Great video! Particle shaders are so underused imo.
@BramwellWilliams3 жыл бұрын
Thanks! I was really happy when I saw you were both covering them c:
@marcosadrian653 жыл бұрын
Very nice tut ! think that can be very interesting see a little more about particle shader and particle physics.
@BramwellWilliams3 жыл бұрын
Thankyou and noted! c:
@joshhoffman781110 ай бұрын
This video is criminally underrated. Absolutely fantastic work. Your explanations strike the perfect balance of depth and brevity. Thank you for taking the time to make this!
@timberjustinlake3 жыл бұрын
Really great stuff. Godot particles are mysterious to the uninitiated. Videos like this really help! Looking forward to seeing more elaborations on these advanced techniques. Keep up the good work!
@BramwellWilliams3 жыл бұрын
thanks a bunch! glad it was helpful c:
@lyingpancake953 жыл бұрын
The queueing system is something I wouldn't have thought to do before. I'm using it right now for my the running puff of dust for my character. Thank you!
@MrPodgikins3 жыл бұрын
This tutorial is amazing. Thanks so much for taking the time for this - I have learned SO much about a very complicated and scarcely documented topic :)
@BramwellWilliams3 жыл бұрын
Really glad I could help! C:
@ItsJustMJ33 жыл бұрын
That's actually a great tutorial. I knew you could convert shaders but I'm so glad you delved deeper and added the boundary function for the floor. Nice hot tip on getting y from the TRANSFORM matrix too TY
@billychanclub86223 жыл бұрын
This tutorial coupled with the gitbub resources was exactly what I needed to get the effect I wanted! I watched the video you have linked in the description before this and well, it was really cool but a bit hard to follow. Shaders are awesome! I'd love more tutorials about them, inch my way to the deep end. Thanks a lot man :D
@PlugWorld3 жыл бұрын
Freaking legend!! I just felt like I took a master class in particles in just one video. That's so awesome!
@BramwellWilliams3 жыл бұрын
Awesome! super glad it was helpful PlugWorld c:
@KrystofKlestil13373 жыл бұрын
Particle > Drawing > DrawOrder > Lifetime Does this sole the issue mentioned at 5:55?
@BramwellWilliams3 жыл бұрын
unfortunately not, that would do the trick if there was an option to draw by y_position as we want higher up particles to draw at the back - good shout though c:
@holleey3 жыл бұрын
super cool
@BramwellWilliams3 жыл бұрын
no you're super cool c:
@BdR76 Жыл бұрын
The particle queue is pretty good, especially for typical Arkanoid or Galaga type games where you want lots of explosions or bricks breaking at once. It's similar to how particles in Phaser3 work. But if this is a custom/optional fix, then I wonder what is the default Godot way of handling something like that? I mean, would you normally have to instance a separate Particle2D for each Arkanoid brick? What are the (dis)advantages of that?
@idle.observer Жыл бұрын
Amazing explanation thank you, but can we use particle queue approach in animation player?
@kakaoninja8323 жыл бұрын
5:55 3d scene and camera from isometric view point
@AleksandarPopovic3 жыл бұрын
Very, very nice!!!
@RyanScottForReal3 жыл бұрын
Love it thanks. Is there a way to add collisions to particles?
@BramwellWilliams3 жыл бұрын
If you want the particles to collide with each other you're going to really struggle, as shaders are really bad at sharing state information, I think you may be better off with actual physics objects at that point unfortunately - in Godot 4 there's a bunch of built in particle physics stuff coming though so maybe then 🤞
@MrPodgikins3 жыл бұрын
I have a question, I am making a top down shooter, and so a static 'bound' won't work for me as the ground isn't a flat line. For every particle I'd like to assign a random 'bound' so that the particles can be spread across the 'floor' of this top down shooter. How could I make each particle have a different bound associated with it?
@itsME-dc4vm3 жыл бұрын
nice ;D
@MrAplegatt3 жыл бұрын
Is it possible to make particles emitted with Particles2D stay rendered at the end of their lifetime? I know it's possible when using CPUParticles2D by setting "process_internal" to false after particles have been emitted but it does not work on Particles2D unfortunately.
@kettle48053 жыл бұрын
Is there a way to load an emission mask through code? I want the particles to spawn in the shape of their parent, which you can only seem to do manually.
@promcmax55153 жыл бұрын
ty so much
@SaiponathGames3 жыл бұрын
Thanks for the idea about Particle Queue, Am I allowed to use the Particle Queue in my game?
@BramwellWilliams3 жыл бұрын
Of course, go wild c:
@MrPodgikins3 жыл бұрын
Does anyone have any idea how to stop the paricles from spinning in the shader code?
@BramwellWilliams3 жыл бұрын
Hey! The particle should only be spinning if it has its 'angular_velicity' set, all those parameters are in a shader_param drop-down where the shader is in the editor, you will also want to make sure 'angle' is set to 0
@Lampie2244Ай бұрын
probably being stupid. but tried to copy exactly the particle cue but get a "unexpected identifier" error for the code
@besimist86042 жыл бұрын
nice tutorial , thank you(your voice is bit low btw)
@promcmax55153 жыл бұрын
thx thx thx thx thx
@velavanvenkat11733 жыл бұрын
wowwwwwwwwwwwwwwwwwwwwwwwwww
@SovereignVis Жыл бұрын
I would use Effekseer for all my particle effects. But haven't seen a way to make Effekseer particles bounce. 🤔