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

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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

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!roguelikedev@programming.dev

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submitted 10 months ago* (last edited 10 months ago) by mac@programming.dev to c/godot@programming.dev
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Hey folks, I just released my fake OS project after around 2.5 months of working on it. Any feedback is greatly appreciated, thanks!

Get it here: https://popcar2.itch.io/godotos

Source code here: https://github.com/popcar2/GodotOS

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Is there something like a node ID which is specific to that node and will be the same no matter how often I execute the game? That would be super useful for saving and loading games.

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Hello everybody! In this video, I would like to demonstrate how we can create custom nodes for the visual shader editor in Godot 4. It's a very useful functionality because, despite being a powerful tool, the visual shader editor contains only a finite number of built-in nodes. Sometimes, we'd like to add more nodes that we want to use frequently. It's easy, and I'll show you how to do it right away.

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This repository contains a basic project setup along with CI/CD. By default it will build for windows, linux and the web and upload their artifacts, along with deploying a build to GitHub Pages.

Not mine, but this sounds really useful for anyone looking for easy builds and deployment.

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TLDW: To have g, r, and s blender hot keys in godot 4.2 click Editor --> Editor settings --> search for "begin" --> use the Plus symbol to set "Begin Rotate Transform" hot key to r, then "Begin Scale Transform" to s, and "Begin Translate Transform" to g. My favorite thing not mentioned in the video is that constraining also works. So you can press r then x and rotate in the x axis or g shift y and translate on the x and z axis.

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Hi everybody! It is January 2024, I wish everyone a happy new year, and I'm back with new videos from the world of Godot, shaders, and I'm also planning to record something about modeling in Blender. Anyways, the first video of this year is dedicated to a shader that can be used for interesting post-processing effects and uses the Sobel operator along with other algorithms, such as Gaussian blur. Let's dive into it.

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I have this problem that every time I type this character ' the entire engine doesn't let me type any more. The entire keyboard stops working, and even shortcuts stop working. The mouse still works fine. I have to reloasd the project to fix this. Has anyone else had this issue before? (Running Debian 12)

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(I'm not affiliated with the devs)

For the unaware, Road to Vostok is one of the most popular games that switched from Unity to Godot. The dev made many devlogs detailing his journey of porting everything and his experience with the engine. Aside from his porting journey, it's also one of the very few Godot games going for a realistic high-fidelity artstyle. Now, the first demo of the game rebuilt in Godot is out.

I gave it a shot and it's quite good. Performance is really good and everything seems to be working just fine. Graphics aren't AAA levels which is expected, but it looks fine. The lighting being a bit flat makes me wonder if the dev isn't using global illumination.

Either way, a pretty nice milestone for Godot to prove you can transition from Unity without major issues!

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Cool interactive tutorial gdquest made to get people started with the engine

Heres the link to it for people who dont want to watch the vid: https://www.gdquest.com/tutorial/godot/learning-paths/godot-tours-101/

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Hello there! Originally, I didn't want to record anything else in this year because Christmas is just around the corner, which is a good opportunity to take a break from work. However, I noticed that my channel had 49 videos, and it would be nice to round that number up to 50 before the end of the year. In addition, we have just reached 1000 subscribers, which is a great milestone, and I am very grateful to everyone who made this possible. So, a new video is here, and this time, it will be about saving and restoring the state of our game in Godot 4.

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Having the ability to rebind controls in a game is a must. It can be simply a matter of player preference, but sometimes it can be essential in letting some people play a game. For example, some keyboard don't have arrow keys, which many games require, but most importantly it is an accessibility feature that lets some people with disabilities to play the game at all.

So, as my first Godot Tutorial, I decided to showcase my take on a smart rebind menu. All the game actions are divided in sets: if two actions are in the same set, it stops them from having the same key, while it allows it otherwise. This can be useful especially for minigames, but also just to divide the actions for gameplay and the one used to navigate menus.

This is also my first post on Lemmy! I hope it won't be the last!

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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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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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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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