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Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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Wormhole

!roguelikedev@programming.dev

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founded 3 years ago
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Hi everybody! Do you remember the tilted square grid shader we created here some time ago? If you liked it and would like to try something similar but more irregular, you might be interested in this tutorial, where we’ll create an effect similar to a stone mosaic — which can be a very interesting feature in many games.

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submitted 1 year ago* (last edited 1 year ago) by popcar2@programming.dev to c/godot@programming.dev
 
 

Lots of fantastic changes coming in 4.5, some of which are a long time coming.

My personal highlights:

  • Proper SVG support and text scaling
  • Tilemap chunking which boosts performance and stops glitching in-between tile seams
  • Variadic arguments in functions
  • In-editor translation previews
  • Windows exports no longer need rcedit to change the icon/metadata!
  • Build profile now properly detects everything in your game, giving you a file to exclude all the nodes and features not used to easily reduce binary size
  • Emission shape gizmos on 2D particles (finally)
  • Screenreader support
  • Recursive focus modes and mouse passthrough for Control nodes
  • Borderless fullscreen mode on Windows finally doesn't have a 1px outline
  • Deep duplicates of resources finally work, previously anything in collections like arrays wouldn't get duped and you had to go through them manually
  • Lots of optimizations for the web
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I'm digging the design. I miss that type of style of RTS.

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Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, which we’ll pass into the shader using new uniform parameters, and briefly explain how so-called triplanar mapping works.

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I found these two super simple tutorials to get started with a 3d character and its animation tree.

https://www.youtube.com/watch?v=TFj67HbsyIg

https://www.youtube.com/watch?v=Si1Pz_7GIbM

Is there a way to have the script automatically written by the animationtre ?

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Robot Anomaly is participating in Steam Next Fest!!

@godot

Share, wishlist or install the demo to support my indie dev journey! :keanu_thanks:

https://store.steampowered.com/app/3619430/Robot/_Anomaly/_Demo/

#Steam #SteamNextFest #NextFest #IndieDev #IndieGame #GameDev #Godot #LinuxGaming

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Hey everyone! Today's tutorial is a little bit special because it covers an effect that has been part of my Godot Shader Pack for several weeks now. However, I believe it deserves a more detailed explanation for those who not only want to use this shader but also understand how it works. So, let’s get into it.

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This is my first high-effort project using godot, and besides the player animated sprite and movement system (based on a tutorial by HeartBeast!) all the pixel art, sfx, music, programming, etc. was done by me. This was made as part of a physics project about black holes and Einstein's theory of relativity and is partly based on the movie "Interstellar"

I am really proud of this and I think my pixel art has really improved! I really like how the dialogue boxes turned out and the music sounds pretty decent too. The decorations (grass, flowers, rocks) turned out really great as well!

here's the itch.io link: https://spenguin.itch.io/space-holes

and several screenshots of the game:

player on earth, grass and flowers, in front of saturn rocket

astronaut parkour through hot accretion disk material

astronaut is looking at the event horizon of the black hole

player is falling in black hole

question about the property of the singularity in the black hole

answer was correct!

player has become a string of atoms and is dead, captain is worried

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godot-rust v0.3 brings type-safe signals to the table.
If you register a signal:

#[signal]
fn damage_taken(amount: i32);

you can now freely connect it with other Rust functions:

fn ready(&mut self) {
    // Connect signal to the method:
    self.signals().damage_taken().connect(Self::on_damage_taken);
    
    // Or to an ad-hoc closure:
    self.signals().damage_taken().connect(|amount| {
        println!("Damage taken: {}", amount);
    });
    
    // Or to a method of another object:
    let stats: Gd<Stats>;
    self.signals().damage_taken().connect_other(&stats, |stats, amount| {
        stats.update_total_damage(amount);
    });
}

Emitting is also type-safe:

self.signals().damage_taken().emit(42);

Furthermore, you can now await signals, effectively introducing async tasks:

godot::task::spawn(async move {
    godot_print!("Wait for damage to occur...");
    
    let (dmg,) = player.signals().damage_taken().to_future().await;
    godot_print!("Player took {dmg} damage.");
});

There are many other improvements, see devlog and feel free to ask me anything :)

Huge thanks to all the contributors who helped ship these features!

