Your videos are the best Godot tutorials. Most tutorials just go on and teach a surface level approach, you actually show methods that could come handy in real projects. Your saving/loading tutorial especially, I expanded it myself and I'm fully using it in my game. You're the best by far.
I had already learned quite a bit of this from having to get a projectile to rotate around a point before switching into a homing state once it had its vector aligned with its target (real pain, definitely needed someone smarter to write it for me, but I understand it now). Always nice to have everything laid out in simple and plain terms though with great examples!
A new vid from my top favorite Godot YTers! Yihaaaaaaaaaaaa!!! How do you always find the right topics?? I can't excuse myself claiming to be a beginner anymore, but you always bring up stuff that I am really struggeling with!! Such a great, underrated channel !
My favorite godot teacher🤩. Your videos are very high quality. I've been trying to understand godot transform and this video comes at the right time. Your explanations are very easy to understand. Thank you for this video👍👍😊
Thank you so much for your amazing lessons and great attitude! I will forever appreciate what you have done and will find a way to help you out in return as soon as I get my career going! Thank you 🙏
The only thing is missing is how to limit look angles in 3D. Because currently it allows to look down at your feet, then further to look back while turned upside down, and all the way back to look forward again, full 360. Usually in 3D characters can't look lower than "down" and higher that "up".
This can be achieved by clamping the rotation for the pitch node. So just add a line after "pitch.rotate_x(-mouse_movement.y )" that does this, e.g.: pitch.rotation_degrees.x = clamp(pitch.rotation_degrees.x, -90, 0) This limits the pitch angle between -90 (overhead) and 0 (behind).
1. You can multiply basis by raw movement vector directly to get a direction (instead of multiplying each coordinate individually) 2. As far as I know, it's probably better to handle all the movement stuff inside _physics_process, because all the colliders are handled in physics frames, so if you do it in _process, you can get weird situations where objects visually and objects physically are not in the same place. However without proper physics interpolation you can have issues like that anyways...Essentially, I still don't know how to deal with that issue perfectly without rising the physics fps in the settings and if it's even possible in the latest version of Godot.
As you can see, this godotneer retarder only talks to people who lick his ass, not to those who contribute comments of value. I recommend unsubscribing from this egomaniac channel.
When it comes to keeping platforms upright: I would have the platforms separate from the beams all together, and add a script to move the platforms to "anchor" points on the beams. The reason may be deprecated, and I'm just being pedantic, but back in my day an attempt to rotate could mess with the physics calculations if you rely on those, cause things to vibrate. Probably doesn't happen in Godot, or any engine these days, but old habits die hard, and I think it's easier to understand instead of messing with angles.
I noticed you didn't have a transform combining section for 3D like you did for the 2D section. Do have any info on this? It is what I'm currently struggling with. Currently I have a raycast3D suspension vehicle and I'm trying to read the position change of a moving platform through the raycast3D so that I can add the transform to the vehicle. Thank you, it was such a great video. 🙏
I'm not sure I fully understand what you are trying to do here, so I can't really give any recommendation on this one. In general combining transforms in 3D works very much like in 2D, you just multiply two transforms to get the combination of both transformations, but I assume you figured out this much already. Maybe hop over to the Godot Cafe Discord and present your problem there: discord.com/invite/zH7NUgz .
@@godotneers I left a reply but seems like it didn't go through for some reason. But I have a different question about combining transforms. Can you only use multiplication when doing math between transforms?
36:03 "Something that we need in every 3D game is the camera." Actually... A 3D game could technically only use audio, or only provide information about the 3D world through a text console... 🙃
Your videos are the best Godot tutorials. Most tutorials just go on and teach a surface level approach, you actually show methods that could come handy in real projects. Your saving/loading tutorial especially, I expanded it myself and I'm fully using it in my game. You're the best by far.
1+ hour Godotneers vid? Hell yea! *grabs snacks and notepad*
The master is back!! I can't stress enough how high quality your videos are, and how much they help. So thank you!! And keep up the good work!! 😊
It's great to have a video about this. Figuring out 3D transforms on my own earlier this year nearly melted my brain.
I feel that one xD
It was so hard to conceptualize, especially with the terms like basis being thrown around 😂
Bro carefully picking the best topic to make videos and im all for it!
Thank you for these tutorials! I've been able to apply so much of what I've learned from you to my game, and it's been incredibly helpful!
