The Best New Features Coming in Godot 4.3
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- Опубліковано 3 жов 2024
- Godot 4.3 is nearly here, currently in Beta 2. In this video we look at some of the most exciting new features in the upcoming release of the Godot game engine including the new TileMap and Parallax systems, new FBX importer, Wayland and Direct3D 12 support and more.
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I love that Godot still focuses on developing 2D features... it doesn't just abandon anyone who isn't interested in the most cutting-edge 3D graphics technology like *ahem* other engines.
You mean they're working towards the unity of 2D and 3D developers? Seems unreal
@@drillerdev4624this was incredible, thank you
@@drillerdev4624 Radical 😅
@drillerdev4624 What is the Source for this information? I want to see where all these GameMaker people are at.
i would Cry if they started focusing on 3d. also, i really appreciate how everyone is Constructing their sentences
The plush is the definitive feature
Best feature: ability to recover from scene corruption due to renamed/moved files. Hours and hours saved there, alone.
This is the scariest boogeyman of Godot. That's awesome!
Second best thing - HTML5 exports is viable again!
I'm so glad to hear Tyre Layers are now supported. Sucked having to manually stack up the tyres on the side of the road
I hope they make me put a rigged version of my plushy as a default 3D model
DOOO ITTTT!!!
Reach out to them or make a PR or something, that would be pretty cool XD
Where can you get that plushie?
Plush3D node will revolutionize godot
@@radiantveggies9348 Real or digital?
Parallax that isn't ruined by the Camera2D's zoom and the Tilemap system are what I'm looking forward to the most. I've had to do so much hacking with the Camera zoom to make parallax work as I would expect.
Global Illumination update was postponed to 4.4.
That's most important info.
Wayland support is HUGE.
❤
Yeah godot works but it's flickering a lot
Ye its pretty good its not as stable as x11 yet but the native wayland support is great for reducing input lag
looking forward to the day I can disable single-window mode without godot crashing every few minutes
@@GoblinArmyInYourWalls Nvidia? (I haven't tried it myself)
Being able to save TileSets and reuse them is NOT new in Godot 4.3 ... it has always been a thing. I can do this right now (in 4.2) by creating a TileSet resource and using it in two TileMap nodes. Additionally, I kinda see TileMapLayer as more of a regression than an improvement. All it seems to do is remove layers from TileMap and make them their own nodes. In this way, they're not that much different than back in Godot 3 where I would create two TileMap nodes for different layers to begin with. I do *prefer* this method of working with tilemap layers, but it's definitely not new.
Yeah, I'm wondering what exactly is the improvement with the new TileMap system
i does kinda declutter the inspector when working with tilemaps, where you'd have all the layer options there at once
In my case I was building maps on the fly in a separate thread which was able to just grab the current tilemap and start doing the thing. Now, it has to have a new class to link a list of the layers because now it can't get children since it's not on the main thread. It's suuuuuper inconvenient and awful if you ask me. I had to rewrite a shit ton of code to accommodate the change also, because every single GetCustomData or whatever function now has a different signature.
Sounds great. I've been planning out some ideas for a game that could make use of this update, so good timing for me.
my current game won't benefit from these additions but my future games will ( dynamic music for example, i think for current game would be bit of scopecreep but for future titles i will most probably use... maaaybe if i wanted to test it already then final boss of 1st game could be fitting but i don't have time to add it for every level)
Thank you for introducing BeefLang to me
Thank you for introducing BeefLang to me
Thanks Mike! I don't know how I'd find time to keep up with what's going on with the game dev world or even just Godot updates without your videos. Much appreciated.
I hope they improve the C++ modules thing, in the future 😞... right now is a quite paint-fully experience to use Godot for C++ old school programmers like me..
Can toy elaborate as to why? I started with C++ years and years ago but I haven't used it for Godot. Wondering why the experience is sub optimal
You*
@@GoblinArmyInYourWalls because if I want to make my game inside Godot Engine ( modifying the original Godot and using C++).. I may need to re-compile all the Engine each time i do a little change to the code.. note: ((Actually in Linux there's a way to just compile the changes, but not on Windows :( .. i may recompile all the code again, and again..))
