Godot 4.6 is HERE! Jolt Physics & Massive 2D Boosts
190 segments
Hey everyone, welcome back to GDAU dev
checkpoint. GDAU 4.6 just dropped today
and it brings some massive improvements
that directly target some games that
we've already made on this channel.
Specifically, a 3D atmosphere horror
like the Back Room series and high
performance 2D survivor games like the
Rogue Light one we made. Now, let's
break down what actually changed and
then we'll go into the ones that
specifically target this channel. Now,
over here on the release website, you
can go check this out for yourself. I'll
link it in the description, but we can
scroll down, take a look. The first
thing is the actual engine itself. The
look to it is the minimal theme by
default. Now that's been available for a
while or last year, but now it's the
default look. And if you see the
difference here, here's the old school
now old school blue kind of square look
as compared to the now minimal rounded
edges look. You can also change the
dock. If you want to make float, you can
float these docs around now and move
them wherever you like. If you exit out,
it'll go back down into the actual
editor again itself. So, that's handy.
Look, looks great. Now, the other main
things you can see changed is the actual
physics engine now by default uses the
AAA physics engine Jolt. So, that's
going to help tremendously with some 3D
tutorials we'll do in the future.
There's the doc section. And this 3D
actually is going to help with although
this inverse kinematics too, which is
now back in this engine. Now, Game from
Scratch did a deep dive into these two
and guarantee that you'll want to check
that out if you want to get into the 3D
work. And for something like our back
curves tutorial, this reflections and
SSR overhaul really can increase your
atmosphere, make things look a lot more
realistic. We have a lot of general
stuff, nodes, remembering GDAU as a
library. and make it more of a hybrid
application. Like I say, that's real
specialized, so not everyone's going to
be interested in that, but it's there if
we need it. Or some 2D stuff. And you
have instance tiles. You can actually
rotate those individually. Now, it can
be helpful. 3D things like decoupling of
the transform and select node, so you
can move these around easier. There's a
specialty stuff like line algorithm. You
got this nice new spinable gizmo,
though. That's nice. I do like this
pivot placement because that's actually
comes in handy quite a bit. You have a
lot of quality life stuff like the click
focus and the zero margins errors. You
can deep dive into those if you like and
a lot of behind the scenes editor stuff.
Really cool. Then drag and drop. You can
actually drag and drop your meshes and
scenes into new scenes. Back here you
drag it and hold it over the tab. It
actually changes the tab just like that.
Pretty cool. Other than that, I really
like this live preview stuff. You can
actually preview what it's going to look
like on screen itself. That's really
handy. So you don't have to actually put
it in. So you don't like it, put in a
different one, especially the typography
stuff and dragging our animations.
That's that's actually really nice too
to key frame it or select our frames per
second kind of thing with mathing out
anything. And the patch and play. And
then the I like this color one where you
can actually change the PS5 controller
with this simple line of code. might get
me a PS5 controller hooked up so I can
just test it out. This glow one's really
nice, too. Nice glow effect. Really
going to improve the lighting and the
atmospheric things like the back rooms
one we did. Here's some actual
contrasting when you see before and
after. And actually, this is the mobile
one. It gets rid of those line waves in
the reflections
or I guess they call it banding.
Yeah, it's nice for doing mobile stuff.
That's cool. a lot of other mobile
stuff, one of the other bigger things,
especially if you're on Windows, is the
fact that direct 3D12 is now the default
and it's on par with Vulcan as they say.
So, it's gonna be better for stable
driver support and those kind of things.
Why I like this too or the actual
collision shape and actually match your
mesh without having to manually do it.
That's going to be really nice. Save a
lot of time. And now we got JSON if
you're interested in that. There's some
debugging stuff is all cool and
profiler. profilers that you can deep
dive into what's slowing your thing down
or making it better and some more
quality life stuff like the placeholder
highlighting. But how does this all
affect you? Well, there's a cool
website, the GD Quest. They actually
link it on the release website. Let's
check it out. So, right here above the
general section, you'll see this GDQ
Quest free library. You actually explore
what those ch any and all of these
changes mean for you. So, if you want to
update your project and see if you
should or if it matters, this is a good
way to do that. And this is the website
here. You can go over what changes mean
for your projects. Now, three biggest
things that we've done on this channel
that might have this new engine affect
that. Well, Jolt Physics, first one, big
for 3D devs. Jolt Physics is now the
default physics engine in GDO 4.6. So,
if you've been building walking
simulators of firstperson games, you
know that standardizing on Jolt is a big
win. So, it generally offers much more
stable character controllers and better
performance for complex collisions right
out of the box. But anyone starting a
new 3D project, you no longer need to
hunt down the add-ons just to get rock
solid physics behavior. Now, it's the
default. So, for the 2D side of things,
we have a game changer really. It's a
batching support for the Forward Plus
and the mobile renderers. This is
specifically huge for the survivorlike
rogike games or anything with massive
sprite counts. Previously, to get the
good performance with thousands of
enemies, you often had to stick to the
compatibility renderer. Now, with 4.6,
GDAU now batches draw cells in the
high-end renderers, too. This means you
could finally use those fancy high-end
lighting and glow effects without
actually sacrificing the ability to
render massive hords of enemies. It
removes a major bottleneck for the
genre. And finally, atmosphere. Now, the
screen space reflections have been
completely overhauled. Now, this is
critical for horror games or liinal
space environments like the back rooms
one we did. The new implementation
handles roughness and wet surfaces
significantly better than before. Now,
it gets rid of a lot of the visual noise
on damp carpets or tiles, which is going
to make the environment feel much more
grounded and realistic. Now, paired with
the new modern editor theme, it cleans
up a lot of the UI quite a bit. So, GDAU
is looking and feeling a lot better to
use. Now, there's a ton more in the
change log that we glossed over, but
those three features that jumped out at
me for the types of projects that we've
built here so far. Now, I'm curious to
hear from you. Are you planning to
migrate your current projects to 4.6
right away, or are you going to wait for
a patch or two? Let me know in the
comments below. Thanks for watching, and
I'll see you at the next checkpoint.
Ask follow-up questions or revisit key timestamps.
This video details the new features in GDAU 4.6, focusing on improvements relevant to previously made projects on the channel, such as 3D horror games and 2D survivor games. Key updates include a new default minimal theme for the editor, the integration of the Jolt physics engine for better 3D performance, and an overhaul of screen space reflections to enhance atmosphere and realism. The video also highlights improvements in 2D game development with batching support for renderers, enabling more sprites and enemies without performance loss. Other notable features include improved drag-and-drop functionality, live preview capabilities, enhanced lighting effects, and better mobile rendering. A resource from GD Quest is mentioned as a way for users to understand the impact of these changes on their projects.
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