great! Have a great Christmas mate!
@dev-worm
@dev-worm 7 месяцев назад
you too brother!
@faridsawaqed7196
@faridsawaqed7196 2 месяца назад
Pure content, thanks for the great info.
@dev-worm
@dev-worm 2 месяца назад
wonderful! thanks!
@Amazing_Software
@Amazing_Software 7 месяцев назад
Godot legend, thank you
@kongiQQ
@kongiQQ 7 месяцев назад
Nice job!
@dev-worm
@dev-worm 7 месяцев назад
thank you!
@kevin800404
@kevin800404 2 месяца назад
thanks for the tutorial💓
@dev-worm
@dev-worm 2 месяца назад
thank you so much!! hope it helped!
@AsatteGames
@AsatteGames 7 месяцев назад
Hey, thank you for the particle tutorial! I guess it's time for the shader tutorial now :)
@dev-worm
@dev-worm 7 месяцев назад
yes very soon!
@alexlightway
@alexlightway 4 месяца назад
Very concise and informative, love it. Would be nice to add a few more examples just to go through the most options in the inspector
@dev-worm
@dev-worm 4 месяца назад
thank you very much! you're right about that!! sorry!!
@neufsters941
@neufsters941 7 месяцев назад
THANKS SO MUCH!
@dev-worm
@dev-worm 7 месяцев назад
thank you so much!!! Hope it helps!
@LeeYaoSan
@LeeYaoSan 6 месяцев назад
Great tutorial, very well explain and useful!! On a side note my OCD is forcing me to comment that the fire color gradient should be the other way around, starting with a bright yellow and ending in red
@dev-worm
@dev-worm 6 месяцев назад
i guess youre right about the fire lol, glad it was helpful though! thanks!
@kilokoins1336
@kilokoins1336 16 дней назад
I was scare of that node but now i wanna see what things i can do with that, Thanks!!
@dev-worm
@dev-worm 15 дней назад
goodluck experimenting with it!! let me know how it goes!!
@hannahcanada892
@hannahcanada892 6 месяцев назад
For rain particles, I've seen several tutorials do it this way. None seem to catch that if you have a camera that follows the player, and the particles are emitted from just above that camera, the particles' lifespans will create a bunching effect when the player moves up/down too quickly. In tutorials where they're showing the weather effects in their games, you can sometimes catch this if you watch closely. Have you noticed this issue in any of your games? Any ideas for fixing it? One of the advantages of having the emitter follow the player camera is that only the particles that the player needs to see are being emitted. But I think I've played with every setting trying to eliminate the bunching effect with no luck so far. I imagine the key is somewhere in adjusting the particles' velocity, acceleration, or lifespan. I've also tried adjusting the size, shape and position of the emission box. While I can minimize the effect, I haven't been able to completely eliminate it. Maybe there's a way to adjust some of these values with code based on the player's movement but that seems really complicated for my level of math & coding skill for what is purely a visual 'nice to have'/polish element? I thought the obvious, easier solution might be to have the weather particles emit across the whole map instead of only for the player camera. It does eliminate the problem of particles visually bunching when the player changes vertical direction. However, it introduces a new problem if you want the rain drops to be slow (e.g. light rain as opposed to fast-moving, storm-like rain), and/or if you want your particles to have varying lifespans (e.g. some rain drops hitting the ground before others - as you mentioned in the video this can be added with some animations, etc.). If you want slow rain drops with variable lifespan and you emit them across the whole map, it will always rain more heavily in the top areas of the map compared to the bottom areas. So, do I make the emission box cover nearly the entire map? I feel very lost in the weeds. I never comment on RU-vid videos but I clearly need help lol I just don't want extra raindrops bunched together when my player moves up & down :')
@rafagleich2258
@rafagleich2258 2 месяца назад
Fecing the same issue. I really hope that someone will be able to help
@notrhythm
@notrhythm Месяц назад
the bunching effect seems inevitable if you have your particles following the player/camera because as the camera goes up while the particles are emitting, the next group of particles will emit a bit late. and when the camera is going down, the next group of particles will emit early(or even on top of the previous particles) causing the effect. emission box covering the entire should be bad for performance. i just got into using particles ig you can make a rainbox, and duplicate it across the map? this way you could also achieve varying levels of rain in different regions of the map. use gpuparticles, and tweak the drawing>visibility_rect property, so the particles are only active when the box is visible on screen. NOTE: this doesn't give the effect where the rain gets the horizontal velocity of the camera as it moves. edit: im using camera smoothening and limits so i had to make a script to update the position of particles manually to the true center using camerainstance.get_screen_center_position. this way i dont even need to attach my particle node to my camera. so i found a half baked solution to reduce the bunching effect for me. is by reducing the amount_ratio as the fall velocity increases. i do amount_ratio = 1 / 1.01 ^ camera_velocity if the fall velocity is greater than 0 which can be calculated by doing (current_camera_position - last_camera_position)/delta. since the max fall velocity in my game is set to 500. this works for me. going up too fast doesn't seem to cause any problems. one problem is you fall too fast, and beat the rain, there are no rain particles underneath you. so :/
@SomeonTakePiksel
@SomeonTakePiksel 7 месяцев назад
Thanks
@dev-worm
@dev-worm 7 месяцев назад
of course anytime! thank you so much!