I use modules all the time and the system seems fine imo
Could you give an example what needs to be improved?
I'm using the custom fork of the engine all the time and I don't have bigger issues working with it. I haven't touch the GDNative though, for me it is just easier to just build engine myself.
so many layers of tires!
Man one of these days the Godot engine will mature so that each new version doesn't break something from existing projects. These are all great changes, but let's be honest, it's all fixing stuff that was over-engineered for 4.0.
Also today Godot got around to having their very own Discord server which seems to be in pace with a lot of very good changes the project; less foss-bro, more professional game development organization.
Maybe I'm misunderstanding something, but they've had their own discord server for quite some time now.
@@JasonLothamerIt was an unofficial server repurposed into an official one, going by the announcement in the old server.
You mean Godot got rid of the "community lead" discord because W4 Games didn't have enough control over it. Where they silently fired their mods-- who helped build the community.
@@lillybytesource for this?
@@lillybyte wait that happened?
the animation modifier stack is what I am looking forward to the most
Instead of using tile map layers in godot 4.2 I was already using two tilemaps IM AHEAD OF THE COMPETITION 🔥🔥🔥🔥
The biggest change for me is that they finally merged a fix for the class_name cache bug, where projects pulled from version control won't have the cache file so won't recognize any classes added by the add-on.
Now the cache is rebuilt at editor launch and the file is only used for exported projects where classes won't change.
I just compiled 4.3 from source, so this is now me on the edge. I love how seamless Godot and organized it was to get it to work. I look forward to reverse engineering and understanding.
ok I's hype that you can move the FileSystem tab to the bottom now! 10/10. Sad it's not a full release because I'd be jumpin into this and have a blast!
gridmap is very scarce in terms of features, one could pay attention to it. more constructors could be added to vectors, for example Vector4 (Vector2, Vector2), Vectot3 (Vector2, float), etc
I'm most hopeful about the fixes to web exports and audio samples. It would be nice to be able to use Godot 4 to make web games.
i just bought that plush
Cool
AudioStreamInteractive and Synchronized are very hype!!
I definitely need the latter for my own game and had to roll my own less efficient solution in the mean time.
Major! I hope I have no trouble converting my existing parallax
Hopefully they add vertex shading to make it viable for mobile.
Wonder when we’re getting back support for C# export to Web/HTML5. Not having that is PAINFUL.
When microsoft wants to as it depends on .net updates
@@saul8510 Any idea where one can see those issues directly? Tried looking into it (since it does work in the 3.x branch) to see what changed and how a working feature went to not working.
@@TheRealAfroRicknot sure, but my understanding is that 3.x used mono, not .net
I would like a physics system where i can jump on a box without the box getting scared and running away, and an IK system where i don't need extra bones at the and of each limb just so the hands and feet don't match the rotation of the target
Therea jolt
Google "Godot Jolt physics" ;-)
Seeing wayland support beeing added is nice
looking forward to when there will be more 3d updates
There are some a bit of rendering performance tweaks. Some benchmarks show results 5% better in framerate.
I liked the old tile system more tbh
You can still use it!
it will be deprecated but it should be there along with the new one
Best feature which is coming in 4.3 is removing shader compilation stutters on first material reveal. But nobody tells about it
I'm wondering how this will impact support for the program Tiled for those that use it...
Another important feature, at least for me, is the Single Thread web export which, it seems, it solves the problem of exporting project to the web and to be uploaded without the need of all that stuff to make sure your game is not dangerous.
Yep!
Dude I was about to say I didn't get notified this video was uploaded but I just realized UA-cam unsubscribed me from your channel.
I've heard of it happening but it's the first time it's happened to me. Anyway, resubbed lol.
Unity's Industry Tier requirements have forced me to migrate to Godot, because Unity force us to buy their $5,000 industry license if our client's annual gross income is $1 million or more!
Infinite scrolling of a ParallaxLayer was available since 4. something. Before 4.3 at least.
TileMap also has automatic support for converting to the new system for easy upgrading.
I had Infinite scrolling ParallaxLayer in 3.5 ;-)
@@igorthelight Honestly I suspected it was from 3.x but I never really used Godot until 4.0.
