5 INVALUABLE Godot 4 Code Patterns (feat. @Gdquest )

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Code patterns help you solve common game dev programming problems and can make your life so much easier. Here are five GDScript patterns that we use all the time and that you should definitely have in your toolkit!

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Awesome video. There’s always a wealth of “hello worlds” out there - prod architecture and design stuff is always far and few between. Thanks!

smallguy
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This video also led to me fiddling enough with Resources to finally understand how they can be used (and to stop being afraid to use the inspector for them). Thank you!

eerywax
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This is extremely useful. Thank you for this!

bitbraindev
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Awesome video! I'm still learning so tip #1 was a bit over my head, but tip #2 I think I could immediately start implementing!
#3-5 I'm definitely bookmarking for later, especially data management! Thanks for the great video!

goodwincek
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Can't say I completely understood how to use callables yet but I already understood that they are mighty handy!
Thanks for all your videos. :)

YouTubsel
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Nothing really to say, but I enjoyed this video. Thanks for making and sharing it.

longdongsilver
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Many useful tips there, I will be using these patterns, thanks!

GreySectoid
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Learned a lot, and never knew about the "owner" variable. Still, the sections could have been ordered better in terms of difficulty or complexity.

NaughtyKlaus
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Classic Furcifer, always throwing fireballs at dogs jumping on tables and such.
‘pestis! furcifer!’ coquus clamat. Thanks, Cambridge Latin.

daemetheus
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As always a very useful and easy to understand content. Thanks

anarkyworld
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The Furcifer stuff presented was pretty advanced. You could have spent an entire video on each one. You skipped a lot of code that I wanted you to explain.

GabrielVeda
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Going through GD's "Code from Zero" course.. Highly recommend for noobs like me

Marsleader
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Great video, I wish it was uploaded month ago, so I wouldn't have to discover by myself :)
About a pattern number five : I am disapointed with resources in Godot. I can't believe there is no built-in data structure, that lets us keep both exported and scripted variables. I often need to keep deeply nested dictionaries as data, and it is very impractical within export functionality. In the same time I have to use export to store data with visual components, like mesh or color. That problem forces me to keep data for every data-heavy object in two separate files :(

krzysztofswierzy
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Very interesting video; would definitely like to see more explanation for certain topics, though! As a bit of a personal preference, I actually disagree on JSON being "really bad for holding data." I find a lot of strength in its flexibility. Unlike tables in which columns need to exist for every value, JSON allows you to flexibly add and remove values as-needed (as opposed to leaving a column blank if it's not being used, or adding a new column for data that only a handful of rows will use.)

When loading data from JSON, you can simply have your code check to see if certain values it's looking for exist, and load them if they do (or use a default if they don't.) You can also easily include type names, allowing you to determine what kinds of objects to instantiate -- and within those different objects, use different values that aren't used by other objects.

Obviously, it's up to personal preference, and each method of data storage has its pros and cons!

imjust_a
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For stuff like score, I've found myself preferring setters/getters.

sslaxx
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For ages I thought you were Nathan from GDQuest. If only this video had existed back then.

Portponky
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Instead of using an auto load signal hub, for quick projects I’ve found just adding new signals to the tree root. Also tree meta values ;)

rionhunter
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The most useful godot video I've ever seen ❤

kamrielus
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signal bus is really amazing.. but I dread reworking my current project to use it -_-

OnyxIdol
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I am working on a huge project right now and i am at a point where my code is very spaghettified. Hopefully learning patterns and structures will help me fix that in the future. I think i have like 60 scripts with several thousand lines of code, its a crazy project and i will have to rewrite all that :(

KosinsStuff