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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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founded 2 years ago
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101
 
 

This makes it so you can see details about things in the scene without needing to manually swap

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This makes it easier to print out multiple things at the same time without needing to do a bunch of string concatenation

Easy way you can remember it is thinking s for space and t for tab. When you want to print normally just call print. Otherwise add s for space or t for tab on the end of the function for the separators.

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Changing this to the lowest value (0.01) makes suggestions always appear instantly for really quick coding

I'm continuing my tip series with some more tips (ended up stopping it before since I got busy with some projects). Will have a goal of having tips at least until the new year

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cross-posted from: https://lemmy.zip/post/27055106

​Hackers have used new GodLoader malware exploiting the capabilities of the widely used Godot game engine to evade detection and infect over 17,000 systems in just three months.

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Hi everyone! I recorded this video outside my usual weekly schedule because it doesn't focus on any specific shader. However, it's a topic that's useful to explain, as not all details may be clear from the official documentation. The video will cover working with images in shaders, particularly different types of filtering.

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Before the game had an abstract "grab" mechanic. But having a physical tool seems more immersive (Skeuomorphic Design).

Coding that is shocking simple: Trace a ray to the object to grab, get the position, and apply a force on that object from that position towards the player.

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Hey everybody! There are many ways we can adjust or enhance what we want the player to see on the screen while playing our game. I’ve already discussed several post-processing algorithms in previous videos, and this time I’d like to add another to the collection, which is quite computationally inexpensive and is something between edge detection and converting a color image into a monochromatic sketch. Let’s take a look at it.

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I have heard many times that if statements in shaders slow down the gpu massively. But I also heard that texture samples are very expensive.

Which one is more endurable? Which one is less impactful?

I am asking, because I need to decide on if I should multiply a value by 0, or put an if statement.

110
 
 

Hi everyone! Do you remember the shader I unoriginally called the Line Effect Shader and published a tutorial on creating it about nine months ago? Today's effect will be somewhat similar, with some horizontal structures twisting around and creating the impression of something liquid or almost plasma-like. Let’s take a look at how it’s programmed.

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I and a few friends worked on this as a passion project. We hope you'll enjoy it!

https://store.steampowered.com/app/2499500/Haunting_Hijinx/

https://github.com/zibetnu/haunting-hijinx

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

I'm so happy about how this script that generates a roller coaster track from a Curve3D turned out!

You can find the code on GitHub.

Be sure to download track.gd, track_generation.tscn and meshes/track_sleeper_rollercoaster.res and fix the path to the mesh on the code.

The roller coaster will be part of my game horror Delta Park , adding to the creepy atmosphere.

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

Hello everyone! We continue the series of effects that we can apply to a selected texture or even the entire screen. This time, we will create a simple effect of breaking an image into hexagons, shifting the crop in each of these tiles, and the final composition of the entire image or, conversely, the decomposition, which can be quite a useful function.

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Hey everybody! This time, let's try something really simple, something that works more as a one-time effect, or an exercise for understanding some of the algorithms we often use in shaders. And who knows, maybe even such an unusual effect could find a place in some extravagant game.

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Link to the PR that was merged for this: https://github.com/godotengine/godot/pull/97257

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I posted this question on the godot forum, but that has been overrun by bots like crazy, it's all random characters, so probably some AI.

I want to edit the text of the current script editor without modifying the internal undo-redo of the editor.

So essentially I want this to be possible:

  1. User writes some code
  2. Program modifies it, maybe imroving the formatting and such...
  3. Program then reverts to previously written code
  4. User is able to undo their last code addition, without the programmatically inserted stuff to show up as the last undo-step.
119
 
 

I posted this question on the godot forum, but that has been overrun by bots like crazy, it's all random characters, so probably some AI.

I want to edit the text of the current script editor without modifying the internal undo-redo of the editor.

So essentially I want this to be possible:

  1. User writes some code
  2. Program modifies it, maybe imroving the formatting and such...
  3. Program then reverts to previously written code
  4. User is able to undo their last code addition, without the programmatically inserted stuff to show up as the last undo-step.
120
 
 

Hey everybody! As a complement to the shaders we used to generate rain or a star field, we will create some nice snowfall. It's true that I have already programmed snow once, but that was in a 3D scene and with particles. This time, I'll use a 2D shader, but with a nice spatial effect using several layers, as you can see in the background right now. Let's get to it.

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I want to integrate the online documentation a bit nicer into the editor itself. Is it somehow possible to query that page and get the contents of the searched-for entries?

Best case would be, if we can get the queried site content as JSON, that'd be nice, but very unlikely I think.

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https://www.fab.com/megascans-free

Edit:

  • added direct link to the store page
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Godot 4.2.2

The tools/scripts available in the engine dont seem to work.

Godot Whisper uses openCL, which doesnt load on android. It works just fine when i run the program in the godot editor on my computer, but gives a black screen when exporting to android.

SpeechRecongition (script/tool available in the godot asset lib) kind of works with android but you need to use C# and my project is using gdscript.

Speech2Text is just using godot whisper i think, so same issue with openCL.

Im trying to make a mobile app that takes user voice input as an answer to a prompt and judges correctness. (Kids game where animal images are presented for the kids to guess the name)

Any recommended paths forward? Id rather not abandon android. Im going to research how hard it would be to create my own plugin for godot... or maybe using C# is the path of least resistance... Maybe i should look at other development platforms like android studio to interact with androids/google's built in voice recognition?

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Hi everyone! Let's improve the Vertical Drops shader. As I promised at the end of the corresponding video, we can achieve an entirely different effect if we convert the algorithm into polar coordinates and make a few minor adjustments. Yes, we will create exactly what you now see on the screen, which can be used in the game as a hyperspace jump or warp speed acceleration. Let's get to it.

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