Godot

5921 readers
151 users here now

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

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

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

[email protected]

Credits

founded 1 year ago
MODERATORS
276
277
33
submitted 10 months ago by mac to c/godot
278
279
 
 
280
30
submitted 10 months ago* (last edited 10 months ago) by popcar2 to c/godot
 
 

TL;DR from the official Mastodon:

Have a TL;DR as well:

  • major render pipeline optimization
  • improvements in the animation area
  • a quality of life change for C# users
  • common Nvdia issue solved
  • Node & OS documentations overhauled
281
132
submitted 10 months ago by mac to c/godot
282
 
 

Hi everybody! What you see behind me in the background of this video is the result of several algorithms commonly used in creating shader effects. Specifically, it involves the Voronoi diagram, a pseudorandom vector generator, and a custom color palette. If you like this effect and would like to use it in your Godot game, keep watching. I will demonstrate and explain how to create it from scratch.

283
284
20
submitted 10 months ago* (last edited 10 months ago) by mac to c/godot
285
286
287
255
submitted 10 months ago* (last edited 10 months ago) by popcar2 to c/godot
 
 

Hey folks, I just released my fake OS project after around 2.5 months of working on it. Any feedback is greatly appreciated, thanks!

Get it here: https://popcar2.itch.io/godotos

Source code here: https://github.com/popcar2/GodotOS

288
 
 

Is there something like a node ID which is specific to that node and will be the same no matter how often I execute the game? That would be super useful for saving and loading games.

289
 
 

Hello everybody! In this video, I would like to demonstrate how we can create custom nodes for the visual shader editor in Godot 4. It's a very useful functionality because, despite being a powerful tool, the visual shader editor contains only a finite number of built-in nodes. Sometimes, we'd like to add more nodes that we want to use frequently. It's easy, and I'll show you how to do it right away.

290
 
 

This repository contains a basic project setup along with CI/CD. By default it will build for windows, linux and the web and upload their artifacts, along with deploying a build to GitHub Pages.

Not mine, but this sounds really useful for anyone looking for easy builds and deployment.

291
 
 

TLDW: To have g, r, and s blender hot keys in godot 4.2 click Editor --> Editor settings --> search for "begin" --> use the Plus symbol to set "Begin Rotate Transform" hot key to r, then "Begin Scale Transform" to s, and "Begin Translate Transform" to g. My favorite thing not mentioned in the video is that constraining also works. So you can press r then x and rotate in the x axis or g shift y and translate on the x and z axis.

292
 
 

Hi everybody! It is January 2024, I wish everyone a happy new year, and I'm back with new videos from the world of Godot, shaders, and I'm also planning to record something about modeling in Blender. Anyways, the first video of this year is dedicated to a shader that can be used for interesting post-processing effects and uses the Sobel operator along with other algorithms, such as Gaussian blur. Let's dive into it.

293
294
 
 

I have this problem that every time I type this character ' the entire engine doesn't let me type any more. The entire keyboard stops working, and even shortcuts stop working. The mouse still works fine. I have to reloasd the project to fix this. Has anyone else had this issue before? (Running Debian 12)

295
145
submitted 11 months ago by popcar2 to c/godot
 
 

(I'm not affiliated with the devs)

For the unaware, Road to Vostok is one of the most popular games that switched from Unity to Godot. The dev made many devlogs detailing his journey of porting everything and his experience with the engine. Aside from his porting journey, it's also one of the very few Godot games going for a realistic high-fidelity artstyle. Now, the first demo of the game rebuilt in Godot is out.

I gave it a shot and it's quite good. Performance is really good and everything seems to be working just fine. Graphics aren't AAA levels which is expected, but it looks fine. The lighting being a bit flat makes me wonder if the dev isn't using global illumination.

Either way, a pretty nice milestone for Godot to prove you can transition from Unity without major issues!

296
297
58
submitted 11 months ago* (last edited 11 months ago) by mac to c/godot
 
 

Cool interactive tutorial gdquest made to get people started with the engine

Heres the link to it for people who dont want to watch the vid: https://www.gdquest.com/tutorial/godot/learning-paths/godot-tours-101/

298
34
submitted 11 months ago by mac to c/godot
299
 
 

Hello there! Originally, I didn't want to record anything else in this year because Christmas is just around the corner, which is a good opportunity to take a break from work. However, I noticed that my channel had 49 videos, and it would be nice to round that number up to 50 before the end of the year. In addition, we have just reached 1000 subscribers, which is a great milestone, and I am very grateful to everyone who made this possible. So, a new video is here, and this time, it will be about saving and restoring the state of our game in Godot 4.

300
 
 

Having the ability to rebind controls in a game is a must. It can be simply a matter of player preference, but sometimes it can be essential in letting some people play a game. For example, some keyboard don't have arrow keys, which many games require, but most importantly it is an accessibility feature that lets some people with disabilities to play the game at all.

So, as my first Godot Tutorial, I decided to showcase my take on a smart rebind menu. All the game actions are divided in sets: if two actions are in the same set, it stops them from having the same key, while it allows it otherwise. This can be useful especially for minigames, but also just to divide the actions for gameplay and the one used to navigate menus.

This is also my first post on Lemmy! I hope it won't be the last!

view more: ‹ prev next ›