This channel is going to explode. The concise explanations, the matter-of-fact delivery, the 'Scandinavian Method'... impressive. Very nice. A subtle bonus, but it's clear this content author is an amazing software engineer.
Thank you so much for your videos! It would be amazing if you could create a multiplayer tutorial, I believe it's one of the most challenging topics in game development. I think having you explain it would greatly benefit the community!
Thank you for staying out of the current spectacle Godot is going through right now. Whether this channel switches to a fork or stays with Godot, I will follow it.
Really great video. Especially the rain and considerations for performance and open worlds etc. Have you considered making a discord for your community. With your addon and high quality videos, we would love to discuss amongst ourselves and share in Godot.
Ah! Finally! A 3D tutorial, and more specifically, one that I am very lacking in! (I actually entirely forgot the first one so I'll have to review that first.) Side note (and a half): I did not notice that this had been posted. I don't know if I overlooked it in my feed or if youtube had not shown it to me, as it is sometimes wont to do. Had I not been wanting a refresher on your component video I might not have seen this for many weeks. I would make the suggestion of perhaps adjusting your thumbnails to be more apparent, but specifically as to what to change them by I do not know. It isn't as though the overly garish thumbnails that many other creators use would suit your style, but perhaps there is some form of adornment that could be added to your thumbnails to make them more distinct in the timeline? Your previous images with the artwork worked well for this purpose, though I imagine they clashed with the description of the video. I've seen people have some success with a splotch of color in the corner and their logo on top, the latter of which you've already done.
Yes the thumbnails are still something I'm a bit struggling with. I'm not a huge fan of those tabloid style thumbnails most videos seem to use, but I'll concede that the current state of affairs is less than desirable. I'll have a look into it.
Hi Godotneers! Love your content, and was thinking that one essential skill for Godot users is tilesets, grids, hex grids, and how to implement AStar2D.
Leaving a comment partly for the algorithm but also to ask if you have any plans to cover how to use C# with Godot. There are existing tutorials but yours are in a class of their own.
Well I wrote a larger Godot project in C# and while C# has some benefits especially when it comes to refactoring your code, I have returned to GDScript because its simply better integrated into the engine and just works on all platforms without any headaches. I might do something C# in the future but I have no immediate plans for this.
@@godotneers Thanks for the reply. I program in C# on a daily basis on other projects so that's why I want to use it in Godot as well. I have no plans on releasing my game on anything else but PC so that isn't an issue for me. I'm also coding in VS Code so even if you did do a tutorial on C# in Godot I suppose it wouldn't really be applicable to my situation anyhow. :)
You could further optimize your particle system to only emit in the FOV of the camera instead of the ring...although to your point it still might not make a huge difference :)
Note that the maximum terminal velocity _(given ordinary Earth gravity and air density)_ for a raindrop is ~10 meters per second, and proportional to the raindrop's size. _(higher gravity or reduced air density would cause this terminal velocity to be greater)_ It may be more desirable to have the rain particles _spawn with an initial downward velocity_ and _not be affected by gravity_ to emulate them falling at terminal velocity from higher above where the emitter actually is. Furthermore, instead of randomizing the initial _scale_ value, the *scale over velocity* curve can be fiddled around with to get the faster rain particles rendered as larger.
@@godotneers Glad to be of service. And while I'm at it, the splash particle can also be animated to bounce up a bit and back down, which I find to really improve the effect. Also, extra little detail, I prefer the alpha curve of the splash to very quickly fade in, then more slowly ease out as the splash expands further.
The project link in your table of contents seem to link the the first part in your series, the 2D part. Unless I am missing something I was unable to find the 3D Part 2 section. Hopefully it is just something I may have over looked.
@@godotneers Thank you for the prompt response. By the way, your videos are just excellent, and your voice tone and speed at which you teach is perfect. Initially I thought you were Sebastian Lague because you sound and teach just like him. Good luck in all your endeavors, and God Bless you.
