Everything to Know About PARTICLES in Godot 4

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  • Опубликовано: 21 окт 2024

Комментарии • 75

  • @PunCala
    @PunCala 10 месяцев назад +52

    Just a note: CPUParticles is being put on indefinite hiatus in Godot. They stated in "State of particles and future updates" that "From Godot 4.2 onwards, new features for CPUParticles will not be accepted unless they have a counterpart in GPUParticles. However, contributions to bring CPU particles to feature parity are welcome."

    • @bjrneoma3046
      @bjrneoma3046 9 месяцев назад +2

      Good to know! Thanks for adding this comment :)
      I had no idea which one I should use, but now I'll stick with GPUPatricles.

    • @betadyne9559
      @betadyne9559 7 месяцев назад

      @@bjrneoma3046 You can add textures to GPU particles which unlocks many, many more possibilities, like having pixel-art explosions using GPU particles (see this : ruclips.net/video/F1Fyj3Lh_Pc/видео.html)

    • @Anon-te6uq
      @Anon-te6uq 3 месяца назад +2

      GPU particles seem pretty half baked by comparison tho. There isnt any of this stuff like scale, gravity, initial velocity, etc.

    • @Dunkable
      @Dunkable 3 месяца назад

      Yes there is ​@@Anon-te6uq

  • @no2309TM
    @no2309TM 10 месяцев назад +19

    your videos are the only ones that work for me! and i think its because of the way you teach, you take your time and show it all in a readable manner. great video!

    • @dev-worm
      @dev-worm  10 месяцев назад +2

      happy to hear that! thank you so much!

    • @HippocritterXD
      @HippocritterXD 10 месяцев назад +1

      Ikr, his method really sticks, I love it

  • @marius35mm
    @marius35mm 7 месяцев назад +22

    Thank you for the content! This is pure gold!
    IT CAN BE APPLIED TO 3D EXPLOSIONS in GODOT!!!

    • @dev-worm
      @dev-worm  7 месяцев назад +2

      Ooo happy to hear!! thank you so much!

  • @HippocritterXD
    @HippocritterXD 10 месяцев назад +5

    This is great, I always wanted to know how to do particles in this engine, thanks for the tutorial

  • @peruihbe
    @peruihbe 10 месяцев назад +7

    thanks for the tutorial matte, we need more tutorials like yours!

  • @AllFridges-fj1wi
    @AllFridges-fj1wi 6 месяцев назад +3

    Good tutorial - most useful I've seen on this, making it clear the impact of each setting - thanks!

    • @dev-worm
      @dev-worm  6 месяцев назад +1

      glad it was helpful! thanks!

  • @Memose2
    @Memose2 10 месяцев назад +3

    Thanks for the awesome tutorial I am learning new thing every day 😁

    • @dev-worm
      @dev-worm  10 месяцев назад

      so happy to hear that! thank you!

  • @joshuatuinder8373
    @joshuatuinder8373 8 месяцев назад

    Dang. This was very simple and well laid out. I thought particles would be difficult but you made it look simple.

    • @dev-worm
      @dev-worm  8 месяцев назад

      so glad they are simple! thanks, glad i was able to help!

  • @toddkronenberg4126
    @toddkronenberg4126 Месяц назад

    Great video. I assumed particles would be scary but now I see it isn't and you just have to play around with the settings to get the effects you want!

  • @The_Licanu
    @The_Licanu 2 месяца назад

    Great Video, nice and easy explanations! As you said the best way is just to play around with the settings. Its so much fun, something things happen you never expected.

    • @dev-worm
      @dev-worm  2 месяца назад +1

      so true!! Its like a little adventure lol!

  • @kilokoins1336
    @kilokoins1336 3 месяца назад

    I was scare of that node but now i wanna see what things i can do with that, Thanks!!

    • @dev-worm
      @dev-worm  3 месяца назад

      goodluck experimenting with it!! let me know how it goes!!

  • @alexlightway
    @alexlightway 7 месяцев назад

    Very concise and informative, love it. Would be nice to add a few more examples just to go through the most options in the inspector

    • @dev-worm
      @dev-worm  7 месяцев назад

      thank you very much! you're right about that!! sorry!!

  • @bradleywood1984
    @bradleywood1984 5 месяцев назад

    I appreciate your video DevWorm. I'm in need of a couple particles for a Game Jam project I'm working on. Thanks for the information!

    • @dev-worm
      @dev-worm  5 месяцев назад

      so happy to hear!! I hope everything came together perfectly for you!! Goodluck in the game jam!!! I'm wishing you the best!

  • @microwire007
    @microwire007 10 месяцев назад

    Thanks for this, it's great! Have a great Christmas mate!

    • @dev-worm
      @dev-worm  10 месяцев назад

      you too brother!

