The open-source Third Person Shooter demo used in this video is out now! Download it here: gdquest-demos.github.io/godot-4-3d-third-person-controller/ GitHub repository: github.com/gdquest-demos/godot-4-3d-third-person-controller Disclaimer: Godot 4 is still in beta at the time of posting, and various Godot 4 beta releases are known to break some visual aspects of the demo (especially animations). It currently works best with Godot 4 beta 8.
In the X11 demo there are missing textures. I think it's a Godot export bug. Sometimes I have to export the game twice before it will work as intended. I'm on Xubuntu 20.04 with the propietary NVidia 515 drivers. I've not any problems with any other 3D apps.
Still wish actual raytracing was an option, but this is definitely as good as one should need in practice. Great new feature! Only missing effect is motion blur, really unfortunate this wasn't also added in by default.
SDFGI is awesome. It's like poor man's ray tracing, but it works on older hardware and doesn't cost that much performance. I wish you showed advanced SDFGI settings in this video, but granted it's a Beta release, things might change. Although I'd like to see a video on graphics settings optimization in the future. Cheers from Ukraine! Thanks:D
@@aurin_komak I was able to run it on Intel Uhd620 graphics card. Albeit, with really big compromises and just barely at 60fps in a very simple project. So I'd imagine something like Nvidia GT1030 to be an appropriate hardware for running SDFGI, if you dial the settings a bit, and GTX1070 if you really want to push the quality. Still, I've tried it in an alpha stage, and I hope the performance will further improve a bit, so we'll be able to make good looking projects with dynamic lighting and global illumination that run on GTX1060 level cards.
@@saul8510 I wonder if they'd fix 2D post-processing in 4.0 I guess not, so yeah, it seems like 4.x would be the go-to option instead. But let's remember that it's all open source and public, and those contributors are amazing people, so let's just let them take their time building this awesome engine :)
At 2:54 the information is wrong, the white value isn't to add more brightness, it is to avoid the clamping and lowering it bellows 1 adds even more clamping. The higher the value the better it is for a better HDR lighting. When we set the tonemapping to Linear it can't go above 1. Also filmic tonemapping is mostly used for movies, ACES is used for games, this is the default tonemapping in Unreal Engine, it creates more contrast and for a stylized game like this it would be the best.
Most recently, I chose Unity for 3d mobile game development, but I love Godot. At the end of 2021, I heard that the final 4 version of this engine will be released soon. But so far only version 3.5 is available. I will continue to follow the development of Godot Engine. Thank you!
The Beta of Godot 4 is actually available to download on the website we are currently on Beta 14 and we're quickly getting close to RCs(release candidates)
@@VsevolodPankratov If you wish, you can write in c #. Just download the mono version. As for learning gdscript, if you can understand c#, you can definitely use gdscript. As that language has a lot of intergration with godot as a whole thus really great to work with.
@@VsevolodPankratov GDScript is an easier language to learn and its fully integrated into the engine but its a bit slower than C#. You can use C# by downloading the Mono version of Godot but you have to use an external editor such as VS Code
@@DevDev-dm3st Thank you! Is it possible to fully use Godot now to develop a 3D mobile platform game for Android and iOS? Last year I heard that Vulkan was supposed to be added to this engine. And is it easy to embed ads in Godot Engine? I love that Godot doesn't have a logo when the game starts.
Godot always looked really cool, I've been watching godot videos since ever and never made a game. I've never got into programming, I wish I could make games by just talking to the PC and telling what I want xD
I would love to see a tutorial about how to make terrain with different materials like you have at the beginning (dirt spot with no grass texture). Im used to the Unity terrain, where you got brushes, but i dont know how that works in Godot
Still wish actual raytracing was an option, but this is definitely as good as one should need in practice. Great new feature! Only missing effect is motion blur, really unfortunate this wasn't also added in by default.
Godot 4 adds temporal anti-aliasing and motion vectors, the two base technologies required for motion blur. A contributor could step up to implement it. If not, it'll likely come with a future Godot 4 release.
