Let me know which is your favorite and don't hesitate to share other addons! If you like these videos, you can support me on Patreon: patreon.com/MrEliptik and/or buy my juice course: shorturl.at/eIT36
It looks like Slider Gamepad addon now has no screenshots or video link. I was quite surprised that it had no video considering author has a YT channel. I'm not sure I will use one, but it's definitely on my list. Thanks!
@@GoblinArmyInYourWalls Ha, I wouldn't hold your breath, speaking as someone who used to run a 3rd party asset store for Godot and ended up shutting it down because they were "about to release their official asset store". That was over 3 years ago now.
Anyone thinking about implementing Delta Rollback, be aware that Godot 3D (or Jolt) physics are not deterministic, meaning that you will have mismatching states between players. The addon is meant for 2D multiplayer games.
The Godot Jolt plugin isn't *officially* deterministic. Jolt itself is tested and deterministic. There is simply no guarantee of determinism for Godot (as various parts of Godot, or user code may break determinism)
I had to handle this with Havok physics before. One thing with Havok is that you don't want to modify position/velocity directly. This would reset state/cache and was not optimal. Note: this may be different now as this was MANY years ago. I'm not sure if Jolt is the same, but I'm guessing it is using similar solver mechanisms/optimizations. What. you'll want to do is ease the physics state back to where you want it. It's messy, but doable. In the end if an objects physics state gets too far off, you'll need to bash its state back. Mostly problematic with high energy collisions, or with phyiscs objects getting stuck against other objects that preclude it from getting to where it needs to be.
@@addmix I've tried both Jolt and Rapier and non of them are deterministic in Godot. And I am talking about physics itself without any code. Just a ball falling on a spike can go left or right in exactly the same scene.
Thank you for the video. And yes, events are pretty powerful in any framework, library or engine. Being able to abstract away and decouple functionality from entities is...pretty sweet
That globalized add on is an amazing addition. That's one of the things I hate most about unity is needing to download and set everything up for each and every project, even the things I'm using in a bunch of them.
Yeah it's a pain. I guess you could also make a template project with all the addons you want to use. Of course you'd have to update it from time to time
@@mrelipteach bot saying unity is bad. I mean, I'm barely a gamedev, I just want to be. But it's little speed bumps like that that hinder progress the most at the beginning. It's hard to get into an engine and try and slap things together to understand how they work when there's a bunch of menus in the way (particularly with vr development) You're of course right. They did add a bunch of things thst make sliding all the stsrter bits into a new game easier recently. And this is a good suggestion I hadn't considered before. I will look into it. But it's nice to have options.
Literally the sort of stuff I asked for Godot years ago, coming from Unity. And ironically, the sort of stuff I was ridiculed for requesting by some wannabe gamedev snobs not too long ago.
What exactly? The Godot philosophy is to implement features that can benefit a lot of people. That can be frustrating because YOU might need it, but you have to remember the resources are limited so they can't work on everything. That's why addon are super useful
There is also an explicit goal of keeping the base Godot editor/project lean as possible for fast start times and low maintenance overhead. This is coupled with another explode goal of really good plugin support. What is missing is the asset store.
How did that happened, that I finally after that many tutorials started to do something and learning about addons and extentions and immediatley this video gets released.
The globalize plugin is a little buggy rn as i tried it, but the concept is cool once it's implemented correctly. Here's the list of addon i've planned to globalize: - Discord RPC (though needs additional setup) - script ide - Shaker - scripteditorqol - anima - signalvisualizer some plugins (like shaker) contains example files on their repo, which could bloat the project. I wisht the globalize plugin also have an option to select which file to copy to the new project in the future.
Yeah I guess it's a work in progress, to hesitate to give them feedback on their plugin. I agree it would be cool to specify what shouls be installed or not
Hoodie seems like a goodie, but it's still a little bit underdeveloped for my tastes. For example, the release version (the one you'd ship with the game) is still untested and it's only compiled for Windows right now. You can compile for other platforms but you'd need a machine that can do that and while for Linux you can do with a VM, for OSX it won't do. I really want it, it would let me do many procedural stuff that I currently have to do manually in code, but right now it's too underdeveloped to be of use to me.
