My 6 FAVORITE Godot 4.3 features

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  • Опубликовано: 12 сен 2024

Комментарии • 45

  • @kccs5263
    @kccs5263 28 дней назад +36

    One of my favorite things is physics interpolation

  • @ghb323
    @ghb323 24 дня назад +11

    godot is leveling up very frequently. So happy it becomes a home for former-unity indie devs. I can imagine how much they save when using that instead of expensive proprietary software.

  • @migats2160
    @migats2160 28 дней назад +8

    This video was recommended to me while I was watching a livestream of someone who had trouble updating their project. It couldn't have been a better timing.

  • @pastor8647
    @pastor8647 24 дня назад +2

    I would love to make a Game system request for a video down the line : SpellRogue!
    Specifically :
    - 3D Dice that are rolled every turn (ending a turn would reroll them).
    - Being able to Drag & Dropped said Dice in certain areas! Despawning them and for the face value of the Die to be usable as part of the specific Action.
    - Activating said Action by drawing a line from it into one of several targets.

  • @breh2716
    @breh2716 27 дней назад +9

    As of my knowledge, Godot devs already solved the audio probelm on web single thread builds, by adding a new playback property to the audio player node, it is now seamless

    • @mrelipteach
      @mrelipteach  27 дней назад

      Yes it was a problem going with a single thread but it's supposed to be fixed. I didn't try yet

  • @DUHRIZEO
    @DUHRIZEO 28 дней назад +7

    Oh the audio updates are so cool! One of my favorite things in games is adaptive audio. The synchronized node looks like it will make things like that so much easier.

    • @mrelipteach
      @mrelipteach  28 дней назад

      Totally agree!

    • @TechnoMichaSDL
      @TechnoMichaSDL 25 дней назад

      Seamless Loop in Samples Format can only set for WAV files. FMOD and Wwise are better

  • @viniciusantonio2253
    @viniciusantonio2253 27 дней назад +3

    My favorite one is definitely the nav mesh one, bringing the high level implementations closer to the performance and usability of the astar classes

  • @intranube
    @intranube 28 дней назад +2

    Awesome, thanks for your effort!

  • @Colorlavie
    @Colorlavie 28 дней назад +2

    Cool video ! Merci !

  • @razorback8300
    @razorback8300 23 дня назад +1

    Just a piece of advice but I think it would be good to showcase those features in the background video from Godot. As before you used footage from games like Ori when it wasn’t made in Godot

    • @mrelipteach
      @mrelipteach  23 дня назад +1

      I used Ori and Rayman because they're good display of parallax. Unfortunately I don't have a unlimited amount of time to find the perfect Godot example for everything.

    • @razorback8300
      @razorback8300 23 дня назад

      @@mrelipteach fair enough. That’s understandable

  • @sjsnzjsisj
    @sjsnzjsisj 4 дня назад +1

    this amising❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤

  • @BasementStudi0s
    @BasementStudi0s 28 дней назад +3

    howd u make ur ui orange?
    reminds me of halflife

    • @mrelipteach
      @mrelipteach  28 дней назад

      I modified the accent color in the project settings

    • @Sedokun
      @Sedokun 28 дней назад

      Editor Settings -> Interface -> Theme -> Accent Color

  • @ThunderPlayStudios
    @ThunderPlayStudios 28 дней назад +1

    Finally here. Been using beta.

  • @BlueOctopusDev
    @BlueOctopusDev 28 дней назад

    For the rendering pipeline examples, i you can create a ‘toon’ or ‘cel’ shader way more easily.

  • @Sans_VIP
    @Sans_VIP 19 дней назад

    They broke it in mobile now i can't add 3d model to my game and my project broke 😢

  • @longuemire748
    @longuemire748 28 дней назад

    Thank you for this video.

  • @AndrewHelgeCox
    @AndrewHelgeCox 28 дней назад

    There's a Vulkan SDK on ARM64 Windows 11 now but D3D12 is more widely supported it is true.

  • @alexanderstreng4265
    @alexanderstreng4265 28 дней назад

    Are compositor effects really just for 3D? My understanding was that since it is part of the WorldEnvironment node, you can create both 2D and 3D effects.

    • @mrelipteach
      @mrelipteach  28 дней назад

      Yes only 3D. world en is shared but most of the env features are only for 3D. 2D and 3D pipelines are not the same in Godot

  • @_gamma.
    @_gamma. 28 дней назад

    I wonder if that skeleton modifier can be used to make active ragdolls

    • @mrelipteach
      @mrelipteach  28 дней назад

      Yes 👍 But you'll have to code it. The modifier itself doesn't really do anything

    • @_gamma.
      @_gamma. 28 дней назад

      @@mrelipteach there’s a tutorial for active ragdolls on another channel 👀 with code available

    • @crimsondespair_9505
      @crimsondespair_9505 27 дней назад

      @@_gamma. link?

  • @njdarda
    @njdarda 27 дней назад +1

    what's the game at 3:00

    • @mrelipteach
      @mrelipteach  27 дней назад +1

      It's written at the bottom left! Engraving

    • @njdarda
      @njdarda 27 дней назад +1

      @@mrelipteach thanks!

  • @celsladroma8048
    @celsladroma8048 28 дней назад

    GODOT PRO are the best it going to compete with UNREAL Engine

  • @levi3970
    @levi3970 28 дней назад +1

    why are you mentioning old features of godot 3. this video is useless

    • @Phrate
      @Phrate 28 дней назад

      What are you talking about? These are new features from 4.3 that came out today

    • @Soremwar
      @Soremwar 28 дней назад

      @@Phrate They are salty that some of these things were available in Godot 3 but just now arrived on Godot 4

    • @mrelipteach
      @mrelipteach  28 дней назад +6

      Thank you for your kind comment, I wish you a good day 👍

    • @levi3970
      @levi3970 28 дней назад

      @@Phrate ability to fix dependencies was available since eons ago. are you gaslighting me?

    • @BlueOctopusDev
      @BlueOctopusDev 28 дней назад

      @@levi3970 before you could only fix resources and objects dependencies

  • @BlueOctopusDev
    @BlueOctopusDev 28 дней назад

    For the rendering pipeline examples, i you can create a ‘toon’ or ‘cel’ shader way more easily.