Godot 3.4 -- A Surprisingly Huge Release While We Are... 𝘞𝘒π˜ͺ𝘡π˜ͺ𝘯𝘨 𝘍𝘰𝘳 𝘎𝘰π˜₯𝘰𝘡 4

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello ladies gentlemen it's mike here at game from scratch and i know you're all waiting for godot hahaha especially good doe 4 but the thing is good oh 3.4 just dropped and there is a ton to like in this release some features ported back from godot 4 and some completely new features this is actually a really impressive release and we're going to jump in and take a look at it right now so let's start things off straight away with a hands-on demonstration of some of the things i think are coolest about this release we're going to start off with the new room system so what you can do is part of occlusion culling is you can set up rooms room managers and portals it's a way of telling the game engine uh what data it needs and it doesn't need so potentially there's less geometry faster performance and so on this was back forwarded back ported from godot four and here you can see a simple example we've got two rooms we have a room on this side which is the kitchen we have a room on this side which is the lounge and then in between them as part of the kitchen set we have a portal the portal is marked up as a two-way zone and then we have a room manager which has a list which is this guy right here of rooms so we've got the kitchen the lounge and freeform and what we can do and i'll show you this actually probably best demonstrated by running you can see how the game engine sees the data in the scene so we're going to run this example and i'm going to switch well here we'll walk over you can see it's standard room you can look in between so i think we're technically in the kitchen right now and here is the dining room and now what i can do is turn the bug information on and see it's showing you in grayscale what the engine can see and what it needs to render so we've got uh we're seeing the back room and so on but i'm going to go over here so see all of a sudden it doesn't need to see that stuff same thing over here doesn't see it if i slowly rotate you're going to see wall not showing the geometry so the wall geometry for the other room doesn't need to be drawn now because the portal system knows where the the gap between the two worlds is and when you're looking through it so it's not until right there where you're actually looking through the portal that that geometry starts being drawn and then we'll continue over here to that side there again if i include it so this wall is occluding which is where that occlusion systems comes from the geometry behind it that geometry doesn't need to be drawn so we're using this new uh room and portal system you'll be able to set up indoor spaces really complex ones and the game manager will be able to um know in advance how to optimize it how things can what geometry it needs to draw and so on uh you're going to see a lot of the logic is in the room manager for how the potential visibility set the controls for it available right there you can merge all the meshes and so on and so forth so this should give you the ability to break down portals break down spaces into other spaces it gives the game engine more information to work with and should result in better performance uh not the sexiest thing to show on screen but definitely a cool new feature now the next one is going to require me to go back to godot 3.34 for a second all right so here we are we're in godot 3.3.4 so this is the last official stable release before 3.4 but this applies to all versions of godot going back to at least three if you're going and working with a theme so come up here theme let's just edit that guy right here you'll see the theme editing was all done in this sort of preview window down here now themes are really cool what they enable you to do is basically set up um skins it's almost like css for good dose so your game engine or your tool or whatever you can use these themes for common controls text buttons uh tree views and so on and you can edit what all of these things do and right now the setting for it is like this and it's kind of messy it's weird so i'm gonna have to put this in your memory so right now you have the previews down here your controls for things are kind of over here mixed with over here so if you want to control a new item you add the item right here you pick the type and so on and so forth so you got this weird combi menu going on right here so now we're going to jump over to 3.4 and the theme editor in it all right so this is godot 3.4 point something so 3.4.1 so this is the new release and here we are again in the theme you can see it looks very consistent but now you notice we've got controls over here for controlling whatever we are actively working so if you want to work on change the font color and so on you can do it here you've got various different controls here all set up the nice thing is this manage items is now this uh editor one not this weird little menu pop-down and you've got the ability to add new item and control everything right here so if you want to go in and add an item in you can do so so then we can start controlling it right here you can import items in so if you want to do uh you know each slider you can bring in the icon sets and so on so what they've done is they've kind of merged everything together in the theme editing uh made it much cleaner no weird weird combi menus things are where they they should be in theory you've got new tools there so what they've done is basically done a polish layer on the theming tools and done a bit of a a ui makeover on top of all of that nice things on the whole again not the sexiest thing you've ever seen but definitely an improvement and then my final hands-on demonstration what we're going to look at is a new exporting tool and the new tool that honestly i don't