Godot

6853 readers
44 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

!roguelikedev@programming.dev

Credits

founded 2 years ago
MODERATORS
101
14
Copyleft GDExtension? (lemmy.kde.social)
submitted 4 months ago* (last edited 4 months ago) by sevon@lemmy.kde.social to c/godot@programming.dev
 
 

So, I started working on a new project, and I'm thinking of how to license it. Specifically, how to make it as copyleft as possible without making it unusable.

By unusable I mean the license blocking the game (or in a more likely case, any later project that reuses the code) from being published on platforms like Steam. I know that steamshim exists, but I'm not sure if that can be a real solution. Linking against the SDK seems completely optional in Steam's case, but license compatibility is listed as a hard requirement regardless.

The game code consists entirely of a GDExtension written in Rust, so I think I can just neatly LGPL the GDExtension "library" without restricting the game executable itself. It sounds like it should work, but there are some things that I'm not sure of, like hardcoded references to assets.

I really don't enjoy thinking licenses so I usually slap on either GPL or something permissive and be done with it. Anyone notice any holes in my plan, or am I good to go?

I know I can use my own code however I please, but it gets more difficult once there are multiple people involved; I've had one person express vague interest so far.

Thanks.

102
 
 

cross-posted from: https://sopuli.xyz/post/22778737

I'm still figuring out the details but I have a working prototype and it uses (somewhat) accurate sail physics.

103
104
105
 
 

Hi everybody! Let's try something a little different today - an introduction to creating complete 3D scenes using shaders. Yes, I know - this technology, called ray marching, has been described many times in other tutorials, and it's hard to come up with something entirely new. Still, I think it wouldn't hurt to add such a video to our collection because I plan to expand on this topic in a new series, and it would be good to have a reference for the absolute basics.

106
26
FPS Hands addon (i.imgur.com)
submitted 4 months ago* (last edited 4 months ago) by MrSoup@lemmy.zip to c/godot@programming.dev
 
 

Plug and play hands for FPS with animated weapons.
Feel free to contribute.

Godot Asset Library
Source code

Aiming pistol

Reloading LMG

107
108
 
 

Was really excited to see this and was surprised to find it hadn't already been posted so I figured I'd share ☺️

109
 
 

Didn't see this posted anywhere. I realize there are a ton of free tutorials everywhere but this course bundle compiles it in a convenient format for those with no idea where to start.

Ends February 17.

110
111
 
 

Hi everyone! Let's use the Godot shading language to recreate an effect that falls into the category of a large number of small objects following a trajectory. It consists of simple elements, in this case, ellipses, that orbit along certain curves and together create interesting-looking patterns. So, let's get started.

112
113
62
submitted 5 months ago* (last edited 4 months ago) by Eibriel@sopuli.xyz to c/godot@programming.dev
 
 

Hi! The game is ~~nearly~~ complete, I'm looking for feedback before releasing it!

You can check the ~~beta version~~ it here:

https://eibriel.itch.io/robot-anomaly

Feedback is more than welcomed! Thanks!

( The game is open source, you can check the code here: https://github.com/Eibriel/RobotAnomaly )

114
 
 

Hello everyone,

i am fairly new to Godot, just tried to make my first app for android and ios. It is for organising things, so lists and multiple pages, settings and a sqlite database. I already managed to do all that, but it just doesnt feel right. it just feels to complicated. Is there an Example for an mobile App?

115
 
 

How cool would that be!? Like having multiple constructors for a class or having a move method with the parameters (x:float, y:float) OR (relative:Vector2) ! That'd be super cool and useful I thinks <3

116
 
 

After having cancelled my 2 previous projects I've finally been able to finish something!

About: Nairu is a simple note taking app that I made mostly for myself, right now it doesn't have a lot of features (just the basics of a note taking app), but I plan to add a few more things to it.

Any feedback is appreciated!

117
118
 
 

Hey folks!

In my free time I'm building this simple web-based tilemap editor called Sprite Fusion.

It's written in TS and Rust to export native Godot maps files straight from the browser (and also natively as I have a desktop version of it). For a long time, only Godot 3.5 maps exports were supported, but now it also supports Godot 4.3 exports!

Let me know your thoughts :)

Cheers!

119
120
 
 

Hi everyone! In this video, we will take a look at a technique that allows us to create very interesting pseudo-random patterns using functions we know from previous tutorials, such as plasma, plexus, or lightning. This time, we will use a method called domain warping or domain distortion, and the result will be this infinitely changing fog that we can see in the background right now.

121
122
 
 

Hey everybody! Do you remember the simulation of an old CRT monitor I created about a year ago? We had programmed various issues and imperfections characteristic of these devices, such as white noise, rounded corners, ghosting, and so on. This time, we’ll simulate a more modern device: an LCD with its typical pixel grid and less vibrant colors. Unlike CRT, such a shader is elementary, as we’ll see right away.

123
69
submitted 5 months ago* (last edited 5 months ago) by Bump@programming.dev to c/godot@programming.dev
 
 

Made a coop system for my game where players can join and camera also restricts the players, forcing them to move together.

124
 
 

@godot @godotengine Passed 27 courses during the weekend. Good course to know the foundations of GDScript.

Can anybody recommend me what to pursue next in learning Godot?

125
view more: ‹ prev next ›