@GDQuest Ooh motion vectors are added now? Does that mean it's theoretically possible to implement image reconstruction techniques similar to DLSS and FSR2?
Question, when it comes to implementing a minigame (Godot stable) how does one go about setting it via a singleton where when the mini game in question ends the previous game resumes for example the minigames in the Yakuza series.
I made a game on Godot 3.5 version And i made a 2D game Where i created a plane on Area 2D node And i created a gameplay button to control my plane in game for PC by using keyboard. But i want to be in control of my plane in game on Touchscreen . How can I do this !?
Hi! Could you guys do a video on "Scene instances as a design language", we have a exemplo on the docs but it doesn't go much deeper and leaves us with some doubts...
I just reported this to my teammate, in the meantime you can download the source code on github: github.com/gdquest-demos/godot-4-3d-third-person-controller
It's a wonder all the subtle changes in the lighting and those not so subtle... But now the question would be: at what cost in performance will have to pay for that brilliant setting? I mean for old devices obviously. Since I know Mr. Linietsky have in his vision for Godot 4 full support to new and old devices, including mobile. Is this setting something we could try in an old pc?
@@Gdquest Yea for me for example in my IGPU, it runs at 60fps with other effects turned on. The main issue comes when you move in the scene, it drops a lot the fps, same seemed to happen with mid to high end gpus. Prob as juan said before in 4.1 it will be fixed an include dynamic support, with better perfomance.
I'm on a gtx 750 ti, my cpu is barely being used while the gpu is at max usage when SDFGI is on without it enabled, I get about 140 fps (a bit lower in full-screen obviously) and when it's enabled, I get about 80 fps also SSIL takes about 10-15 fps off I also found out that everytime I leave the set max distance, I have horrible frame drops (probably what the other guy here was talking about) I just increased the max distance to 200 and now everything is within the gameplay area so it doesn't have to recalculate anything lol
Hello, Could you make a video about importing 3d models (just props and animated characters as well) from Blender. Because I am running into problems where my models are textureless after import and all videos are showing godot 3.5 or earlier versions.
For myself I export the texture images separately and reconstruct the material in-engine. The export options for materials/textures is kinda bad right now imo.
I would like to understand when should someone work with Godot on 3D games. I mean, on 2D games, for me, Godot is by far the best tool. It is simple, it is fast, it is light, it is free. But when talking about 3D, wouldn't it be better to work with Unreal Engine 5 or Unity 3D? Yeah, both of them are not actually free, but you'll need to pay once you got a lot of money from your game. Can you explain it to me the advantages of using Godot over other Engines on 3D games?
A few things: Godot is open source, neither of those other engines are Godot is like less than 100 mb, unity is close to 20gb, unreal is over 100gb Godot is actually usable on low end hardware Plenty of people prefer Godot's node system over the other engines architectures, same for GDscript over C# and C++/Blueprints All of which ***heavily*** overweigh the other engines advantages in 3D, which are basically "slightly better physics and better lighting", to a lot of people
@@alicethetransdalek7333 well,slightly... Not by a lot unity and unreal have stronger physics engine. Unity has havok and unreal chaos, which godot physics are still buggy and will perfomance problems.
I think the demo project in the video demonstrates pretty clearly that Godot is perfectly capable of producing quality 3D games. No one is making the next GTA in Godot but then, no indie dev is making the next GTA period. As for *when* to use it, err, when you want to make a 3D game? Godot is still simple, fast, light and free for 3D, those advantages still exist over it's competition. Really you're just missing out on some easier visual fidelity and asset stores, things that are still those engine's advantages in a 2D environment as well.
very cool! i have one question: how you've textured this world/level? are you using an 8k texture to make it not look blurry or pixelated since this object is bigger than the others?