  • @hannahcanada892
    @hannahcanada892 9 месяцев назад +4

    For rain particles, I've seen several tutorials do it this way. None seem to catch that if you have a camera that follows the player, and the particles are emitted from just above that camera, the particles' lifespans will create a bunching effect when the player moves up/down too quickly. In tutorials where they're showing the weather effects in their games, you can sometimes catch this if you watch closely. Have you noticed this issue in any of your games? Any ideas for fixing it?
    One of the advantages of having the emitter follow the player camera is that only the particles that the player needs to see are being emitted. But I think I've played with every setting trying to eliminate the bunching effect with no luck so far. I imagine the key is somewhere in adjusting the particles' velocity, acceleration, or lifespan. I've also tried adjusting the size, shape and position of the emission box. While I can minimize the effect, I haven't been able to completely eliminate it. Maybe there's a way to adjust some of these values with code based on the player's movement but that seems really complicated for my level of math & coding skill for what is purely a visual 'nice to have'/polish element?
    I thought the obvious, easier solution might be to have the weather particles emit across the whole map instead of only for the player camera. It does eliminate the problem of particles visually bunching when the player changes vertical direction. However, it introduces a new problem if you want the rain drops to be slow (e.g. light rain as opposed to fast-moving, storm-like rain), and/or if you want your particles to have varying lifespans (e.g. some rain drops hitting the ground before others - as you mentioned in the video this can be added with some animations, etc.).
    If you want slow rain drops with variable lifespan and you emit them across the whole map, it will always rain more heavily in the top areas of the map compared to the bottom areas. So, do I make the emission box cover nearly the entire map?
    I feel very lost in the weeds. I never comment on RUclips videos but I clearly need help lol I just don't want extra raindrops bunched together when my player moves up & down :')

    • @rafagleich2258
      @rafagleich2258 5 месяцев назад

      Fecing the same issue. I really hope that someone will be able to help

    • @notrhythm
      @notrhythm 4 месяца назад

      the bunching effect seems inevitable if you have your particles following the player/camera because as the camera goes up while the particles are emitting, the next group of particles will emit a bit late. and when the camera is going down, the next group of particles will emit early(or even on top of the previous particles) causing the effect.
      emission box covering the entire should be bad for performance. i just got into using particles ig you can make a rainbox, and duplicate it across the map? this way you could also achieve varying levels of rain in different regions of the map. use gpuparticles, and tweak the drawing>visibility_rect property, so the particles are only active when the box is visible on screen. NOTE: this doesn't give the effect where the rain gets the horizontal velocity of the camera as it moves.
      edit: im using camera smoothening and limits so i had to make a script to update the position of particles manually to the true center using camerainstance.get_screen_center_position. this way i dont even need to attach my particle node to my camera. so i found a half baked solution to reduce the bunching effect for me. is by reducing the amount_ratio as the fall velocity increases. i do amount_ratio = 1 / 1.01 ^ camera_velocity if the fall velocity is greater than 0 which can be calculated by doing (current_camera_position - last_camera_position)/delta. since the max fall velocity in my game is set to 500. this works for me. going up too fast doesn't seem to cause any problems. one problem is you fall too fast, and beat the rain, there are no rain particles underneath you. so :/

  • @LeeYaoSan
    @LeeYaoSan 9 месяцев назад

    Great tutorial, very well explain and useful!!
    On a side note my OCD is forcing me to comment that the fire color gradient should be the other way around, starting with a bright yellow and ending in red

    • @dev-worm
      @dev-worm  9 месяцев назад

      i guess youre right about the fire lol, glad it was helpful though! thanks!

  • @Amazing_Software
    @Amazing_Software 10 месяцев назад +1

    Godot legend, thank you

  • @FaridSawaqed
    @FaridSawaqed 5 месяцев назад

    Pure content, thanks for the great info.

    • @dev-worm
      @dev-worm  5 месяцев назад

      wonderful! thanks!

  • @Trench_762
    @Trench_762 2 месяца назад +1

    goated tutorial

  • @valternegreiros4511
    @valternegreiros4511 14 дней назад

    Thank you so much 😍

    • @dev-worm
      @dev-worm  11 дней назад +1

      thank you! I am so glad it was able to help!

  • @AsatteGames
    @AsatteGames 10 месяцев назад

    Hey, thank you for the particle tutorial! I guess it's time for the shader tutorial now :)

    • @dev-worm
      @dev-worm  10 месяцев назад

      yes very soon!

  • @kongiQQ
    @kongiQQ 10 месяцев назад +1

    Nice job!

    • @dev-worm
      @dev-worm  10 месяцев назад

      thank you!

