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.

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Wormhole

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founded 2 years ago
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From the description: "After years spent in Unity I have finally made the decision to move to Godot starting next year."

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Hey everybody! And welcome to the last tutorial of this year. Of course, this is definitely not the absolutely final tutorial, as I will continue with a new batch of learning materials in January. So, how are we ending the year 2024? We will be implementing blobby objects, also known as metaballs. Yes, exactly what you see on the screen right now. So, let's get started.

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@export_group("Text") is used to make a group and you can break out of the group using @export_group("")

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This pops it out into a new window that you can move around separate from the main window (e.g. onto other monitors)

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in this case I selected res so its showing everything in res on the right

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*(unless the subfolder explicitly has another color set)

Useful for finding certain folders quicker

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Putting a backslash after a part of the statement basically means ignore any newlines between this and the next characters so you can indent it however you want

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Hi everyone! Let's add a simple effect simulating a TV signal disturbance to our collection. It actually resembles typical artifacts when playing recordings from a low-quality VHS tape, but it's up to each programmer to find a suitable use for it. And because it's a very simple algorithm with just a few lines of code, this video will be relatively short as well. So let's create it.

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submitted 2 months ago by popcar2 to c/godot
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I am experimenting with creating a pixel-art mobile game in Godot. I am having trouble with the viewport size regarding the pixel art assets. I've learned that I should set the scaling mode to integer, which adds black bars to the screen. My plan to get rid of the black bars is as follows:

  1. Find a way to resize the main viewport dynamically in runtime
  2. Calculate, based on the device's size, what size the viewport should be
  3. Apply that calculation when appropriate

Before I even try to get a calculation like that going, I want to make sure I can change the viewport's size in the code, which I couldn't figure out myself. I have tried the following:

  • Changing the project settings in a _ready function: Does nothing
  • Changing the project settings in a _process function: Does nothing
  • Setting get_viewport().size in a _ready function: Does nothing
  • Setting get_viewport().size in a _process function: Changes the size of the viewport, but without expanding it
  • Setting get_window().size in a _ready function: Does nothing

What else can I try?

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This lets you type parts that are differentiated from the other variables quicker while still having enough to smart pick it

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Godot 2024 Showreel (farside.link)
submitted 2 months ago by [email protected] to c/godot
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Hey everyone! The end of 2024 is slowly approaching, so I thought it would be good to add at least one more post-processing effect before diving into something more complex next year. This time, it’s again about layering, with each layer shifted differently using a noise texture and rotation. With a bit of imagination, the result can resemble a painting where the colors have blurred and blended together slightly. Let’s take a look at how this algorithm works.

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If you do this remember to free the old one (or have some way of accessing it) since the engine won't do it for you

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Fly, dodge, and barrel roll your way to the win! Challenge yourself to beat the high score. Now with tons of maps to choose from and lots of replayability! Do you have what it takes to master the glide?

Playable the browser on PC. All feedback is welcome.

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This is useful to see where specific prints are happening

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/godot
 
 
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Godot - Priorities page (godotengine.org)
submitted 2 months ago by popcar2 to c/godot
 
 

The team made a new page to see what they're prioritizing at the moment. Neat!

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Alternatives to doing this would be to right click and then hit the close button or to use the hotkey for it (defaults to ctrl + w)

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Missed some days due to exams but more daily posts should be happening now

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Context: The default 3D physics engine of Godot is really bad, so one of (if not the) most popular extensions for Godot was Jolt Physics, replacing the old physics engine with Jolt (which is what Horizon Forbidden West uses).

Jolt not only has way better accuracy and less bugs, it also performs better. There is no reason to use the official one compared to this.

What this means:

  • Jolt is coming to Godot 4.4, it's currently not a default since it's experimental (you can switch it on in the project settings), but once it becomes stable it will be the default physics engine.

  • The Godot Jolt extension will be in maintenance mode since it's now built into the engine itself.

  • The old physics engine will still exist for now (probably for backwards compatibility's sake).

The wait for 4.4 continues.

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submitted 2 months ago by popcar2 to c/godot
 
 
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Hey everyone! Let’s create a simple shader that will shake our screen or an element on the screen as if an earthquake has occurred. This could be quite useful in various platformers, right? And, in fact, it’s very easy to implement. Let’s get coding.

75
 
 

I'm having trouble figuring out how to tell when a tool script is rebuilt in Godot mono 4.4. When the build project button is pressed the ONLY notification that the node receives is NotificationWMFocusOut and NotificationWMFocusIn so _EnterTree/_ExitTree and _Ready are useless and never called.

My node has several RIDs that are sent to the RenderingServer and PhysicsServer3D but when the project is rebuilt there seems to be NO indication that it is being rebuilt so the node loses reference to all the RIDs (preventing me from freeing them) so they are still visible as ghost objects in the editor that don't go away until I reload project.

Has anyone figured out how to do this properly? I'm totally at a loss...

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