No, he is using a splatmapping terrain (that has it's own custom splatmap shader), they are available in the Godot Asset library (store) as plugins and the 3d parts of the "terrain" are some 3d models from what I can tell.
i made 3d game in godot 3.5.1 and export apk, but not working in mobile. splash screen open and app has been stopped, 2d game working properly but 3d game not working in mobile (snapdragon, adreno) ,i will try single cube and camera but same result. please help what i do
@OfficialGDQuest what is your telegram channel please tell and how to i run 3d game in my device,the "blast space " game by qubyt, its made in godot , and it's working properly on my mobile, if 3d game but how it's working in my mobile, but i make 3d game in godot not working in my mobile
totaly unrelated, but i am out of ideas where to look for the answer: in 3.5.1 i used this: coins_label.text = String(_PlayerStats.coin_count) + "/" + String(max_coins) to set the text of a label an it worked fine, but in in 4.0 rc5 i get the error: No constructor of "String" matches the signature "String(int)" i searched pretty long why it dosen't work, but whitout any clues. thanks in advance for any help.
The open-source Third Person Shooter demo used in this video is out now! Download it here: gdquest-demos.github.io/godot-4-3d-third-person-controller/
GitHub repository: github.com/gdquest-demos/godot-4-3d-third-person-controller
Disclaimer: Godot 4 is still in beta at the time of posting, and various Godot 4 beta releases are known to break some visual aspects of the demo (especially animations). It currently works best with Godot 4 beta 8.
In the X11 demo there are missing textures. I think it's a Godot export bug. Sometimes I have to export the game twice before it will work as intended. I'm on Xubuntu 20.04 with the propietary NVidia 515 drivers. I've not any problems with any other 3D apps.
Still wish actual raytracing was an option, but this is definitely as good as one should need in practice. Great new feature! Only missing effect is motion blur, really unfortunate this wasn't also added in by default.
this is a really good demo, everything just looks a hundred times better than 3.5, especially the consistent looking shadows
Can you make a video on how to have this nice waving grass in Godot 4? And the tools you used to paint the vegetation.
SDFGI is awesome.
It's like poor man's ray tracing, but it works on older hardware and doesn't cost that much performance.
I wish you showed advanced SDFGI settings in this video, but granted it's a Beta release, things might change.
Although I'd like to see a video on graphics settings optimization in the future.
Cheers from Ukraine! Thanks:D
i wonder if it runs on my laptop
@@aurin_komak I was able to run it on Intel Uhd620 graphics card.
Albeit, with really big compromises and just barely at 60fps in a very simple project.
So I'd imagine something like Nvidia GT1030 to be an appropriate hardware for running SDFGI, if you dial the settings a bit, and GTX1070 if you really want to push the quality.
Still, I've tried it in an alpha stage, and I hope the performance will further improve a bit, so we'll be able to make good looking projects with dynamic lighting and global illumination that run on GTX1060 level cards.
@@ДмитроНечай-с9о yea same happened to me the problem is when you move, it lags a lot. that will sadly be fixed in 4.1 only prob
@@saul8510 I wonder if they'd fix 2D post-processing in 4.0
I guess not, so yeah, it seems like 4.x would be the go-to option instead.
But let's remember that it's all open source and public, and those contributors are amazing people, so let's just let them take their time building this awesome engine
:)
At 2:54 the information is wrong, the white value isn't to add more brightness, it is to avoid the clamping and lowering it bellows 1 adds even more clamping. The higher the value the better it is for a better HDR lighting. When we set the tonemapping to Linear it can't go above 1. Also filmic tonemapping is mostly used for movies, ACES is used for games, this is the default tonemapping in Unreal Engine, it creates more contrast and for a stylized game like this it would be the best.
Most recently, I chose Unity for 3d mobile game development, but I love Godot. At the end of 2021, I heard that the final 4 version of this engine will be released soon. But so far only version 3.5 is available. I will continue to follow the development of Godot Engine. Thank you!
The Beta of Godot 4 is actually available to download on the website we are currently on Beta 14 and we're quickly getting close to RCs(release candidates)
@@Chevifier Thank you for your reply! Are GDScript and C# (Unity) similar in terms of complexity to writing game code?
@@VsevolodPankratov If you wish, you can write in c #. Just download the mono version. As for learning gdscript, if you can understand c#, you can definitely use gdscript. As that language has a lot of intergration with godot as a whole thus really great to work with.
