Godot

5885 readers
53 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 1 year ago
MODERATORS
451
 
 

I have a wall in my 3D game which is relatively thin and it can be hit on both sides with objects that may occasionally be moving somewhat fast. Is there a reliable way to ensure that the colliding objects will be stopped on either side of the wall as opposed to simply passing through?

452
 
 

The past days the timeline of Unity user passivestar has been very enjoyable as they try out Godot and make many exciting discoveries about the engine (and bugs that they create issues for). They might also find something new that an experienced Godot user did not know before.

Alternative link via nitter: https://nitter.net/passivestar_/status/1704435403606864036

453
 
 

this seems a well-argued article to me the 'General directionless development' seems the most concerning point, I don't think the 'let's go with what the community ask\want' model is gonna work in the end.

what do you think?

454
 
 

Runs at around 300 FPS on my RTX 3060, WITH realtime global illumination enabled (sdfgi). Sadly still not fast enough for the scene to be playable in VR on my hardware - at least not at native resolution.

Some additional screenshots:

I'm pretty new to Godot, and the tower is a model I made for a different project. This is an updated version of the scene I posted here a couple of months ago. I'm posting this to show that you can achieve some pretty nice graphical fidelity in Godot - and you don't need to be a professional artist or have tons of Godot expertise to do it.

455
 
 

Huge boost for Godot development!

Screenshot of their statement

456
457
 
 

Just something I came across that seemed worth sharing.

458
459
 
 

The main target of the Godot Engine are game developers. But Godot's easy workflow and functional UI elements, makes it also a good fit for non-game applications. There are already some out there you may know, like Pixelorama, an Open Source 2D sprite editor.

460
461
462
 
 

When reloading the same scene which is currently the current_scene, the script attached to the root node of the scene disappears. Every other script within the scene still appears. I tested this, by putting this:

func ready(): print("[DEBUG] I have a script!") into the script of the root node of the scene. Is this a known issue, or am I doing something wrong?

I'm reloading the scene with: @onready var startMenu:PackedScene = preload("res://ui/start_menu.tscn")

func _on_reload_pressed(): get_tree().change_scene_to_packed(startMenu)

Using the latest stable version

463
 
 

archive || nitter

We're amazed and humbled at this level of support, and how much this will accelerate our efforts!

Thank you so much @OSSCapital and @JosephJacks_ for adding an incredible $10,000/month to the #GodotEngine Development Fund! 💙

Contribute:
Godot Patreon
Godot Development Fund

464
465
466
 
 

Not sure if good or not, but might be interesting for people trying to switch from Unity.

467
 
 

I'm trying to make an action where the player can pick up and throw a rigidbody3d. I want the object to act like a rigidbody when not in the player's hands, but when it is, I want to set the rigidbody position to match a marker3d which is a child of the player.

What's the best approach to something like this? Should I be using integrate forces here? I'm not sure I really understand when and when not to use it.

468
 
 

In case you're suddenly facing the task of porting an entire game over due to capitalist nonsense or something

469
 
 

@godot's timing on announcing the development fund is just *chef's kiss*. The landing page was out there without announcement for some time, I guess they simply took the opportunity as they should have :)

470
 
 

I made a blog post about my experience switching from Unity to Godot earlier this year, and some tips for Unity devs.

471
472
473
474
475
 
 

I'm struggling with adding nodes to the scene without a frame or two dropping for larger scenes. What are the chances that it will ever have some sort of threaded version, so that it just adds the node in the background while the main thread can continue displaying them graphics?

view more: ‹ prev next ›