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GDQuest Q&A
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Добавлен 14 ноя 2022
On this channel, we answer your questions about game development and Godot in simple videos. Got a question we can answer in under 5 minutes? Ask away!
For more polished Godot content, check out the GDQuest channel!
For more polished Godot content, check out the GDQuest channel!
How can I use the remote transform to move along a path in Godot 4?
How to make a character follow along a path in Godot 4: ruclips.net/video/ENpCQUj371k/видео.html
Got a question about Godot or game development? Come ask on our Discord forum! discord.com/invite/CHYVgar
Got a question about Godot or game development? Come ask on our Discord forum! discord.com/invite/CHYVgar
Просмотров: 11 859
Видео
How to make a character follow along a path in Godot 4?
Просмотров 34 тыс.2 года назад
Got a question about Godot or game development? Come ask on our Discord forum! discord.com/invite/CHYVgar
How can I see all the nodes in my running game in Godot?
Просмотров 2,2 тыс.2 года назад
Christmas sale (50% off until 2022-12-31 at midnight): gdquest.mavenseed.com/courses/ with coupon code DISCOUNT50 Got a question about Godot or game development? Come ask on our Discord forum! discord.com/invite/CHYVgar
How do I learn Godot's GDScript programming language?
Просмотров 15 тыс.2 года назад
Christmas sale (50% off until 2022-12-31 at midnight): gdquest.mavenseed.com/courses/ with coupon code DISCOUNT50 Learn GDScript From Zero (free app): gdquest.com/learn-to-code-from-zero/ GDScript reference in the official docs: docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html Learn GDScript in Y minutes: learnxinyminutes.com/docs/gdscript/
Why is my weapon not shooting when I click?
Просмотров 3,8 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away!
When should you use the State pattern in Godot?
Просмотров 50 тыс.2 года назад
For an introduction to finite state machines, learning what they are, and learning two implementations in Godot 4, check out this guide: www.gdquest.com/tutorial/godot/design-patterns/finite-state-machine/ For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we c...
When should you optimize your game code?
Просмотров 10 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away!
Why does everyone say I DON'T need pooling in Godot?
Просмотров 19 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away! GDScript pro tips video: ruclips.net/video/Kt5leCS8e8M/видео.html
Should you use Godot 4 already? (Godot 4 beta)
Просмотров 12 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away! Bitbrain's Godot 4 devlog: ruclips.net/video/CFEZyQDSSNE/видео.html What's next for Godot 4: godotengine.org/article/release-management-4-0-and-beyond Learn to Code Fro...
What's the best file structure for Godot projects?
Просмотров 17 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away!
How do I draw in 2D in Godot? (the basics)
Просмотров 37 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away!
When should i use setter functions in Godot? (and what setter functions are)
Просмотров 6 тыс.2 года назад
For more curated gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away!
Should I use GDScript or C# in the Godot game engine?
Просмотров 62 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away!
What are shaders?
Просмотров 13 тыс.2 года назад
For more gamedev videos, subscribe to GDQuest: ruclips.net/user/gdquest Here, I answer your quick questions about Godot and game development in simple videos. If you have a question that we can answer in 5 minutes max, ask away!
Thanks, I thought i was crazy. Making a bullet hell game and hitting lag. Pooling time!
Am i correct to conclude that adding `@tool` alone wont give you realtime feedback in the editor, unless you add your code to the "_process" function?
Only monsters put opening brackets on a new line
Thanks for making this easy for me :)
How can I make it so the player input is what advances the progress of the movement? I need to let the player be able to move the object faster to score more point if they want
make a button that adds to the progress value of the path
I've been a dotnet developer since 2003 and a C# developer since about 2008, would you still recommend GDScript or would there be any benefit to using C#? I'm thinking about going the GDScript route just because of the reasons you stated about the reloading. Plus to my Godot Newb Eyes, the GDScript looks cleaner.
THANK YOU!
That grass looked so good, I need a tutorial
One pile of code makes prototyping a lot easier. Splitting it uo is for when you know what you want and can optimize for extensibility or perf
How can we create multiplayer lan game with peer to peer, host migration in godot 4
isn't it possible to generalise and putt he boilerplate in the playerstate class?