@@VsevolodPankratov GDScript is an easier language to learn and its fully integrated into the engine but its a bit slower than C#. You can use C# by downloading the Mono version of Godot but you have to use an external editor such as VS Code
@@DevDev-dm3st Thank you! Is it possible to fully use Godot now to develop a 3D mobile platform game for Android and iOS? Last year I heard that Vulkan was supposed to be added to this engine. And is it easy to embed ads in Godot Engine? I love that Godot doesn't have a logo when the game starts.
In my opinion you can do so much more in 3d in less effort than 2d
yeah but it gets messy quickly
@@aurin_komak but it’s worth it
@@thef1rst1 no not really
It adds another dimension to game development
This is objectively wrong. Look at all the top rated indie games on steam. How many of them are 3d? Not many.
Godot always looked really cool, I've been watching godot videos since ever and never made a game. I've never got into programming, I wish I could make games by just talking to the PC and telling what I want xD
Great little tutorial, I know I’ll be referencing it in the future!
I would love to see a tutorial about how to make terrain with different materials like you have at the beginning (dirt spot with no grass texture). Im used to the Unity terrain, where you got brushes, but i dont know how that works in Godot
Yeah same for me, in other engines I have always used a brush tool, but really cant figure out a good solution for Godot
Still wish actual raytracing was an option, but this is definitely as good as one should need in practice. Great new feature! Only missing effect is motion blur, really unfortunate this wasn't also added in by default.
Godot 4 adds temporal anti-aliasing and motion vectors, the two base technologies required for motion blur. A contributor could step up to implement it. If not, it'll likely come with a future Godot 4 release.
@GDQuest Ooh motion vectors are added now? Does that mean it's theoretically possible to implement image reconstruction techniques similar to DLSS and FSR2?
@@QWERTYCommander Yes, and there are proposals to implement various upscaling technologies, though no fixed plan that I know of.
That little robot is to unique looking! I love it!
Ah, yes, the "Make everything look beautiful" button
Can you make a video explaining new 3d animation tree node and how to use it to combine and switch between animations?
Can you make a tutorial about new 2d skeleton features? really cant wait to use them but dont understand how.
Question, when it comes to implementing a minigame (Godot stable) how does one go about setting it via a singleton where when the mini game in question ends the previous game resumes for example the minigames in the Yakuza series.
Nice, will you do a 3d tutorial?
I made a game on Godot 3.5 version
And i made a 2D game
Where i created a plane on Area 2D node And i created a gameplay button to control my plane in game for PC by using keyboard.
But i want to be in control of my plane in game on Touchscreen .
How can I do this !?
Error at (39, 30): Cannot infer the type of "next_location" variable because the value doesn't have a set type.
Hi! Could you guys do a video on "Scene instances as a design language", we have a exemplo on the docs but it doesn't go much deeper and leaves us with some doubts...
Your Source-Code on Github has no ".godot" file. What should I do with it, without the ".godot" file?
If it has the project.godot file, then that's what it needs. .godot (the directory) is not necessary.
I just reported this to my teammate, in the meantime you can download the source code on github: github.com/gdquest-demos/godot-4-3d-third-person-controller
It's a wonder all the subtle changes in the lighting and those not so subtle... But now the question would be: at what cost in performance will have to pay for that brilliant setting? I mean for old devices obviously. Since I know Mr. Linietsky have in his vision for Godot 4 full support to new and old devices, including mobile. Is this setting something we could try in an old pc?
This is for mid to high end devices. Whether you could try with an old PC: it depends on how old. If Vulkan is supported sure.
@@Gdquest Yea for me for example in my IGPU, it runs at 60fps with other effects turned on. The main issue comes when you move in the scene, it drops a lot the fps, same seemed to happen with mid to high end gpus. Prob as juan said before in 4.1 it will be fixed an include dynamic support, with better perfomance.
@@Gdquest Thanks! It is all about testing, though I'd rather try it when the full version or 4.1 comes out.