see a difference in it so what we're going to do create a new scene here we're going to create a new uh we'll do a world environment inside of that scene uh we'll set that up so cool yeah new world environment and so we have our new world environment going on here what i'm going to do is just drop go back to my root note here i'm going to drop a couple of guns into the scene so guns of fun we'll drop a guns of fun in here and we'll move that back now our world environment apparently uh needs some light so ambient light color white all right there we go so we have our world environment uh we have a new gun here so let's just do let's just do a couple of guns all right so we've got three guns in our world and just to uh really showcase the functionality here i'm gonna do one more add and i'm gonna add an omni light so omnilight all right there we go create all right so we got three guns and a light very cool now go back to that world environment for one second the one new thing we've got going on is a new tone mapping which is supposed to be more accurate so all along we've had aces you're gonna notice when you switch out the tone mapping it really changes the way the scene is rendered you've got a couple of options filmic reinhardt linear aces and generally i like aces the best now we have a new one aces fitted which is supposed to do a better job of uh whites um more accurate whites and so on and all honestly i've played with it a ton and between asus fitted and aces like there's a change but i can't tell what it is but if you're more if you got more of a cinematic eye this new mode uh tone mapping mode might be nice for you but the big thing i'm here for is this feature right here you go to project and this one strikes me as a little weird i'm about to export something tools export but there's a menu called export that i have to go past so i really expect it to be here or in file export but no it's in project tools export which is unfortunate but it is a cool tool so what i'm going to do is export this out we'll dump this into my temp directory because all things must go in the temp directory and we'll call this uh lots of guns gl and it's going to export out as a gltf file our entire scene uh and this is pretty cool stuff so it's going to bring it out uh in bind i think it's going to make a bin file by default so it'll bring a gltf binary file out now i have found that this particular feature in my own testing when i used it were like really large levels it was a little crashy and as you can see here even in this example uh there's not a lot in the scene and that took a little bit of time so it's just one of those things definitely should be aware of now let's go and fire up good old trusty blender and we're going to sacrifice our default cube here in justice why are you taking so long all right here we go all right so default cube goodbye file import gltf that was of course in temp lots of guns import and here you go our scene is now usable in blender gltf is kind of the future of import and export when it comes to blunderland because it just kind of works the best as you see the results come through looking very good definitely a good copy in another thing you'll notice is it actually keeps the name hierarchy so we had the spatial as our root so if i went back to godot you'll notice my root was a spatial node and then under that i'm getting omnilight sci-fi sci-fi and then oddly enough a world environment which is basically nothing so i don't know why that came in but it did bring in the light as a light like so uh it brought in should have brought in the values for i don't know if i actually changed any of the lighting values on this guy but i believe it should have brought in the power or the strength of it when i brought it in uh ditto if there was a radius involved but it um it brought in the scene exactly as the scene was now do keep in mind if you then go back and i do a file export gltf and then bring it back into godot any logic or programming stuff that you've added on top will be gone and that's basically the hands-on demo i'm gonna show you one other neat little thing that was added actually two neat little things first off i'm just gonna go ahead and add a new script here of type uh yeah sure gd script all right so there is our script going on the neat thing here is you can have uh an item in the uh game world so let's go ahead and grab something from our world environment go back to our script say we're scripting on something here oh i made a lua script oops i don't know if it's going to work with a lua script this was originally a project to demonstrate lua integration but now you can drag things in from over here and you get the actual code name color so if you wanted to change a parameter so you wanna do tone mapping white value you literally just bring it over and it will map it to the proper variable that's a cool new feature for sure i like that one another neat little quality of life thing that was added in this release is down here you can now sort by type by name and modify that is it's a little thing but that one is huge but there's a ton more little tweaks like that that we're going to see in just a second so we're going to be taking the tldr look at what is in this release now do be sure to check out the full change log and release notes there is a ton more detail than what we're going to be going through here but i don't want this to be a six hour long video so let's just take a you know 9 000 foot view of the major new feature so the first one we've got in the core uh promote object validate validity and hard to say surprisingly checks to release bills this means you can do a check to see if an object is valid at runtime in a release to make sure that you don't basically try to access an object that has been deleted we've also got support now for large files over