Godot

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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.

Make sure to follow the Godot CoC while chatting

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We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

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founded 1 year ago
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Hi everyone! This is the second part of the tutorial on how to create a library of useful functions for shaders in Godot. If you haven't seen the previous part, I highly recommend watching it first. The link is provided in the description of this video. In this part, we will add functions for rendering various types of simple objects that we can use to bring our shaders to life and make them more interesting.

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/godot
 
 

I want to make an FPS controller that feels realistic, like when you move you really feel that your character has mass. In Unity I would've done that with RigidBody, but how do I do that in Godot 4.3.1 with CharacterBody3D? I know that RigidBody3D is not suitable for character controllers. May anyone show me the direction in which I shall dig?

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submitted 1 year ago by mac to c/godot
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  • Wrought Flesh
  • Satryn Deluxe
  • Pixelover
  • Astrominer
  • Run: The world in between
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submitted 1 year ago by mac to c/godot
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Good morning! Or afternoon or evening, depending on where you are in the world. Did you know that Godot allows you to create libraries of functions for shaders that you can later link to your shading language script without the need to copy and paste their code every time? We'll demonstrate this with a few simple examples, and then we’ll apply this knowledge to create another shader effect using the polar coordinates.

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submitted 1 year ago* (last edited 1 year ago) by popcar2 to c/godot
 
 

Great video comparing the built-in Godot physics to the Godot-Box2D and Godot-Rapier2D extensions.

If you've ever played around with 2D physics you'd know that Godot's implementation is... Really lacking and jittery. The two extensions are still relatively new so they're not as feature complete, but they're already a huge improvement. Cheers to https://appsinacup.com/ for creating both extensions.

See also the article: https://appsinacup.com/godot-physics-vs-box2d-vs-rapier2d/

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Godot UI Tutorial (www.youtube.com)
submitted 1 year ago by FencerDevLog to c/godot
 
 

Hi everybody! I'm back with another video for the collection of tutorials on game development in Godot Engine. This time, we won't be dealing with shaders or 3D models. Instead, I would like to focus on a possibly simpler but definitely no less important area in game development with the Godot Engine, and that is the user interface that would work correctly on every device and screen resolution. Let's get started.

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Tool I found over on the godot discord

Builds your game and then lets you enter scripts to be run after it does so to do things like call butler to push it to itch

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  • Manor of Mysteries
  • MetSys
  • 3D Pinball
  • Striving for Light
  • Exosoul
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cross-posted from: https://infosec.pub/post/4337087

Here's a link to download

Really impressive for a first project in 2 weeks…

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submitted 1 year ago by mac to c/godot
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Hi again, friends of visual shaders! Maybe you remember that in previous videos that dealt with this topic, we were working only with fragments, and we were setting only the final color for pixels. This time, we'll finally get to a no less important function, which is responsible for modifying vertices and subsequently deforming the entire texture that the shader is applied to. As an example, I chose the implementation of a flag that ripples in the wind.

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Creating GodotOS - Devlog 1 (popcar.bearblog.dev)
submitted 1 year ago by popcar2 to c/godot
 
 

Some people asked for a devlog, so here's my experience working on GodotOS (not an actual OS by the way, just a program that resembles one). There's a new preview video inside and some more info on the project.

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Been messing with Godot a few weeks ago, now I fired it up again and my project was marked as missing for some reason in the project list. Weird.

I cleared the missing project, imported it again (you can't do that with opening it at the same time?(1)) did some stuff, closed to Project Manager, the project is not in the list.

???

Reimported it again, closed to Project Manager again. Still not in the list. Restarted Godot, still nothing.

Any idea what could be going on? Using Godot 4.1.1 Stable on Fedora.

Thanks for any hints ^ __ ^

(1) The button says „Import and Edit“

EDIT: Lol nevermind, it's there, it's just called „Basic FPS“ for some reason and has a weird logo 🤦‍♀️

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I was struggling with handling dialogue for a point-and-click game, has anyone tried Ink or other dialogue plugins? I tried both DialogueManager and Bonnie, and while Bonnie seemed nicer they both were kinda clunky.

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  • Bare Knuckles Sandwich
  • CliffDivers
  • Garlic Builder
  • Memora Wanderer
  • Legendary Creatures 2
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submitted 1 year ago by popcar2 to c/godot
 
 

I'm making a fake operating system interface in Godot called GodotOS. Here's a sneak peek!

This is around 4 days of work. GodotOS is a proof of concept so I can learn more about Godot's UI systems. It's going very well so far. Right now you can open, minimize, and close windows while browsing folders and text files in user://files/.

My next goal (aside from adding more functionality) is to have viewports in windows so you can play games in your game.

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There's so much negativity and fighting and shit talking in the comments over there. It's like some people have a personal goal of making others look stupid in comparison to themselves and they just try as hard as possible to rub it in if they know something you don't.

I really feel like the latest Unity migration brought over a bunch of chuds because the three Unity subs were like that before I switched to Godot. That subreddit is literally the only reason I still visit the site at all at this point and I'm just about done with it.

I was hoping more people would end up here, but this place isn't nearly as active. I do plan on posting more when I make some more progress in my own projects, but I personally don't have a whole lot to share right now.

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I wanted to have an faster access to certain assets, so I created this addon which adds any amount of "Resource Browser" panels to the bottom bar.

Each panel has different config. You can add locations to search from via drag and drop, and filter files by extension (eg. mesh, tres) or type (eg. Mesh, Material).

Released it publicly if anyone else thinks it would be usefull. It's under MIT license.

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submitted 1 year ago by popcar2 to c/godot
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