The C# version is now officially .NET version, I like learning new languages so I went for the GDscript version :)
I figured that I'd need object pooling especially when I tried to export tiny platformer project on android. Even small instantiating of pickup vfx caused severe fps drops. Once I replaced instantiating with pooling it fixed the drops
You can make a tutorial for rpg turn base game with cards like slay the spire please godot 4
nice video!!!
update don t work in gd 4 2
You need to use *'queue_redraw()'* in Godot 4. Also, you need to use *'@tool'* instead of just *'tool'.* Furthermore, you need to reload the scene or the project, otherwise *@tool* won't start taking effect. Lastly, I would put *queue_redraw()* into either *'_ready():'* or *'_process():'* - with process, you get the update automatically every frame (use *'@export'* for variables you wish to change). With ready, every time you toggle it manually.
I wanted to know just in case, but yh, it just made sense on paper to use GDscript as it is included in the godot install. With unity ans unreal you need an IDE and install the programming language the engine uses, otherwise you cant edit it.
Lua
oh hell yes
u could have dived a bit deeper... what u have done is barely scratched the surface... it is disappointing how the world is crumbling to mediocrity ..its everywhere...I am not a troll... just someone who is soooo disappointed with internet mediocrity of both creators and viewers everywhere... u could have created a dynamic line... or multiline... or multicoloured line...but nooooo... u just did what was just written on the doc...
As mentioned in every video description on the channel, the concept is answering a question in under five minutes. As you can see, just showing this already takes close to five minutes. Plus, it's explicit in the title that it's really about the basics. If you want to learn more, ask questions. That's the whole concept.
Or you could have understood the video's concept a bit better, Ashish.
Dropped frames isn’t the only concern that pooling addresses. There’s also heat and (perhaps the most important) energy usage. Games are played on a variety of portable PCs and on mobile phones. Even if pooling won’t affect your frame rate at all, it still could affect battery life.
That's a good point, thanks. If the game is for mobile and you're doing something like a bullet hell where you have tons and tons of instances being cleaned up all the time, this could have a little impact. Though when you reach that point, probably you don't want the overhead of a scripting language. I'd be curious to see the results if someone measured the energy draw with and without something like pooling. I suspect the difference may be quite small, but it's hard to know for sure without measuring it. I think in general, when you use a big general purpose engine for something like a 2D game on mobile, with a scripting language, it's hard to be super efficient if the game is a bit demanding. You pay some overhead for the flexibility and ease of use.
Good perhaps for combat with a ton of combos like those in fighter games
Creo que puedo usar este tipo de funciones para crear una escena "npc" sin sprite ni texto de diálogo, exportar estas propiedades al padre y poder crear copias de la escena que puedan ser editables desde los niveles.
Thank you for the excellent video. As a programmer with 50 years of experience, I must say that we have lost touch with algorithms in the sense I discuss in my articles on Medium: "Bagels and Muffins of Programming or How Easy It Is to Convert a Bagel into a Black Hole" Thinking algorithmically and living in an algorithm-centric world of software engineering, creating muffin-like programs, is now the domain of a few solitary individuals. Today's programming world increasingly focuses on a code-centric approach, where algorithms are not seen as separate entities. This shift has led to significant changes in how we develop and maintain software. There was a time when algorithms were at the heart of any program, providing a clear and understandable structure for development. They helped us build logical and efficient solutions. However, with the rise of high-level programming languages and frameworks, the emphasis shifted to quickly writing code and implementing new features, often at the expense of structured algorithmic thinking. Nowadays, we often encounter bagel-like programs where the code exists separately from the algorithm, creating internal inconsistencies and maintenance difficulties. In such conditions, achieving stability and reliability in software becomes challenging. Returning to an algorithm-centric approach and creating muffin-like programs, where the algorithm and code are integrated, can significantly improve the quality of software. This will not only simplify testing and maintenance but also allow for more flexible and resilient systems. I hope more developers will begin to recognize the importance of algorithms and move towards a more structured and meaningful approach to programming. Only in this way can we create software that is reliable, understandable, and easy to maintain.
that project with the swordsman looks fantastic exactly how i want my game to be like Dead Cells care to make tutorials on that proj?
Where is the best performance Unity or Godot?
This was exactly what I needed, thank you so much! Very clear explanation!
A quick question while I'm here - do you know if there is also a way to clear the path again via code? Thanks! :)
The script doesn't work. And I tried it in Godot 4 and Godot 4.2.
tp code in gdscript and then c# recode wgen satisfied ?
lol this is easy if all of your code is in one scene but if you have your character as a separate scene you cant reference the path node even if you define it as a global variable in a separate global script
At runtime, everything ends up as nodes in a big tree, so you just have to know how to access the nodes you need. Though sometimes, like for following a path, you don't necessarily even need to get a reference to the node. Here are two examples: - For detecting a predefined path for a character to walk along, you could use an area attached to the character and another at the start of the path to detect when to start walking along the path. - You could use a navigation region node to tap into the pathfinding system of the engine and generate a path for the character to follow. You would then feed the points produced by the navigation system into the curve resource of your path node.