Always a pleasure to learn with you and your videos !
Thank you for all your work !
I had already learned quite a bit of this from having to get a projectile to rotate around a point before switching into a homing state once it had its vector aligned with its target (real pain, definitely needed someone smarter to write it for me, but I understand it now). Always nice to have everything laid out in simple and plain terms though with great examples!
A new vid from my top favorite Godot YTers! Yihaaaaaaaaaaaa!!!
How do you always find the right topics?? I can't excuse myself claiming to be a beginner anymore, but you always bring up stuff that I am really struggeling with!!
Such a great, underrated channel !
Thank you so much for making this. Your style is very easy to follow and intuitive.
My favorite godot teacher🤩. Your videos are very high quality. I've been trying to understand godot transform and this video comes at the right time. Your explanations are very easy to understand. Thank you for this video👍👍😊
Thank you so much for your amazing lessons and great attitude! I will forever appreciate what you have done and will find a way to help you out in return as soon as I get my career going! Thank you 🙏
Amazing video as always
wow new episode! Ready to learn. Thank you
Thanks for the great tutorial. But one question: how did you learn these concepts? Are you a professional game developer or a Godot code maintainer?
God I love this channel.
Great video again 👏
Thank you for your amazing tutorials.
Awesome! Once again thanks for your valuable insights!
Another video! :D thank you!
Very BASED Big W for this!
thank you for your work
its a nice day when godotneers upload
yeeeeeeeeeees! nice one. ive been waiting for this :D
The only thing is missing is how to limit look angles in 3D. Because currently it allows to look down at your feet, then further to look back while turned upside down, and all the way back to look forward again, full 360. Usually in 3D characters can't look lower than "down" and higher that "up".
This can be achieved by clamping the rotation for the pitch node. So just add a line after "pitch.rotate_x(-mouse_movement.y )" that does this, e.g.:
pitch.rotation_degrees.x = clamp(pitch.rotation_degrees.x, -90, 0)
This limits the pitch angle between -90 (overhead) and 0 (behind).
Love your tutorials
As usual, legendary!
1. You can multiply basis by raw movement vector directly to get a direction (instead of multiplying each coordinate individually)
2. As far as I know, it's probably better to handle all the movement stuff inside _physics_process, because all the colliders are handled in physics frames, so if you do it in _process, you can get weird situations where objects visually and objects physically are not in the same place. However without proper physics interpolation you can have issues like that anyways...Essentially, I still don't know how to deal with that issue perfectly without rising the physics fps in the settings and if it's even possible in the latest version of Godot.
As you can see, this godotneer retarder only talks to people who lick his ass, not to those who contribute comments of value. I recommend unsubscribing from this egomaniac channel.
When it comes to keeping platforms upright:
I would have the platforms separate from the beams all together, and add a script to move the platforms to "anchor" points on the beams.
The reason may be deprecated, and I'm just being pedantic, but back in my day an attempt to rotate could mess with the physics calculations if you rely on those, cause things to vibrate.
Probably doesn't happen in Godot, or any engine these days, but old habits die hard, and I think it's easier to understand instead of messing with angles.
I noticed you didn't have a transform combining section for 3D like you did for the 2D section.
Do have any info on this? It is what I'm currently struggling with.
Currently I have a raycast3D suspension vehicle and I'm trying to read the position change of a moving platform through the raycast3D so that I can add the transform to the vehicle.
Thank you, it was such a great video. 🙏
I'm not sure I fully understand what you are trying to do here, so I can't really give any recommendation on this one. In general combining transforms in 3D works very much like in 2D, you just multiply two transforms to get the combination of both transformations, but I assume you figured out this much already. Maybe hop over to the Godot Cafe Discord and present your problem there: discord.com/invite/zH7NUgz .
@@godotneers
I left a reply but seems like it didn't go through for some reason.
But I have a different question about combining transforms.
Can you only use multiplication when doing math between transforms?
didn't get this notification, had to re-click the old bell.
Thank you for this video.
Tnx man i need that ❤
Please make video on shader coding and visual shader please And thank for every video all are so great
good shit
36:03 "Something that we need in every 3D game is the camera."
Actually...
A 3D game could technically only use audio, or only provide information about the 3D world through a text console... 🙃
Lets Gooo
I'm early this time!
Thank you. This is a very good tutorial.