This is a really good video, i like that you criticised the engine in a fair way and explained the things that were a challenge for someone coming from a different engine. I hope to see more of your journey exploring Godot!
@octodemy Жыл бұрын
Thanks! :)
@ld2studio675 Жыл бұрын
thank you for your feedback with Godot
@octodemy Жыл бұрын
Glad you liked it. I'm enjoying godot quite a bit.
@martinrobert5271 Жыл бұрын
A quick tip for the aiming part, you can call the "looking_at" function of a Transform3D that take a vector3 that correspond to a position you want to look at and it will return the Transform3D that is looking at this position while trying to stay upright. Then, from the basis of the Transform3D, you can get a rotation as a quaternion or euler angles. So even if you only wanted to change the rotation on the y axis, you can get the y angle from the euler angles of the Transform3D that look at the position you want and only change that rotation axis on your original transform.
@octodemy Жыл бұрын
Oh, I didn't know there was a 'looking_at' function that returned a basis. Nice tip. But the problem I had with the trajectory was not turning to the player, but calculating the right angle it should turn upward so that the shot landed. The reason for that crazy formula is that we need to take into account the gravity and speed changes of the projectile.
@jammygiinger62511 ай бұрын
Hi there, do you have any tutorials or courses you recommend to a new starter on Godot, I dont have much experience with game engines. Love the content, looking forward to your continued success.
@octodemy11 ай бұрын
There are 2 series I can't recommend enough. "The Ultimate Godot Tutorial" from @ClearCode ---Its a 15 hour video but its well worth it. They give you all the art and sounds so you can follow along. It starts as a beginner tutorial but by the end it covers some very interesting stuff. The other one is @uheartbeast Action RPG Series ----Its a 23 part tutorial series (10-20m videos each). Starts simple and by the end you have a zelda-style combat system. It is also a beginner tutorial but there are some very interesting techniques at the end. --The downside is that it was made for Godot3. So if you are starting from absolute ZERO I'd do it a little later, so you can adapt it from godot3 to 4 and not get too confused.
@TINJ_ Жыл бұрын
I'd like to see a video on how you made the explosion effect at 7:47
@octodemy Жыл бұрын
It was based off an old Godot shader tutorial, I only adapted it a little. Maybe I can do a video later then.
@morgan0 Жыл бұрын
so i had some similar problems with my hovercraft movement script (i have a video demoing it on my channel). i ended up using the raycasts to figure out a central force to apply, so it moves up and down without rotating, and then a bunch of code to rotate based on average normal and based on how far each one was off of where it wanted to be. it now works really well and is really fun to drive around, but it was a lot of struggle to get it working rather than shaking, floating away, or doing nothing. at some point i’m thinking about posting a video going over the scripts but my code is super messy 😅
@octodemy Жыл бұрын
Not sure if it helps, but Godot RigidBody3D does have a "apply_central_force" function that is able to move your object without affecting the rotation. It will not stop any angular velocity that your object already have tho. But you can use the integrate_forces function and direction damp the angular velocity when you need to, if that's the behavior you want.
@morgan0 Жыл бұрын
@@octodemy yep i use apply central force. i probably will end up writing an integrate forces function at some point
@kairu_b Жыл бұрын
Nice video, sir
@octodemy Жыл бұрын
Thanks :)
@morgan0 Жыл бұрын
9:20 i think subviewports could handle this, tho probably with some difficulty idk
@jutraim2422 Жыл бұрын
or using layers
@octodemy Жыл бұрын
I had taken a look at sub-viewports and I think that is the most likely easy solution for the problem. My idea was to put the dunes in a separate viewlayer and use the shader using a render texture of that sub-viewport. I think it would works. It just feels a little janky. You have to manually set the texture size to be the same as the screen, manually move the sub-viewport separate camera to follow the game's camera, manually update the sub-viewport rendered texture to the shader. But yeah, I think it'll work. And I think that's exactly what I'll try to use :)
@GARRETT-l9s Жыл бұрын
Why did you use the inherited scene
@octodemy Жыл бұрын
I needed to create an inherited scene from the .gltf model to be able to edit its nodes properties and add new nodes inside. For the bases, I added the detection areas, the animation player(for the blink), and the cannon script inside of it, aside from the enemy_base script itself.
@whilelive Жыл бұрын
@addmix Жыл бұрын
I just know that many godot haters are going to use this video, and your raycast suspension blunders to prove how bad godot is.
@octodemy Жыл бұрын
That's sad. I think I ended up in quite a positive note. I actually really liked Godot overall, like I said, it has its kinks, but it is only getting better from now on. And most of the "BIG" problems I had are very easy to fix. What got me stuck the most is like you said, how I misunderstood the physics forces at position. And I still think that is an easy mistake and a very weird way to use it. But it is also extremely easy to address. A single overloaded function called 'apply_forces_at_world_pos' or something would have solved a lot of things. - And ironically, it would be more performant even. Because the "offset" calculation is done inside the apply_forces: applied_torque += (p_position - center_of_mass).cross(p_force); Changing this to remove center_of_mass would get the world position instead: applied_torque += (p_position).cross(p_force); - Make that into a 'apply_forces_at_world_pos' and problem fixed. I'm thinking I may try to compile Godot here and summitting an issue there to see if I can get it approved so I can implement it sometime next year if no one does it. Even though it is an easy fix, I've worked before in open-source projects as a merge-request reviewer and know it is not an easy process to aprove even what people think its an easy PR. Specially when it is from an unknown person like myself. The risk of letting things break or adding redundant features is high, and I'm sure they have many other more important priorities. - Anyways, that's it. Hopefully my next videos and tutorials about Godot can change peoples view about Godot in a positive way.
@positivevibezz69 Жыл бұрын
Bro talk in 2x speed
@octodemy Жыл бұрын
Its the second time someone said that lol... I'm starting to believe it. I honestly don't notice it. The only thing that I do is shorten the silence between phrases in fear it'd make the video boring otherwise.
@positivevibezz69 Жыл бұрын
Its not the pauses that make it seem like you talk fast, its like when you set the speed on a video to 2x speed
@octodemy Жыл бұрын
Hmm... I think I might had speedrun the script when recording then. As the more time I spent on the phrase the more likely it is I do a really bad accent and have to record it all again..... yea, that makes sense. Also, I sometimes watch videos at 1.5x speed so that might had some affect too.
@positivevibezz69 Жыл бұрын
@@octodemy its okay to have an accent, accents are hot, lol