I really wish there would be a kive link between Godot and Blender Geometry Node, since GN is npw so much advance, there is no point for Godot to reinvent the wheel... Nust offer us something that can use GN inside of Godot.
hello brother , do you make 3d games too , and if not why not , is it too hard or time consuming or what was the reason not going into 3d and focusing only on 2d games , please reply
Let me know which is your favorite and don't hesitate to share other addons!
If you like these videos, you can support me on Patreon: patreon.com/MrEliptik
and/or buy my juice course: shorturl.at/eIT36
It looks like Slider Gamepad addon now has no screenshots or video link. I was quite surprised that it had no video considering author has a YT channel. I'm not sure I will use one, but it's definitely on my list. Thanks!
And that’s why we need a proper asset store with reviews and likes. It’s almost impossible to discover gems like these.
I totally agree 👍 Hopefully it will soon be a reality
Given it's open source and all of that, what process does the store have to do to be made?
They're in the process of making one
@@GoblinArmyInYourWalls Ha, I wouldn't hold your breath, speaking as someone who used to run a 3rd party asset store for Godot and ended up shutting it down because they were "about to release their official asset store".
That was over 3 years ago now.
@@albertb4460the asset library is hosted on godots website
Anyone thinking about implementing Delta Rollback, be aware that Godot 3D (or Jolt) physics are not deterministic, meaning that you will have mismatching states between players. The addon is meant for 2D multiplayer games.
The Godot Jolt plugin isn't *officially* deterministic. Jolt itself is tested and deterministic. There is simply no guarantee of determinism for Godot (as various parts of Godot, or user code may break determinism)
I had to handle this with Havok physics before. One thing with Havok is that you don't want to modify position/velocity directly. This would reset state/cache and was not optimal. Note: this may be different now as this was MANY years ago. I'm not sure if Jolt is the same, but I'm guessing it is using similar solver mechanisms/optimizations. What. you'll want to do is ease the physics state back to where you want it. It's messy, but doable. In the end if an objects physics state gets too far off, you'll need to bash its state back. Mostly problematic with high energy collisions, or with phyiscs objects getting stuck against other objects that preclude it from getting to where it needs to be.
@@addmix I've tried both Jolt and Rapier and non of them are deterministic in Godot. And I am talking about physics itself without any code. Just a ball falling on a spike can go left or right in exactly the same scene.
@@SuperParadine like I said, Jolt itself is deterministic, Godot with Jolt is not guaranteed to be deterministic.
The sliders plugin sounds very useful - thank you for putting it together!
You're very welcome!
Would love a bigger showcase on Orchestrator and visual scripting in Godot.
What an awesome collection of addons, I LOVE this! Really well made video !
Glad you enjoyed it!
LimboAI, PixelPen and Globalize Plugins all sound really awesome! Thanks for showing us these, love the editing too!
Glad you like them!
Knowing about PixelPen remind me about Pixelorama, since both tackle same problems and created with Godot too.
@@zinesiastudio8961 True! A great app that I showcased in a previous video if I remember correctly
Thank you for the video. And yes, events are pretty powerful in any framework, library or engine. Being able to abstract away and decouple functionality from entities is...pretty sweet
Really nice addons, thanks!
That globalized add on is an amazing addition. That's one of the things I hate most about unity is needing to download and set everything up for each and every project, even the things I'm using in a bunch of them.
Yeah it's a pain. I guess you could also make a template project with all the addons you want to use. Of course you'd have to update it from time to time
@@mrelipteach bot saying unity is bad. I mean, I'm barely a gamedev, I just want to be. But it's little speed bumps like that that hinder progress the most at the beginning. It's hard to get into an engine and try and slap things together to understand how they work when there's a bunch of menus in the way (particularly with vr development)
You're of course right. They did add a bunch of things thst make sliding all the stsrter bits into a new game easier recently. And this is a good suggestion I hadn't considered before. I will look into it. But it's nice to have options.
Literally the sort of stuff I asked for Godot years ago, coming from Unity.
And ironically, the sort of stuff I was ridiculed for requesting by some wannabe gamedev snobs not too long ago.
