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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

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founded 1 year ago
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I just released my Godot-made game! (store.steampowered.com)
submitted 3 months ago by [email protected] to c/godot
 
 

Available on Linux and Windows (and developed on Linux!)

It was honestly so fun to develop using this engine, it's so lean compared to something like Unity

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I want to instatiate the inspector of a specific type like int and String into my own inspector plugin. It would be incredibly useful to use the premade inspector types as they are just really well made.

The image is not related, I just wanted to put some visual here.

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I enjoy doing game jams. Usually I do a retro N64 jam. But I've also done a bad art jam, and a few halloween jams. This time I've decided to do a full 2D SNES jam. Hope to see you there!

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Hi everyone! If you watched the video about the simple transition between images using a noise texture, you surely noticed how we used a simple algorithm for a rather impressive effect. Now let's try something a bit different - instead of a regular transition, we'll create a burning effect for our scene, which will be a somewhat more complex algorithm. Let's do it.

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CC0 Custom Godot Node Icons (pixel-boy.itch.io)
submitted 3 months ago by mac to c/godot
 
 

Stumbled onto this pack when browsing some new Godot stuff. Figured it might be useful to some people here

In godot you can give nodes custom icons that show up beside their name using @icon("path/to/png") with that pointing to a valid image. These are custom icons similar to the built-in ones you can use to make your custom nodes more visually distinct

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Image descriptionThe linked image depicts a screenshot of some snowy terrain I made using the Terrain3D plugin for Godot. On the left there is some differently textured snow and multiple cabins along with some other wooden objects.
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Why can't I use LightMapProbes without the LightMapGI Node? I don't want to use the shadow-baking, I just need the global illumination!

This is something I though about for quite a while. I keep wanting to use some kind of global illumination and the LightMapProbes are a perfect fit for that. One can place them whereever useful and their customizability makes them an incredibly useful tool! When there is a red wall, I sure want to put a LightMapProbe there, so that the lighting can reflect that reflection there.

But nope, that's not how it works! When you want to use LightMapProbe, you MUST use it with the LightMapGI Node, which is mostly used for baking shadowmaps. That works great for small scenes like insides of houses and such, but it does not work with a large terrain for example. This means that we have loads of lighting methods for small scale scenes (VoxelGI, LightMapGI, ReflectionProbe) but for larger areas we are kinda stuck with SDFGI which only works on the Forward+ renderer.

SDFGI is great and all, but unfortunately it is not yet ready for large scale games I feel and its limitation to Desktop platforms really limits its scope.

Imagine how cool it would be if we could do this in a large scale world:

  • Use a ReflectionProbe for general treversal (that's what The Legend of Zelda:Breath of the Wild and Tears of the Kingdom does too btw!)

  • And use a multitude of LightMapProbes for smaller areas like towns and castles on the overworld to make for better global illumination.

TLDR: I feel that the usage of LightMapProbes and their lighting functionality should be expanded beyond the use in combination with the LightMapGI Node. It could allow for better lighting in large scale worlds.

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I am currently trying to implement a magic system, where a user can construct their own spells using spell components. What are recommended methods / structures to accomplish this?

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Learn how to enhance your game’s graphics with impressive visual effects!

This book provides a detailed guide on creating 30 spectacular shaders in Godot 4, including thorough explanations of their algorithms and parameter settings. Each example comes with complete source code that you can use in your projects without restrictions.

So, how can you get it?

Please visit Shaders in Godot 4: Add stunning visual effects to your games for more information and a free sample (50 pages out of 310).

Thank you for reading this. Good luck with your games. 😎

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I'd like to create an effect similar to 2 death animations that exist in Crash Bandicoot 3.

In one of them, Crash is disintegrated: all the triangle faces get separated and fly apart. A similar triangle separation is seen when he dies from fire, the triangles fall separately.

The second is a simple separation of the legs and torso. One enemy that exists in the 1st stage can cut Crash in half, which will cause the torso to stay in place while the legs walk away.

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/godot
 
 

I am coming from a Unity background and there I just had a component of some custom class in the scene which I could then easily get by calling FindInScene<CustomComponent> or something like that. Not in Godot this doesn't work, because I didn't find a way to get the actual class of an attached script. I always just get GDScript as the class name even though I did specify a custom one.

The information I want to save are things like: where to spawn players, how many laps will this race have, maybe save references to the spawned players, etc.

So how would I save this "meta" information to get by another script in Godot?

EDIT: here is an example: I have a main scene which can load different levels. When loading a level I need to get some information about that level, like: the available spawn points. Inside each level I have a node with a script attached to it that defined class_name LevelMeta and holds the meta information that I need when loading the level. How do I detect this script and the associated meta information?

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When animating my character in blender, I get somewhat smooth animations. I also made sure to use that cycles modifier so that it always knows how to interpolate the transform values

But when importing this model with the animations reguardless of the file type (.blend or .gltf / .glb) the animations don't loop very well

Does someone know how to fix this?

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Hi everyone! Recently, I returned to the algorithm we used for generating the lightning effect and tried to apply it in a slightly different way. Essentially, it involves decomposing the texture into individual color components - red, green, and blue - and shifting them according to a pseudo-chaotic value. I think I've seen something similar in a few games, and maybe such an effect will be useful for your project too. So let's get to it.

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Sorry for the small delay on this, was competing in a gamedev competition which took up most of my weekend

The way I instantly make the variables is using tip #1 I posted https://programming.dev/post/17169923

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I have been looking for a 2D reflective water shader for some time and was delighted to see that this tutorial was posted on YouTube to create just that:

https://www.youtube.com/watch?v=wPr5PvSgxFo

I've had a go at implementing it and have got the reflective water rendering. It's very "Kingdom: Two Crowns" like when spread across the full width of the scene.

However, as you can see from the image above, I've drawn a pond (as a separate Sprite2D) and I've applied the water shader to the pond. It's done that, but draws the water as a rectangle.

Is there a way to apply this shader to the Sprite2D, but conform to the actual sprite (only the light blue), rather than as a rectangle?

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submitted 4 months ago by Gabbagen to c/godot
 
 

Hello) Haven't seen nice videos exploring hierarchical state machines, so I decided to share my tutorial here. In the video I break down one of Dark Souls III bosses and then use Godot to recreate it.

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submitted 4 months ago by mac to c/godot
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submitted 4 months ago by popcar2 to c/godot
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