@@saul8510 Thank you!
I'm on a gtx 750 ti, my cpu is barely being used while the gpu is at max usage when SDFGI is on
without it enabled, I get about 140 fps (a bit lower in full-screen obviously)
and when it's enabled, I get about 80 fps
also SSIL takes about 10-15 fps off
I also found out that everytime I leave the set max distance, I have horrible frame drops (probably what the other guy here was talking about) I just increased the max distance to 200 and now everything is within the gameplay area so it doesn't have to recalculate anything lol
Hello, Could you make a video about importing 3d models (just props and animated characters as well) from Blender. Because I am running into problems where my models are textureless after import and all videos are showing godot 3.5 or earlier versions.
For myself I export the texture images separately and reconstruct the material in-engine. The export options for materials/textures is kinda bad right now imo.
Do you export as gltf? I have blender to Godot working fine with basic textures
I would like to understand when should someone work with Godot on 3D games.
I mean, on 2D games, for me, Godot is by far the best tool. It is simple, it is fast, it is light, it is free.
But when talking about 3D, wouldn't it be better to work with Unreal Engine 5 or Unity 3D?
Yeah, both of them are not actually free, but you'll need to pay once you got a lot of money from your game.
Can you explain it to me the advantages of using Godot over other Engines on 3D games?
A few things:
Godot is open source, neither of those other engines are
Godot is like less than 100 mb, unity is close to 20gb, unreal is over 100gb
Godot is actually usable on low end hardware
Plenty of people prefer Godot's node system over the other engines architectures, same for GDscript over C# and C++/Blueprints
All of which ***heavily*** overweigh the other engines advantages in 3D, which are basically "slightly better physics and better lighting", to a lot of people
@@alicethetransdalek7333 well,slightly... Not by a lot unity and unreal have stronger physics engine. Unity has havok and unreal chaos, which godot physics are still buggy and will perfomance problems.
@@3DPrefabs because.... Arguments?
I think the demo project in the video demonstrates pretty clearly that Godot is perfectly capable of producing quality 3D games. No one is making the next GTA in Godot but then, no indie dev is making the next GTA period.
As for *when* to use it, err, when you want to make a 3D game? Godot is still simple, fast, light and free for 3D, those advantages still exist over it's competition. Really you're just missing out on some easier visual fidelity and asset stores, things that are still those engine's advantages in a 2D environment as well.
i like godot's work environment
very cool!
i have one question: how you've textured this world/level? are you using an 8k texture to make it not look blurry or pixelated since this object is bigger than the others?
No, he is using a splatmapping terrain (that has it's own custom splatmap shader), they are available in the Godot Asset library (store) as plugins and the 3d parts of the "terrain" are some 3d models from what I can tell.
Late response, but I’m pretty sure it’s tiled textures being masked by vertex colors. Think they call it splatmapping
What light settings do you have on the directional light? My scene always gets super dark or washed out
I wish we finally have Godot 4 production ready.
it isn't yet It a beta.
@@saul8510 it is in Beta. Version 14 to be precise.
i made 3d game in godot 3.5.1 and export apk, but not working in mobile. splash screen open and app has been stopped, 2d game working properly but 3d game not working in mobile (snapdragon, adreno) ,i will try single cube and camera but same result. please help what i do
@OfficialGDQuest what is your telegram channel please tell and how to i run 3d game in my device,the "blast space "
game by qubyt, its made in godot , and it's working properly on my mobile, if 3d game but how it's working in my mobile, but i make 3d game in godot not working in my mobile
Thanks yall.
game changer
"Con-TENT" means satisfaction You want to say "CON-tent".
totaly unrelated, but i am out of ideas where to look for the answer:
in 3.5.1 i used this:
coins_label.text = String(_PlayerStats.coin_count) + "/" + String(max_coins)
to set the text of a label an it worked fine, but in in 4.0 rc5 i get the error:
No constructor of "String" matches the signature "String(int)"
i searched pretty long why it dosen't work, but whitout any clues.
thanks in advance for any help.