Godot

5888 readers
54 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
501
 
 

I made a pause menu, but there seems to be a "dead square" in the middle of the screen, where it doesn't detect the mouse hovering. The deadzone seems fixed in size and place, moving the menu out of the center makes the problem stop. So, something invisible on top?

Video showing the problem - https://files.catbox.moe/92kr8z.mp4

How the node is set up

The "OptionsWin" opens a new UI element, but moving it around doesn't change the deadzone, even if none of its elements are anywhere near the original pause menu.

Any ideas on how to fix this without having to offset the pause menu?

EDIT: Fix is my comment below. Should've tested it as an isolate scene first, that led me to looking into the player node and finding the problem. Hopefully this will help someone else in the future.

502
 
 

Pretty nice FPS game in godot. This progress was made in 2 weeks

503
 
 

So for fun I made a water shader. The waves are done using sum-of-sines (or rather sum of sin^8), im using the depth texture for opacity based on water depth and the screen texture to fake refraction.

The cool thing about sum of sines is that the waves are very configurable, you can also create flatter water or less detailed waves by just changing the shader properties, or even create a water stream with a single flow direction.

504
505
506
507
508
509
510
511
512
 
 

I'm trying to make a 3d flight controller with a more arcade feel (think Ace Combat or Rogue Squadron). I'm somewhat new to working in 3d in Godot though and I don't really understand what methods I should be using to achieve this.

I want up and down to control pitch and left and right to be something of a hybrid roll/yaw. I'm setting direction to -transform.basis.z and multiplying that by speed, but when I use rotate_x() with the pitch, the plane itself rotates, but I only move flatly across the world plane rather than climbing up or down as I'm attempting to achieve.

What am I missing here?

513
 
 

Post originally by Majestic_Mission1682 titled

I like how Hyper Light drifer hides its ui automatically. So i did that to my game.

514
515
516
 
 

Shafted is a free first-person puzzle game made by sundowns using the Godot engine. It contains 7 levels to complete.

Play it here: https://sundowns.itch.io/shafted

YouTube Mirror

517
518
 
 

Title. I plan on making something using vector graphics, to simulate the old Flash style, stretching to accommodate any screen size and zooming in and out without losing fidelity is something I'd like.

Now, I know that I can import a svg file into a TileMap node, but it'll be rasterized and act just like a png. Searching around YT and google aren't yielding many results about using vector graphics with Godot.

519
13
Godot at Gamescom 2023 (godotengine.org)
submitted 1 year ago* (last edited 1 year ago) by Ategon@programming.dev to c/godot@programming.dev
520
 
 

(For TL:DR just read the docs)

So you might know Godot has the ability to import blender files directly. (If not, well now you know!) This is nice, but I was trying to make some large levels and I found the workflow less than ideal. The import dialogue is a bit clunky, so it's hard to specify what objects have collision if there's a lot of objects.

Import hints help a lot. Basically, in blender, for each object you want to have collision, you can append -col or -convcol to the end of the object name and Godot will add it automatically!

You can use -colonly or -convcolonly to make the geometry only import as collision. This isn't even limited to geometry - you can add it to empty objects and it will create primitive collision shapes.

-noimp can also be used to simply skip importing an object. I actually found a really cool workflow tip with this: Lets say you have a large level file, and maybe you want to split it up into multiple .blend files for organization or convenience. (For me, it was due to lightmaps. I wanted to separate far detail so I could lower the lightmap resolution.) In Blender, for each file, you can go to File->Link, select the other blend file, and add its main collection containing everything else. Then, add -noimp to that linked collection. Now, you can view the entire level in blender but Godot will keep them all separate on import!

There's a few other hints and I recommend you check out the documentation for all the details.

Hopefully some of you found this useful!

521
 
 

I'm trying to run Godot 4 with the Forward+ Renderer on an older Thinkpad (T420 i5 2520M). So far I've installed vulkan-intel, lavapipe (vulkan-swrast) and vulkan-ultis for vulkaninfo. Now I don't get the "missing drivers" errors anymore, but now it just crashes. The console output is this:

handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.dev3.official (013e8e3afb982d4b230f0039b6dc248b48794ab9)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x3e710) [0x7f0529df1710] (??:0)
[2] llvm::CmpInst::getInversePredicate(llvm::CmpInst::Predicate) (??:0)
[3] [0x7f05140264c0] (??:0)
-- END OF BACKTRACE --

Is vulkan just not supported for older intel CPUs, or am I doing something wrong?

522
 
 

https://github.com/BenjaTK/Criss-Cross. A simple addon that adds 2 nodes: Grid2D and Grid3D, which contain cells and its values, and can be infinite or based on regions.

523
524
 
 

Nice app I saw shared

Source: https://github.com/MakovWait/godots

Download Links (Win, Macos, Linux): https://github.com/MakovWait/godots/releases/tag/v1.0.stable

525
view more: ‹ prev next ›