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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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submitted 2 days ago* (last edited 2 days ago) by cm0002@europe.pub to c/godot@programming.dev
 
 

We have a few updates here, some of them include;

Drop system expanded to drop more items and a way to add later.

powerups added so that the base weapons can be equipped, and upgrading them happens during gameplay.

Hud graphics updated with some visuals that show stats like life / shields. (right side progress bar not started yet) We are planning a resource-based game play to expand.

NPC characters (some gleaned from (Irmandito's Space ship sprites)

YouTube https://youtu.be/qVHKqPT43xA

Itch https://killgorack.itch.io/galactic-drift

Homepage https://www.killgorack.com/PX4/index.php?ap=gd&cn=hme

Public GIT https://github.com/KillGorack/Galactic-Drift

Screenshot of the drop system getting beaten up.

Developer: @KillGorack@lemmy.world

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Godot now supports Vulkan foveated rendering on Android, Application SpaceWarp, DirectX 12, and OpenXR render models, and can build a universal OpenXR APK.

If you're unaware, Godot is a free and open-source alternative to Unity and Unreal Engine. It's technically controlled by the non-profit Godot Foundation, but all development takes place in the open.

Since last year, Meta has been funding a group of Godot veterans to improve the engine's support for OpenXR and Quest feature extensions, as well as to build high-quality samples and documentation.

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Hi everyone! In the previous video, we reached the set goal - one hundred shader effects, which are available in the product called Godot Shader Pack, linked in the description of this video. Of course, I plan to keep creating shaders and gradually add them to the pack, at least for as long as I have inspiration. This time, we’ll make another transition effect, and as you can see, it simulates something like a pixelated change of the background image. Let’s take a look at how easily we can program a similar effect.

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A simple GDExtension Terrain heightmap editor. This used to be only C# addon but now works with all languages. I tried this when it was C# addon and it was amazing tool and great to see it available for gdscript as well.

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Like how Half-life 2 (etc.?) used a font for weapon icons. I'm guessing TF2 and CSGO (smart way to easily use it wherever supports text). Though it's difficult finding info on this without info about basic text instead.

No-color unicode ( 🛠 ) works everywhere, and can be made with Font Forge*, a bit clunky to me though. I wonder if newer node-based editors like Graphite/PixiEditor are better... or for (M)SDF fonts/textures.

I prefer textmesh** for the look... though color emojis ( 🎈 ) don't work with this (even with a vertex-color-as-albedo material, trying SVG emoji fonts). Plus FontForge doesn't handle color as far as I can see.

Label3D does support color, pixels instead of polygons (high scale or oversampling are options, but M.SignedDistance breaks color emojis). (also modulate_color_glyphs import setting seems to work in only 2D though)

* I've also tried Inkscape, didn't like how glyphs are created/managed (also, text width)

** I want a low-poly font anyway, though even smooth fonts look interesting with a high curve-step



Not strictly necessary (I'm already using Blender for simple models with vertex colors, and polygons+labels also work for 2D or 3D via canvas layer), but fonts are a more interesting workflow. Easier HUDs or text grid map maybe.

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Hello, everybody! In this video, I’ll demonstrate how we can program a shader that simulates a page turning in a book, which is definitely a very effective way to transition between scenes. So let’s launch the Godot editor and get started.

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Godot Fest in Munich just ended, and it was a blast. There were numerous great talks, and you can already see most of them on the media site of the Chaos Computer Club, as they were providing the recording infrastructure and team.

https://media.ccc.de/c/godotfest2025

I met plenty of interesting people there who were eager to talk about a wide range of topics.

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Go show him some love! I hope more developers start to use Peertube and other fediverse apps.

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At 3:09 during the introduction of the Steam Machine

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So I am trying to build a simple todo APP for mobile as a learning experience.

I have a lineEdit which activates the virtual keyboard. This goes over the lineEdit.

I read that I should get the keyboard height with displayserver.virtual_keyboard_height() on an focus_entered() signal which is emitted from lineEdit.

When I try to do that, the value is 0. This is because the keyboard appears to slow. I put in a:

await get_tree().create_timer(1).timeout

Which gets the height of the keyboard but building in a 1 second delay can't possibly be the right solution here.

My question is: how did you solve this problem? And is it possible to not bother wit that at all? Is there a option in the project settings that makes it that, when the keyboard appears the whole app gets pushed up?

I don't really grasp how the keyboard interacts with the app. Is it considered an overlay or part of the app?

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Hi everyone! Let’s take a short break from post-processing effects. In this tutorial, I’ll be creating a dynamic ornament that at one stage resembles a magical portal and at another something like a fiery eye. Essentially, it’s another demonstration of how we can use iterations and simple functions to achieve quite interesting transformations that can be further configured and combined in new ways.

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Hi, I wanted to start using Godot, and I'm wondering if people here have recommendations on learning resources for a first timer.

I can find a number of tutorials, but I know that bad tutorials can make it harder to learn the software than it should, so recommendations would be welcome.

I have a considerable experience with Blender and unity, if that matters, though I would want to learn things the "Godot way", not just a "Godot for unity users". Trying to learn Unreal in the past just made things harder and created bad practices on me.

Also, I'm using Linux. From what I read I don't think I want to use the .net or c# stuff, because I don't want to have to download and rely on .net.

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In short, I want to begin a hobby project on making a collection of offline games to pass the time with no nagging advertisements or micro transactions.

I would like a mix of puzzle-style games (Wordle, Sudoku, Solitaire, etc.) and more traditional games (Subway Surfers-style, that arrow game where you click while the bow is moving and you need to aim for the target)

I'm looking to focus on relatively easy to make 2D singleplayer games, since multiplayer and 3D will both add additional layers of complexity.

Anyone have any suggestions? Thanks!

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Neat project that looks pretty well thought out.

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Hi everyone! Let's create another post-processing effect that's, again, very simple to program. The result can be quite useful—for example, if we want to simulate TV signal interference in our game and control the visual appearance of that effect with parameters. So, let's do it.

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Hi everyone! Last time, I talked about post-processing effects and how it’s useful to have as many of them available as possible so we have plenty of options when creating a game. And here we are again, because in this video we’ll be making something new in this category. This time, it will be a simulation of a scene viewed from beneath the water surface, featuring typical surface ripples and adjustable coloring. We’ll only need a few lines of code, so let’s get started.

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Awesome looking game made in @godotengine

https://youtu.be/v9FMp5QgOvY

Looks like 2D hand drawn art, like Defender of the Crown

/cc: @godot #gaming

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With our first dev snapshot out of the way, the 4.6 development cycle is no longer constraining itself to the territory of bugfixes. Many long-awaited features and enhancements are seeing the light of day at long last, as this behemoth of a snapshot boasts over 300 improvements in all! This blog post will aim to highlight the heavy-hitters to the best of its ability, but the sheer number of changes may warrant users to check the interactive changelog for a more thorough dive. With new features comes the potential of new bugs, so early testing and reporting will be essential to catching regressions as quickly as possible.

Please consider supporting the project financially, if you are able. Godot is maintained by the efforts of volunteers and a small team of paid contributors. Your donations go towards sponsoring their work and ensuring they can dedicate their undivided attention to the needs of the project.

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