~this was originally posted by @bromeon@mastodon.gamedev.place the project author on reddit. I'm just maintaining some parts of the project.~

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Hi everybody. Let's continue our series on modeling 3D scenes using shaders and raymarching technology. In the previous fourth part, we managed to render the scene from any position and at any angle, which is very useful in itself, but we were still rendering each object in the same monotonous color. This time, we'll fix that detail and rewrite our code so that we can assign a different material to each object.

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Hi everyone! I think every shader developer has at some point found themselves in a situation where they needed to determine certain values in the fragment function, especially when the shader wasn't behaving as expected. The problem is that the shader runs on the GPU, so we don't have anything like an output console available. So, how can we solve that? There are some options, and I’ll demonstrate one of them in this tutorial.

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Hi everyone! We've already had a spiral tunnel, a circular tunnel, and a triangular tunnel. How about trying a square or rectangular one this time, which could resemble a classic dungeon-style game? It's pretty simple, so let's get to it.

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TL;DR: Title. My main Itch page has all my games, but MathLab is the only one in alpha at the moment (post link). Just curious of the general consensus of the idea and direction it's headed in as an educational game, maybe used in the classroom. Thinking about submitting all my stuff to publishers and game funds, like Moonrise.


caveat: If you watch the vids for Ted Moonchild, you'll notice there are AI background placeholders. I made those several years ago in a stable diffusion Discord chat, I'm sorry. I only wanted to have a less boring aesthetic for the video and It wasn't obvious to me at the time just how shit and unethical AI was going to become. Everything else comes from my hands, but precisely why I'm trying to figure out money so I can pay a real artist.


I'm a burnt out systems engineer, and I just got laid off from a non-profit gig after they got state funding. CEO said something about "we have to stick with known entities", which just means Microsoft over any form of IT staff. I only say that to lead into the fact that I am already burnt out on job applications, on top of doing all the work for executives while they do nothing. At my age in the world of vibe coding bullshit, I'm not even getting rejection letters. Any way, I digress...

I've started several games, and one I've been working on for a long-ass time and made in several different languages and engines before landing on Godot. I get a little sad when it comes to finishing the games, because I just want to code the mechanics and come up with the ideas, make the music. I'm only kind of an artist, in terms of drawing. I can muddle through but it's grueling for me, especially animation. In order to complete a couple of these the way I want, I need to hire someone. In order to hire someone, I need money... and that all starts to lead back to, "I gotta figure out how to make money with the games so I can justify paying an artist to help."

On top of that, the one game I really, really want to finish writing and actually make is Ted Moonchild and the Roadies in Space. It's kinda massive in scope, at least for me, though. Working full time in Linux systems also means I have never really been able to give it the thought and time it needs to fully come to life. Seems like I need to turn the hobby into an income source so I can justify spending time on that game... man I'm starting to really despise this world we live in.

Back on topic again, it hurts a little bit. I really don't want my hobby to become about making money, but I'm struggling with the corporate world. I had planned on initially making MathLab open source, meant more so for education and to gain a little clout, then put the others up for sale.

I guess I'm here asking for feedback just to see what's good, what sucks ass, and if there's any interest in any of it from a gamer's perspective. Trying to get a better idea of whether or not I should try to get upfront funding from a publisher or fund, or just eat shitty ramen noodles and potatoes for the next 6 months and try to do everything myself for the first game and put it up for $5 or $10 (or free for teachers to use in class).

After all that, what say you? I'm especially interested in whether or not you laughed at my work and why.

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cross-posted from: https://lemmy.ml/post/30302028

video by GDQuest
very awesome to see tutorial and encouragement for 3D game
Godot would get much greater recognition if there were more 3D games made with it.

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Many people asked for it, so I created and released a new product: 80 shaders from my collection, ready to use in any project. Plus bonuses. 😎

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I won't be able to make it, sadly, but maybe someone here is interested and hadn't heard of it yet.

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Hi everybody. You might remember that the fire effect created using particles in Godot 4 was one of the first tutorials I published on this channel. Since then, more than a year has passed, the Godot Engine has evolved a lot, and many things have changed in the editor as well, so the original video is no longer very usable with the latest version of Godot (currently 4.4). That's why I decided to create a new, up-to-date, and improved tutorial, which we're about to dive into.

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