What exactly? The Godot philosophy is to implement features that can benefit a lot of people. That can be frustrating because YOU might need it, but you have to remember the resources are limited so they can't work on everything. That's why addon are super useful
There is also an explicit goal of keeping the base Godot editor/project lean as possible for fast start times and low maintenance overhead. This is coupled with another explode goal of really good plugin support.
What is missing is the asset store.
Wow thanks for the share !
Wow I was wondering where the sudden stars came from. Thanks for covering globalize-plugins!
(And sorry if it's a little buggy right now)
Thanks for your work!
Très bonne vidéo, cools plugins que je ne connaissaient pas, surtout le second 😅 !
Thanks for these addon video's, bro 😎
Thank you so much for this video! It is so hard to discover good addons.
Glad you enjoyed it!
Thanks for the video, I recently started using snappy (Vertex snapping plugin for Godot 4) which is very useful for building 3d worlds.
Great to hear!
The extra plugin is something that must be added in godot 4.4 :D
You should check out the post-processing plugin!
Really cool addons list!
Thank you for featuring #Hoodie! 🥳
Thank you too!
Super useful addons!
How did that happened, that I finally after that many tutorials started to do something and learning about addons and extentions and immediatley this video gets released.
I was waiting for you to be done
Limbo AI should be part of the engine, it’s a great feature
The globalize plugin is a little buggy rn as i tried it, but the concept is cool once it's implemented correctly. Here's the list of addon i've planned to globalize:
- Discord RPC (though needs additional setup)
- script ide
- Shaker
- scripteditorqol
- anima
- signalvisualizer
some plugins (like shaker) contains example files on their repo, which could bloat the project. I wisht the globalize plugin also have an option to select which file to copy to the new project in the future.
Yeah I guess it's a work in progress, to hesitate to give them feedback on their plugin. I agree it would be cool to specify what shouls be installed or not
Thank you for this video.
Daymmnnn cooooolll ✨✨✨✨
I have tried visual scripting, but only in the Warcraft III World Editor
I hadn't seen the ai behaviour tree or the signal visualizer addons before. Thank you for showing those off!
Everyone be happy now i can get more plugins that will seem useless and when you need them you know where they are
Hoodie seems like a goodie, but it's still a little bit underdeveloped for my tastes. For example, the release version (the one you'd ship with the game) is still untested and it's only compiled for Windows right now. You can compile for other platforms but you'd need a machine that can do that and while for Linux you can do with a VM, for OSX it won't do. I really want it, it would let me do many procedural stuff that I currently have to do manually in code, but right now it's too underdeveloped to be of use to me.
good stuff, thanks
does rollback work/ make sense in p2p networks?
I really wish there would be a kive link between Godot and Blender Geometry Node, since GN is npw so much advance, there is no point for Godot to reinvent the wheel... Nust offer us something that can use GN inside of Godot.
signal visualizer its interesting
I followed the Installation of hoodie exactly and it does not work.
praise be to the powers of randomly trying things! I MADE IT WORK! THANK YOU GOD, THANK YOU!
I wonder how csg toolbox compares to cyclops! I’ve been using the latter and it works decently
Cyclops is way more advanced though. It's more like a full level builder where as CSG box is just aiming at making the use of CSG a bit easier
@@mrelipteach good point! CSG toolbox feels like it should be builtin but cyclops definitely feels like an add on 😆
hello brother , do you make 3d games too , and if not why not , is it too hard or time consuming or what was the reason not going into 3d and focusing only on 2d games , please reply
I do but 3D is harder on some aspects so that's usually not my priority.
From what I've seen, all the visual scripting add-ons for Godot seem to only make it harder to program in Godot.
Then it's not for you
UI Video when?
soonish 👀
niccccceeee 👌
What about Tree3D? )
I might have talked about it in a previous showcase I'm not sure
@@mrelipteach It came out just recently, it's unlikely
Addons видимо от человека, скучающего по UNITY 😁
So... 11?
Primeiro
🔥
I think thats 11 add ons
Why title your video 10+1, just say 11
Because it's a bonus addon
What is 11, if not 10+1? Some would say 12-1 but that’s the work of a lunatic.