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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

!roguelikedev@programming.dev

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founded 2 years ago
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1
 
 

I'd like to contribute what i can to this sub, but not beeing able to post gif showcasing my things isn't really helpful, any idea why it doesn't work ?

(Photo is irrelevant)

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With the stability gained over the past five releases, it's time for polish and quality of life improvements for everyday development.

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Hello, everyone! This is a continuation of the previous tutorial, in which we created a simple dithering effect that can be used to simulate, for example, low-quality film or interference in a TV signal on an old screen. And as I promised, this time we’ll finish the topic by programming a shader for classic dithering with a regular structure.

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Last Wednesday saw the release of our first Release Candidate build of Godot 4.6. As a reminder, we release RC builds once we think the engine has stabilized and is ready for release. It is your last chance to report critical regressions before we release the stable version.

Today, we’re excited to produce our second snapshot, which addresses the handful of critical regressions that cropped up in testing since then. Unless reports of any show-stopping regressions come from the changes made in RC 1 or RC 2, a stable release is just around the corner.

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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Hi everyone! Let’s continue programming shaders whose code fits on a single line. This time, we’ll create an effect called dithering, which in this case means rendering an image using a heavily limited color palette.

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Hopefully we can get 4.6 by the end of the month!

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Hello, everyone! The effect I’ll be creating in this video falls into the category of image distortion—that is, a simulation of an imperfect display or external interference. As we can see, this interference resembles frequency modulation of a signal and is based on a similar principle. So, let’s take a look at how this algorithm works.

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I'm assuming I am allowed questions here? Haven't posted much on lemmy.

I'm wanting to make a small project with support for both playing on a desktop with mouse and keyboard as well as playing on oculus quest 2. Since the project settings include a checkbox for OpenXr I'm wondering if that needs to be turned off for building for nonvr, if its fine to leave enabled or if there is some export preset stuff I can do?

Unrelated question but are there any lemmy communities for showing off games we make from game jams? Did see a game jam community that had links to game jams themselves that hasnt been active in a while

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Hi everyone! This is the first video I’ve published in 2026, and since I wouldn’t like to start the new year with something extremely complicated, this tutorial will be easy and quick. We’ll show how we can simulate a view through something like small glass blocks using a shader whose code fits on a single line.

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Hi everyone! There are only a few days left until the end of 2025, so I’ll release one more video tutorial this year. Once again, it will be a contribution to the category of scene transitions. And I would say that the rotating vertical tiles look quite impressive. So let’s go ahead and program it.

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Solution: the scrollable container was also scrollable horizontally! I had to disable that and it finally expanded to the size of its contents.

Hi,

I found out Godot can be (ab)used to make a cross platform GUIs for applications and would like to make a window with a main container on the left and scrollable feed on the right. The scrollable feed should expand horizontally (max 20% of available space) depending on the size of the contents it has.

I've split the main GUI using an HBoxContainer with a VBoxContainer on the left (mainContainer) and a ScrollContainer (feedScroll) on the right with a VBoxContainer in that. When setting "Expand = true" on mainContainer, it just pushes aside the feedScroll which then has width of 0. The buttons have a min size, so I expected them to widen the vBoxContainer and succeedingly the feedScroll. Alas, the VBoxContainer does have the right width (as you can see in the image), but the feedScroll doesn't have a width.

Below is the scene.

gui.tscn

[gd_scene load_steps=3 format=3 uid="uid://c1jga0ql8cbyx"]

[ext_resource type="Script" uid="uid://ceyrteq5kukei" path="res://button.gd" id="1_80edf"]

[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_k6omp"]

[node name="gui" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

[node name="rootMargin" type="MarginContainer" parent="."]
material = SubResource("CanvasItemMaterial_k6omp")
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10

[node name="HBoxContainer" type="HBoxContainer" parent="rootMargin"]
layout_mode = 2

[node name="mainContent" type="VBoxContainer" parent="rootMargin/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3

[node name="feedScroll" type="ScrollContainer" parent="rootMargin/HBoxContainer"]
layout_mode = 2

[node name="VBoxContainer" type="VBoxContainer" parent="rootMargin/HBoxContainer/feedScroll"]
layout_mode = 2
size_flags_vertical = 3
theme_override_constants/separation = 10

[node name="Button" type="Button" parent="rootMargin/HBoxContainer/feedScroll/VBoxContainer"]
custom_minimum_size = Vector2(200, 30)
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
text = "I have a lot of text"
script = ExtResource("1_80edf")

[node name="Button2" type="Button" parent="rootMargin/HBoxContainer/feedScroll/VBoxContainer"]
layout_mode = 2
text = "This is a marginal text"

[node name="Button3" type="Button" parent="rootMargin/HBoxContainer/feedScroll/VBoxContainer"]
layout_mode = 2
text = "I have more text in here"

[node name="Button4" type="Button" parent="rootMargin/HBoxContainer/feedScroll/VBoxContainer"]
layout_mode = 2
text = "Quite a big button lad"

[connection signal="pressed" from="rootMargin/HBoxContainer/feedScroll/VBoxContainer/Button" to="rootMargin/HBoxContainer/feedScroll/VBoxContainer/Button" method="_on_pressed"]

Help would be appreciated. Thanks

17
 
 

Hi everyone! We’re almost at the end of the year - at least at the time of recording this video—which means we still have time for one more broken-screen effect. This time, it will be a simulation of an LCD monitor that has suffered some sort of internal malfunction or has something inside that cracked and damaged the digital signal. So let’s go ahead and program it.

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Voxel Surport (godotengine.org)
submitted 1 month ago* (last edited 1 month ago) by cm0002@lemy.lol to c/godot@programming.dev
 
 

MagicaVoxel large voxel model support, faster import speed, automatic material mapping

  • Merge models
  • Multi-threaded Mesh generation
  • Automatically generate metal, roughness, emissive, and other maps
  • Solves the issue of slow import and crashing when importing .vox models larger than 255255255
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Hi everyone! This time we’ll once again take a short break from creating shaders. Instead, I’ll describe how we can test a game developed in the Godot Engine on the Steam Deck and what needs to be ensured or verified before we release our game for this console as well.

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Hi everyone! Didn’t I say recently that you can never have too many scene-transition effects? I’ve just created another one that can also be customized in interesting ways, so it’s basically three effects in one. Let’s take a look at how such a shader works.

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As the Northern Hemisphere’s days get shorter and colder, we get closer to our much anticipated feature freeze. Dev 5 is jam-packed with new features and enhancements as contributors try to finish off their big contributions before we hit the feature freeze and Beta 1 shortly after. As a reminder, feature freeze is the period where we stop merging anything except for bug fixes as we shift our focus to polishing the existing code in preparation for release. We plan on entering our feature freeze on December 3 and only releasing one more dev snapshot before entering the Beta phase.

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.

Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor, the XR editor, or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.

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Hello everyone! This time we’ll create a shader that simulates playback from a faulty videotape. Yes, it’s a simulation of an outdated technology that’s almost unknown today, but I still think it’s an interesting effect that can find its place in many games. So let’s get to it.

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