I removed my comment, but now I am going to recomment on this: The bugs in the Godot are frustrating. It makes Godot look weak or a joke. Don't bother report them, they'll just argue with you or make lame excuses. If you want to fix engine bugs, you'll have to do it yourself. Unfortunately, even Unreal Engine users sometimes need to do this. IMO, if you make a tool, such as creative software, there is no room for slop or error. We are human and make mistakes; but if you don't own up to them, or refuse to listen to people when they tell you something's wrong, you don't deserve respect.
This is not my experience. Every bug I reported was quickly answered by a developer, sometimes even with a suitable workaround. The particle systems are pretty buggy right now and that is definitely frustrating, but Godot is run by a handful of maintainers on a shoestring budget and there is only so much a developer can work on every day. So fixing things yourself and sending a PR is actually something that is very helpful for the development of Godot.
@@godotneers Hi, can you please upload a beginner friendly TH-cam tutorial video. That teach you how to code and develop games using GD script. by illustrating step by step, how to code and make multiple games from different types and genres, by GD script and Godot. I will really appreciate it if you did this please. Sincerely
So glad you are still making videos! Your channel is invaluable to anyone getting started with Godot. Thank you.
Thorough
legend
best content about godot period, thank you so much for your hard work and effort!
The man, the myth, the Godotneer!
This channel is going to explode. The concise explanations, the matter-of-fact delivery, the 'Scandinavian Method'... impressive. Very nice. A subtle bonus, but it's clear this content author is an amazing software engineer.
Thank you so much for your videos! It would be amazing if you could create a multiplayer tutorial, I believe it's one of the most challenging topics in game development. I think having you explain it would greatly benefit the community!
The timing on this was perfect youre awesome man
Yeeeeeeesss! I’ve been waiting for this! Best day ever! I am glad you’re alive, I was getting worried 😂
Completely fantastic once again sir.
Engaging and informative, can't wait to try it out 👍
I cannot thank you enough for these tutorials!
Best Godot tuto channel
best godot channel
Authoritative
I missed this when it came out, cant wait to watch!
Giving a fast like so it climbs faster to recommended!
Exactly what I need! Thank you so much for sharing your knowledge with us ❤
I've been waiting for your tutorial! Thank you very much!
Oh I didn't realize there's a new video. I've been waiting for the 3d part, thank you!
Thank you so much for your videos. They're so helpful.
Thank you for staying out of the current spectacle Godot is going through right now. Whether this channel switches to a fork or stays with Godot, I will follow it.
OMG, all of your videos are awesome!
Top notch, as always! 👍
Really great video. Especially the rain and considerations for performance and open worlds etc. Have you considered making a discord for your community. With your addon and high quality videos, we would love to discuss amongst ourselves and share in Godot.
Yay he's back!
Thank for this
Great explanation! Thank you so much ❤
welcome back!
nice to see ya back. hope there will be more tutorials :)
Thank you for a good tutorial.
@30:52 congratulations, you've made a GTA Definitive Edition's rain in Godot😂
Ah! Finally! A 3D tutorial, and more specifically, one that I am very lacking in! (I actually entirely forgot the first one so I'll have to review that first.)
Side note (and a half): I did not notice that this had been posted. I don't know if I overlooked it in my feed or if youtube had not shown it to me, as it is sometimes wont to do. Had I not been wanting a refresher on your component video I might not have seen this for many weeks.
I would make the suggestion of perhaps adjusting your thumbnails to be more apparent, but specifically as to what to change them by I do not know. It isn't as though the overly garish thumbnails that many other creators use would suit your style, but perhaps there is some form of adornment that could be added to your thumbnails to make them more distinct in the timeline? Your previous images with the artwork worked well for this purpose, though I imagine they clashed with the description of the video. I've seen people have some success with a splotch of color in the corner and their logo on top, the latter of which you've already done.
Yes the thumbnails are still something I'm a bit struggling with. I'm not a huge fan of those tabloid style thumbnails most videos seem to use, but I'll concede that the current state of affairs is less than desirable. I'll have a look into it.