Wait, but if I use C#, only the C# classes are subject to GC? The default GD nodes should behave as usual, so why frame freezes? Or if I add C# script, it recreates whole node in C#?
How do you draw a triangle using GDScript? EDIT: I figured it out later using draw_polygon or something like that.
Another reason why object pooling is useful is that allocating and freeing memory can create fragmentation in your memory allocator. Basically the allocator keeps track of memory that can allocate, and every time you go to allocate a chunk of memory the allocator has to search the block of ram it has set aside for allocation for a chunk that is free and of the size you are wanting to allocate. This search can get longer and result in slow downs in the allocator that can be noticed if you are trying to reach high frame rates or allocating/deallocating a lot of memory each frame. Object pooling gets around this by not having to allocate or deallocate. To be clear, this has nothing to do with garbage collecting memory allocators. Another optimization that can be used in languages that expose the capability, is to create your own memory allocator. Typically this is a fixed block size allocator. If you are going to be allocating a lot of objects of the same size (and you have control over the size), then you can make every memory allocation through that manager the same size. This makes it very fast for the allocator to find the next free allocation.
Why doesnt unity intergrate c# ?
GS script surely looks ugly and Pascal like. C# looks closer to C/C++ we all know and love. And you can copy-paste most code without change.
sophia looks so silly when walking in a cricle hehe
How do we make it stop and go? I mean here it's always moving. How do we make it stop, then move to the next location?
I would like to see the code/script attached to Sophia, please. Also... how would you make an array of "Path3D's" ? and assign lets say Array[5], to Sophia ? The array would have several various paths. Circle, Square, Straight line, etc...
this creator is super helpful and nice! if your new and want to learn godot, this creator has an interactive course.
HOT RELOAD??? SAY NO MORE BROTHER
The update() function has been renamed queue_redraw() in Godot 4. For me it doesn't draw the line in the editor, even though I added @tool at the top of the script and toggled visibility...
Isn't it _process
Because you need to reload the scene for it to start updating in editor. If that doesn't work, reload the whole project. And for something simple liek this, I would put queue_redraw() into the _process() function and use @export for variables I want to change.
@@Vegan_Kebab_In_My_Hand Oh I see, I'll have to try it again some day. :)
0:07 How to make or this technique what called, thank you.
Is this also how I snap the character to the path if it was previously not on that path? I want a mixture of traditional wasd movement and then "railroading" where the character only advances along a path with w and s
I think this might be what I need. It always takes a tremendous amount of brain gymnastics and out of the box thinking to find what kind of mechanic best describes the thing I want to achieve, so looking for tutorials always takes longer than the game mechanic itself
I feel that in my bones. Someone needs to make a Human to Documentation translation site. Or just have better tags/indexing in the doco.... I cant express how much I hate tech doco.
@@403gtfo that's what ai was supposed to do, but instead it just steals art and chews it up and spits it back out at us. Maybe in a few years when we've gotten over the hump, ai will be able to actually do that for us
@@JayFolipurba Its 50/50 imo. Ai will either come good (but there are so many social issues that will have to be sorted out) or go the way of crypto, full of scams and a giant waste of tech potential that was over hyped and crammed into everything, even things that didnt need it. I lean towards the latter.
Public service announcement: For anyone watching this, I would recommend ignoring this video entirely, there are so many layers if misunderstanding, the vid doesn't capture the fundamentals of what a state machine is, godot doesn't implement actual finite state machines, what they are and their benefits/tradeoffs are not mentioned.
i think its a non issue since godot builds incredibly quickly, if this was unity a sizable project could sometimes take an entire minute to start
Thank you! I had the placements reversed and was putting the transform on the target rather than the source. (edit: 75 seconds in and you've earned a sub. )
Thanks fo the help!
There are countless of c# tutorials/discussions/solutions online. GDScript sounds awesome but, as someone who does native mobile, web and desktop applications l, etc, I just cant slow down/pause on C#. Hopefully it improves in the future, I'm just gonna focus on trying to get more into godot.
A tilt handle feature was added that causes minor problems! It shows up directly above the point. When viewing directly above, you can't shift drag the control points. I use Alt+7 to view the point from the bottom, at least to drag out the curve points far enough to edit from above normally. @GDQuest Q&A
This was a LIFE SAVER, thank you!!!