@@Sylfa Understandable. They just streamlined Parallax workflow so it became easier to deal with.
I dont understand. Using the new tilemaplayer system means when painting tiles the tiles are just overlapping on themselves instead of being placed side by side. What am I missing
I believe it was possible to save tilesets as resources. What's the difference?
i have NO IDEA to WHY they are changing the C# scripting API so much with the newest releases
What are you referring to exactly? I've been using C# with Godot for years and there aren't significant changes between 4.2 and 4.3 from what I've seen so far.
@@lewiji yeah I was referring to bigger updates not just a .1 update
@kfj795 Major version upgrades are there to introduce breaking changes - but the api typically doesn't change much between minor versions. Godot 4 C# api changes from 3.x mainly because the switch from mono to .net core enabled some new stuff, so for example signals can be connected to functions in a type safe way that's idiomatic to c# events, rather than using strings like 3.x, source generators can generate static types for your custom signals, method names, etc, preventing the need for string literals or nameof everywhere, and it largely got rid of the use of reflection in the integration code. Personally having used C# a lot in 3.x and 4, the 4 api is way better and allows you to write much safer code.
@@lewiji every time I search for a way to do something I always find api function that got deprecated/changed name/removed, but yeah mainly from GD 3.x
@@kfj795 Godot 4 had a lot of changes - that's normal. It's a very big update!
You should go over some of the big animation changes
Do you know if they will be fixing/improving the Graph nodes soon?
Besides some performance difference, what other considerations must be taken into account when considering to switch from Vulkan to DirectX12?
When you a plush as a feature, you have arrived.
It's been a long time since Brackeys made a Godot tutorial, does anyone know why?
New engine for him, and those videos where quite substantial and need lots of work.
when the stable 4.3 will be released
it's going to leave beta in probably like a month
After the RC's. Which means, when it's ready(ish).
Not today, but surely tomorrow.
probably around mid-September :) They are soon in release candidate and then they stay on average a month in RC, so mid September seems a good bet
I find the there images merge feature. Just saying that images can be merge into single file but need to save as image file as png. Which did help me think. That was in 4.2 as it gave me tips on merge files I think. Will it hidden options. Although it need to improve.
I wonder why they made layers backwards, the ones on top of the list are on the bottom.
That's how rendering order works. Things are drawn, then the next in the list is drawn over it.
Yeah that's just how everything is rendered in general, so it would technically be backwards if TileMapLayers rendered the other way
@@jlewis4441 That is not how layers work though... Like in Photoshop.
@@GoblinArmyInYourWalls that is not how layers work though, like in Photoshop.
@@PurpleKnightmare Oh, I meant in Godot specifically, my bad for being unclear. You're correct, virtually every other program with the ability to have things render on top of other things renders bottom to top, but not Godot, presumably because it's faster or something. Not sure, but that's just how it is. As such, if TileMapLayers used the conventional method (bottom to top), it would be backwards compared to every other node in the engine (top to bottom), and that'd be kinda silly and unintuitive to anyone who gets used to the ordering of nodes (which you'll inevitably have to do if you use the engine like ever)
So tile is back how it was
Still using 3.5.2 because of my computer
I've been there 🥲
🤝
Godot 3 does seem more lightweight especially on low end devices. I wonder wtf they did in 4 to make it considerably slower
@@chlorobyte it's more gpu based and it uses latest technology, also built to be way better than 3.5 of which it very well is...when you get a higher end laptop you'll understand/feel it🥲
@@TATGames I have an RX 7600 XT. Don't assume my specs based on what I'm saying.
The problem comes to actually publishing a game - relying on more powerful and recent graphics hardware to get the same exact results makes Godot 4 a no-go for simpler games that could reach a wider audience by simply being made in Godot 3 instead.
The reuse of tilesets was there before, I used that in 4.x
I used it in 3.x. I don't know why this is considered new...
Not TIRE Layers!?
ffs i just figured out tiles and parralax
I just need the beta to stop crashing when swapping between scenes.
That's why it's still in Beta ;-)
i am so excited to get my plush
Watch at 0.5 speed.