@infiniteproduction1906
@infiniteproduction1906 Месяц назад
Were you in a rush when you've made this video ? There is no need to talk so fast :). Except that, great work and very clear, thanks.
@dev-worm
@dev-worm Месяц назад
sorry!! glad you were still able to get the information out of it!
@asd1-so5sl
@asd1-so5sl 2 месяца назад
Question, how do I change the asset for the rain? Meaning, instead of wanting it to rain, i want leaf fall some times during the gameplay. I've got the amount and gravity and things right. I also have a png leaf asset. But how do I change the circle/rectangle particles to leaves?
@Light1c3
@Light1c3 7 месяцев назад
Great video!!! Thank you so so much. I was hoping to know why you recommend CPU over GPU even when saying the GPU is more performant. What is your reasoning for picking the CPU for most tasks?
@dev-worm
@dev-worm 7 месяцев назад
just so everything is running on the CPU.. if we had a big game with a lot going on then most likely you'd use a GPU, so that your able to take some of the load off the CPU to in turn have the game run smoother.. because the CPU wont be over crowed if that makes sense. Ig if you really think about it.. it doesnt make to much of a difference.
@DrW1ne
@DrW1ne 2 месяца назад
Yo! You got any ways to save the particles ? Something like saving the blood particles on the floor and stuff like this. I'd really appreciate this!
@StepTheGlow
@StepTheGlow 3 месяца назад
ok bro i got a question which one should i use for android? cpuparticle or gpu?
@ritzenhauf
@ritzenhauf 7 месяцев назад
Need a full GPU particles run through
@ninepoundgames4377
@ninepoundgames4377 7 месяцев назад
Is there something initially you have to do in order to get the particle to "play" or show? From the jump when I add the CPUparticles2D, nothing is playing in my scene. I've checked and everything is visible and I have followed your setup for the explosion, but just not getting anything at all the show on the screen.
@ninepoundgames4377
@ninepoundgames4377 7 месяцев назад
As soon as you add the CPUParticles2D, you can see the particles start falling in your scene editor, I get nothing.
@Gorduuuuuu
@Gorduuuuuu 3 месяца назад
Just zoom in at more than 700% They will be there
@DaYooperDev
@DaYooperDev 7 месяцев назад
How would you get rid of that line that forms in your fire effect?
@marius35mm
@marius35mm 4 месяца назад
I would like to know also, because that is the only thing that makes it look not exactly like a real fire. Other than that it is very cool.
@Galeboy
@Galeboy 6 месяцев назад
"A sphere is going to have a sphere" DevWorm - 2023
@dev-worm
@dev-worm 6 месяцев назад
thats the best quote of the year lol
@user-po4kb2lw5t
@user-po4kb2lw5t 7 месяцев назад
I hope Godot becomes as powerful as Unreal someday.
@Frostbytedigital
@Frostbytedigital 7 месяцев назад
Id only be ok with godot being as "powerful" as unreal, if they split the engine to a 2d and 3d engine to keep editing my 2d games reasonable without all the 3d engine bulk.
@dev-worm
@dev-worm 7 месяцев назад
thats a good point @Frostbytedigital
@kongiQQ
@kongiQQ 7 месяцев назад
Can u make tut how to make pickaxe power? Like 10% pickaxe power mine wood, 20% pickaxe power mine stone( like a terraria)
@celsladroma8048
@celsladroma8048 7 месяцев назад
Why Godot don't upgrade into become number 1 game engine.. if he want to?? Ultra engine + Godot never happen why???
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