@@godotneers I wouldn't change much... sometimes we have to let things 'cook'.
Love you video. Please make a video about optimisation next
Hi Godotneers!
Love your content, and was thinking that one essential skill for Godot users is tilesets, grids, hex grids, and how to implement AStar2D.
My king is back!!!
Thank you very much. Show how to create flickering light from the torch.
Leaving a comment partly for the algorithm but also to ask if you have any plans to cover how to use C# with Godot. There are existing tutorials but yours are in a class of their own.
Well I wrote a larger Godot project in C# and while C# has some benefits especially when it comes to refactoring your code, I have returned to GDScript because its simply better integrated into the engine and just works on all platforms without any headaches. I might do something C# in the future but I have no immediate plans for this.
@@godotneers Thanks for the reply. I program in C# on a daily basis on other projects so that's why I want to use it in Godot as well. I have no plans on releasing my game on anything else but PC so that isn't an issue for me.
I'm also coding in VS Code so even if you did do a tutorial on C# in Godot I suppose it wouldn't really be applicable to my situation anyhow. :)
Video about character control system plz. Thanks
You could further optimize your particle system to only emit in the FOV of the camera instead of the ring...although to your point it still might not make a huge difference :)
Note that the maximum terminal velocity _(given ordinary Earth gravity and air density)_ for a raindrop is ~10 meters per second, and proportional to the raindrop's size.
_(higher gravity or reduced air density would cause this terminal velocity to be greater)_
It may be more desirable to have the rain particles _spawn with an initial downward velocity_ and _not be affected by gravity_ to emulate them falling at terminal velocity from higher above where the emitter actually is.
Furthermore, instead of randomizing the initial _scale_ value, the *scale over velocity* curve can be fiddled around with to get the faster rain particles rendered as larger.
These are some very useful tips, thanks a lot for sharing them!
@@godotneers Glad to be of service.
And while I'm at it, the splash particle can also be animated to bounce up a bit and back down, which I find to really improve the effect.
Also, extra little detail, I prefer the alpha curve of the splash to very quickly fade in, then more slowly ease out as the splash expands further.
Hey guy! I Just like your vídeos , is clear and easy to get! Could you do a vídeo about How to follow an instanciated object in a scene?
👍
The project link in your table of contents seem to link the the first part in your series, the 2D part. Unless I am missing something I was unable to find the 3D Part 2 section.
Hopefully it is just something I may have over looked.
Thanks for letting me know! I fixed the link in the video description, the correct link is: github.com/godotneers/particles-video/tree/3d
@@godotneers Thank you for the prompt response. By the way, your videos are just excellent, and your voice tone and speed at which you teach is perfect. Initially I thought you were Sebastian Lague because you sound and teach just like him.
Good luck in all your endeavors, and God Bless you.
you need a discord!!!
I'm hanging out a lot on the Godot Cafe discord: discord.com/invite/zH7NUgz
I removed my comment, but now I am going to recomment on this:
The bugs in the Godot are frustrating. It makes Godot look weak or a joke. Don't bother report them, they'll just argue with you or make lame excuses. If you want to fix engine bugs, you'll have to do it yourself. Unfortunately, even Unreal Engine users sometimes need to do this. IMO, if you make a tool, such as creative software, there is no room for slop or error. We are human and make mistakes; but if you don't own up to them, or refuse to listen to people when they tell you something's wrong, you don't deserve respect.
This is not my experience. Every bug I reported was quickly answered by a developer, sometimes even with a suitable workaround. The particle systems are pretty buggy right now and that is definitely frustrating, but Godot is run by a handful of maintainers on a shoestring budget and there is only so much a developer can work on every day. So fixing things yourself and sending a PR is actually something that is very helpful for the development of Godot.
@@godotneers
Hi, can you please upload a beginner friendly TH-cam tutorial video. That teach you how to code and develop games using GD script. by illustrating step by step, how to code and make multiple games from different types and genres, by GD script and Godot. I will really appreciate it if you did this please.
Sincerely