Looking forward to Godot 4.3 not sure what Ger-doe is Mike.
On tile-maps you position a "little corpse of trees". I thought a COPse was a little group of trees and a CORpse was a dead body Mike.
Why do you seem absolutely furious about this?
@@PoolOfPeas Why do you seem to be absolutely furious about my corrections? Why do you seem like you're about to hit a family member with a cricket bat you're so mad about my comments?
im just asking for proper vim integration lol
'copse' of trees. No 'r'. Just sayin'.
welcome to Godot Unity
The people talking about the plush have got to be bots. It is just a damn plush lmao
Yeah and it's cute
Not my thing but it's a cool way to support the project I guess.
You can see the actual bots at the bottom of the comments with the very obvious names, comments and profile pics lol.
👍
Cool
windows 11 🤢
Windows 11 🥵
windows 11 with some tiling manager is not that bad
ho
Lots of 2d, barely anything for 3d. nothing to see here. Maybe next time
* Initial DirectX 12 support
* Fix collided 3D GPU particles sometimes jittering
* Porting: EGL: Use EGL_EXT_platform_base whenever possible
* Rendering: Vulkan: Update all components to Vulkan SDK 1.3.283.0
* Rendering: Fix albedo value wraparound in Compatibility render mode
* Rendering: Separate linear and sRGB uniform buffers in RD rendering backends
* Rendering: Add more validation to UBO size and alignment in Compatibility renderer
* Rendering: Fix Adreno 3xx compatibility for devices with newer driver versions
* Rendering: Make query for GL_MAX_VIEWPORT_DIMS compatible with web exports
* Rendering: Fix depth clear value for uv2 baking in compatibility renderer
* Rendering: Ensure Motion Vectors are enabled by particles and skeletons when using the Motion Vector debug draw option
* Rendering: Ensure post processing happens when adjustments are enabled in the Compatibility renderer
* Rendering: Track compositor effects that use motion vectors
* Rendering: Ensure sky reflection is updated when ambient mode is set to background
* Rendering: Add Parallax2D repeats in ysort child collection
* Rendering: Fix TileMapLayer not respecting physics interpolation mode
* Shaders: Add extra warning messages to VisualShaderNodeTextureParameter
* Shaders: Fix bugs in visual shader varyings
* Shaders: Prevent changing some built-ins in spatial shaders
bro slow down a bit we don't have that much of ADHD
In 2015 a Microsoft study found the general populations attention span went from 20 seconds to less then 9 seconds which is the attention span of a goldfish. This channel is a 'brute force' method of dealing with that- tons of info in as little time as possible. Just zone out and your brain will pick up on a keyword then hit 'space' to pause and left/right arrow to locate what you found interesting.
34 y. o. non-native English speaker here - zero problems! ;-)
You forgot to mention the groundwork for the phone-home "telemetry" feature. Because the totally independent, not at all related to Godot, even though Juan is lead of both, "W4 Games" wants it.
You mean the open source and totally optional telemetry? Even firefox has telemetry, even linux distros has telemetry, lol.
@@GoblinArmyInYourWallsthat doesn't justify others.
Cannibalism is also worldwide practice, but we don't see defenders in YT comments.
@@charlieking7600 that's the worst analogy I've ever seen.
@@GoblinArmyInYourWalls yes, because it hurts you. You understand that telemetry is ethically unacceptable thing. I only mentioned another ethically wrong thing.
@@charlieking7600 lol again that's the worst analogy I've ever heard, and again, it's common in many open source softwares. It's not a bad thing if they aren't selling your data. It doesn't hurt anyone, especially if it's optional. Comparing telemetry to cannibalism is so brain dead it hurts.
That's all? what a failure, this is exactly why i stayed with unity despite it's ups and downs it's still better than this
Godot focuses 2d /cartoony 3d gaming, better storages, use less pc power or graphic card power, good for RPG games.
they could make 2d maps much bigger than Zelda world, GTA, or unreal engine open world.
I don't use Godot. I use unreal engine. UE focus photorealistic games. it be use 2d/3d also.
Not interested, I'm Unity user btw.