two gigabytes in size uh frame delta smoothing and fixes this is going to make it it's an optional thing you could turn off or on um but makes the main loop and the frame changes more say vsync aware should result in a smoother running but if it does cause some jitters or problems to your game you can turn it off but it should make your game run a bit more smoothly uh we've got improvements to the input handling this is kind of a bit of a catch-all there's some neat stuff including like physical keyboard location so you can actually set it up so that um you use the keys where wasd are but in other languages the wsd keys those keys you know uh one to the right of the caps lock key and so on and so forth well you can actually now actually say okay i want the keys that are at this location even if they change from country to country so uh should make input handling for certain situations quite a bit easier there also some improvements on mobile input handling as well we also have new crypto libraries including strato you can now encrypt and decrypt code single line kind of function calls very simple nice stuff to work with moving on to the rendering world we have portal based and room based occlusion calling we covered that in the video we also have the asus fitted tone mapper which we covered briefly i'm going to show you again but a bit better of an image a still image that shows it in action shows off what asus fitted actually will do on the particle side of things we've got a new ring emitter for doing 3d particles we've got improvements to the shader language and miscellaneous render support again check the full change log and release notes for more detail on all of these things um on the platform side of things and on android we have scope storage play assist delivery and input responsiveness improvements so your input should be a little bit better handled on android platforms html5 um we've got i think that's progressive web apps i might have the acronym wrong but it's something to that effect the neat thing here is we also have a new javascript interface so you can actually call javascript code directly from your code using a javascript object should make interfacing with html5 applications in the host containers a heck of a lot easier and then we've got audio workload support and on the mac os side we have mono universal build so you could build for both intel and the apple silicon now gd native framework improvements notarization so this is one of those things you've got to do in this day and age when you're working with apple is notarize your app on the physics side we've got some improvements in 2d and 3d physics including dynamic bvh for godot physics 2d this was also implemented for 3d should just result in better physics simulations faster more reliable convex hull generation revamp conversion collision layer grid in the inspector and improvements and new features in godot physics 3d on the asset pipeline side of things we've got uh you can now export a scene as gltf as we saw in the video we have lossless webp encoding webp was supposed to be the future of graphics it's funny uh google doesn't actually use it even though they're behind it uh and you know they tend to still use ping and jpeg but webp is a great format if it's supported um and now they have support for encoding of it in the asset pipeline which is nice webp is a very viable texture format if you wish to use it and we got improvements in the editor such as the revamped ui theme editor which we saw in action in the video earlier on localized class references in general usability improvements like what we saw with the filtering and the uh bringing classes over to your code lots of nice changes there once again do be sure to check the full release notes and change log uh on that topic the changelog i'm not going through this in detail but i just want you to have like an idea of how much is in here so there is a ton of fixes and changes in this release so if you want to get the full details here do check out the full change log the nice thing is you can drill down and find out like the git hub justification behind that change or improvement so you can always learn more about them and on that topic we do have a bit more details about the aces fitting so here you can see the current aces and here you can see fit it and where it really shows up in a still image see around the lights there you can see so there's one of the major changes so uh the whites and the lights kind of pop out a bit more same thing here uh it's a more of a blob down here whereas here you're seeing more individual light now it doesn't really matter it's not one is correct over the other it's kind of an artistic choice of which one you actually prefer to work with um and that's it so if you want to grab it again godot is available at godotengine.org i have all of the relevant uh links in the linked article uh the one that we just looked at a second ago so if you want to go grab it check out their discord server grab the change the release announcement or the change log they will all be linked there and hopefully you found this release interest and there is a lot in dot 3.4 it's impressive especially with a lot of the development efforts being focused on godot 4 just how much they managed to squeeze into this release so i'm impressed uh let me know what you think of godot 3.4 comments down below and i will talk to you all later goodbye
Info
Channel: Gamefromscratch
Views: 38,359
Rating: undefined out of 5
Keywords: Engine, Export, GLTF, Game Development, Game Engine, GameDev, Godot, Godot 3.4, Godot 4, Godot Engine, GodotEngine, Occlussion Culling, Open Source, Portals, Release, Release Notes, Review, Theme
Id: pfNivNTgppw
Channel Id: undefined
Length: 15min 34sec (934 seconds)
Published: Sat Nov 06 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.