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

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

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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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Pictured: My Godot 4 game running on CrazyGames. This was previously impossible because most websites don't support SharedArrayBuffers/CrossOriginIsolation, which was required to run Godot on the web.

Today is a glorious day for us webgame developers. Godot 4 is finally viable to use thanks to this PR which should be merged by 4.3

This allows you to force the exported game to run on a single thread, meaning you don't need any special headers and your game should be able to run anywhere on the internet. This has the added benefit of making the games work properly on MacOS/iOS, which for some reason had serious issues with SharedArrayBuffers causing the browser to freeze.

Brings a tear to my eye, really. I might not need Unity for my next project.

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Hello everybody! In this video, I would like to briefly describe how you can export a finished game from Godot to the Windows platform. I will demonstrate this process on a point-and-click adventure game that we have been working on for some time.

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submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/godot
 
 

I want to create a "gradual colour change" effect in Godot.

eg: some_set_font_color_func(Color8(255,n,n) where n gradually decreases to make the text fade from white to red.

I can't figure out what function I would use in place of some_set_font_color_func to change a font's colour.

Godot themes are somewhat confusing. Given some var var UI:control how would I set the colour of any font(s) contained within that node?

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Hi everybody! If you're interested in shaders, you've probably come across the excellent website Shadertoy.com, which, at least at the time of recording this video, features more than 81 thousand shaders, with new ones added every day. Some of them are true works of art, and many programmers have undoubtedly thought about wanting a similar effect in their Godot game. But how do you achieve that? I'll explain everything in this video.

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submitted 11 months ago* (last edited 11 months ago) by popcar2 to c/godot
 
 

By supporting Direct3D 12, Godot gains support for multiple new platforms, such as:

  • Windows Store (UWP).
  • Windows on ARM.
  • GDK.
  • XBox —which can't be supported officially by Godot, but for which Direct3D 12 support is essential—.

Depending on the complexity of the scene, effects used, etc., this first version of the renderer performs generally worse than the Vulkan one. In some tests, D3D12 has not been able to deliver more than 75% of the Vulkan frames per second. In some other, D3D12 has been able to outperform Vulkan by a small margin. Performance improvements will be ironed out over time.

Expect it to come in Godot 4.3

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submitted 11 months ago by popcar2 to c/godot
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submitted 11 months ago* (last edited 11 months ago) by jlothamer to c/godot
 
 

If you ever wanted to make a game using visibility masking like the classic horror survival game Darkwood, then this demo is for you! In the readme I go over how it works as well as some pitfalls I've found along the way.

If you have any issues or feedback for the demo, please let me know. Thanks!

Godot 4 Visibility Masking Demo on Github

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Hello there! In today's video, I would like to focus on particle systems in Godot, which is an area that, similar to shaders, often raises plenty of questions. Particles are useful for various effects if we know how to use them. In this video, we will enhance our 3D scene with snowfall.

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submitted 11 months ago* (last edited 11 months ago) by popcar2 to c/godot
 
 

Link here --> https://forum.godotengine.org/

Godot now has an official forum! Not to be confused with the community-run unofficial forums (https://godotforums.org/)

The Godot forums will replace their old Q&A website, and all posts have been migrated to it.

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submitted 11 months ago by mac to c/godot
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I'm working on a game which involves characters doing path-finding and interacting with each other. My first impulse was to use navigationagent3d for this, but I'm running into issues which may or may not be related to my current understanding of the usefulness and intended purposes of naviagtion agents.

Basically, the agents should be able to walk up to each other and do a little push which should have a knockback effect. The knockback method works in isolation on standard character bodies without the navigation agent added, but seems to not be calculated by the agents.

The knockback is being added to the velocity with a lerp that quickly brings it back to zero. Again, that works fine on units without navigation agent. I'm wondering if this might have something to do then with the set_velocity method of the agents? Is there something about that which would prevent them from interacting with each other using the knockback?

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That's a lot of cash money. I'm still a bit confused at how much of this money will go to the actual engine and how much of it will go to supporting W4 in general, such as allowing devs to publish Godot games for consoles.

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submitted 11 months ago by mac to c/godot
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Hi everybody! I have recorded another video tutorial about shaders in Godot. This time, we will demonstrate how to create a spectrum analyzer that responds to music played by the Godot audio system. This is a nice effect known from various music applications and can be useful for enhancing your game. Let's do it.

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