  • @kevin800404
    @kevin800404 5 месяцев назад

    thanks for the tutorial💓

    • @dev-worm
      @dev-worm  5 месяцев назад +1

      thank you so much!! hope it helped!

  • @infiniteproduction1906
    @infiniteproduction1906 4 месяца назад

    Were you in a rush when you've made this video ? There is no need to talk so fast :). Except that, great work and very clear, thanks.

    • @dev-worm
      @dev-worm  4 месяца назад

      sorry!! glad you were still able to get the information out of it!

  • @Light1c3
    @Light1c3 10 месяцев назад

    Great video!!! Thank you so so much. I was hoping to know why you recommend CPU over GPU even when saying the GPU is more performant. What is your reasoning for picking the CPU for most tasks?

    • @dev-worm
      @dev-worm  10 месяцев назад

      just so everything is running on the CPU.. if we had a big game with a lot going on then most likely you'd use a GPU, so that your able to take some of the load off the CPU to in turn have the game run smoother.. because the CPU wont be over crowed if that makes sense. Ig if you really think about it.. it doesnt make to much of a difference.

  • @brooksneufeld
    @brooksneufeld 10 месяцев назад

    THANKS SO MUCH!

    • @dev-worm
      @dev-worm  10 месяцев назад

      thank you so much!!! Hope it helps!

  • @ninepoundgames4377
    @ninepoundgames4377 9 месяцев назад +1

    Is there something initially you have to do in order to get the particle to "play" or show? From the jump when I add the CPUparticles2D, nothing is playing in my scene. I've checked and everything is visible and I have followed your setup for the explosion, but just not getting anything at all the show on the screen.

    • @ninepoundgames4377
      @ninepoundgames4377 9 месяцев назад +1

      As soon as you add the CPUParticles2D, you can see the particles start falling in your scene editor, I get nothing.

    • @Gorduuuuuu
      @Gorduuuuuu 5 месяцев назад

      Just zoom in at more than 700% They will be there

  • @DrW1ne
    @DrW1ne 5 месяцев назад

    Yo! You got any ways to save the particles ?
    Something like saving the blood particles on the floor and stuff like this. I'd really appreciate this!

  • @rhyantrick8178
    @rhyantrick8178 Месяц назад

    now the real question ive been having difficulty with is making these effects trigger on procs from spells or talents.

  • @asd1-so5sl
    @asd1-so5sl 5 месяцев назад

    Question, how do I change the asset for the rain?
    Meaning, instead of wanting it to rain, i want leaf fall some times during the gameplay.
    I've got the amount and gravity and things right. I also have a png leaf asset. But how do I change the circle/rectangle particles to leaves?

  • @StepTheGlow
    @StepTheGlow 6 месяцев назад

    ok bro i got a question which one should i use for android? cpuparticle or gpu?

  • @ritzenhauf
    @ritzenhauf 10 месяцев назад

    Need a full GPU particles run through

  • @SomeonTakePiksel
    @SomeonTakePiksel 10 месяцев назад

    Thanks

    • @dev-worm
      @dev-worm  10 месяцев назад

      of course anytime! thank you so much!

  • @DaYooperDev
    @DaYooperDev 10 месяцев назад +1

    How would you get rid of that line that forms in your fire effect?

    • @marius35mm
      @marius35mm 7 месяцев назад +1

      I would like to know also, because that is the only thing that makes it look not exactly like a real fire. Other than that it is very cool.

  • @Galeboy
    @Galeboy 9 месяцев назад +1

    "A sphere is going to have a sphere"
    DevWorm - 2023

    • @dev-worm
      @dev-worm  9 месяцев назад

      thats the best quote of the year lol

  • @kongiQQ
    @kongiQQ 10 месяцев назад

    Can u make tut how to make pickaxe power? Like 10% pickaxe power mine wood, 20% pickaxe power mine stone( like a terraria)

    • @dogonwheels678
      @dogonwheels678 2 месяца назад

      just use a variable like pickaxe power and change it's value when you desire to, then check the value when you mine a material

  • @decafWavemusic
    @decafWavemusic Месяц назад

    i love your tutorials, but for the love of GOD SLOW DOWN XD

    • @dev-worm
      @dev-worm  Месяц назад

      ahh i’m sorry! i hope they are helpful still lol but i really will try and slow down more

  • @RAHUL_TANTDON_h
    @RAHUL_TANTDON_h 9 дней назад

    Mind talking slowly

  • @iwavrQwpX4uB39nilBlQ
    @iwavrQwpX4uB39nilBlQ Месяц назад

    this literally hardly taught me anything lmao

  • @celsladroma8048
    @celsladroma8048 10 месяцев назад

    Why Godot don't upgrade into become number 1 game engine.. if he want to?? Ultra engine + Godot never happen why???