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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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Added the swords to have something else for a change than boxes in all ratios. And, well, every Bulletheaven game needs something to collect, right?

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A few seconds longer and it would take off like a choppa

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Wanted to have them orbiting while maintaining center alignment, didn't fully work out ¯_(ツ)_/¯ But I do kinda like it

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Hi everybody. This is the second part of the tutorial, which explains the basics of a technology called ray marching for rendering a 3D scene using a shader. In the first part, we modeled a simple scene with a sphere, a cylinder, and a cube, and this time we will demonstrate how to properly light such a scene and calculate shadows.

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submitted 1 week ago* (last edited 1 week ago) by Kelly@programming.dev to c/godot@programming.dev
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Copyleft GDExtension? (lemmy.kde.social)
submitted 1 week ago* (last edited 1 day 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.

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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.

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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.

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FPS Hands addon (i.imgur.com)
submitted 1 week ago* (last edited 1 week 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

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

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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.

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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.

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

You can check the beta version here:

https://eibriel.itch.io/robot-anomaly (password: anomaly)

Feedback is more than welcomed! Thanks!

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

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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?

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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

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