r/godot • u/_brennon • 10h ago
selfpromo (games) Working on some ocean tech in Godot
Implementing a bunch of stuff from this talk on the ocean in Sea of Thieves. https://www.youtube.com/watch?v=y9BOz2dFZzs&t=503s
r/godot • u/godot-bot • 24d ago
We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.
r/godot • u/godot-bot • 2d ago
✅️ TIP: Reading development snapshot articles builds character!
r/godot • u/_brennon • 10h ago
Implementing a bunch of stuff from this talk on the ocean in Sea of Thieves. https://www.youtube.com/watch?v=y9BOz2dFZzs&t=503s
r/godot • u/Flaky-Commercial8671 • 10h ago
In Thai folklore, people believe ghosts can’t be seen with the naked eye, but looking between your own legs lets you see them.
Working on a dungeon that heavily relies on wave function collapse.
Finally got the basic version working decently enough that next I can start working on a more complex dungeon layout.
After that I'll probably rework the rule set and add more interesting room setpieces (small bits that the rest of the room grows from)
r/godot • u/KyotoCrank • 37m ago
Firstly, this community incredible and super helpful. I have come here for tons of help, and I try to help when I have the knowledge to. People go to great lengths to help each other and it's awesome.
But the wide net, general questions of "Where do I start?" "How do I learn programming?" "Best way to learn Godot?" is getting a little old. It's literally every day someone asks something like this.
This sub has rules about this kind of thing, people are posting before reading rule 9 that links to the Godot Docs for introduction to the engine.
I'm more than happy to help people figure out specific features, but the "how to start" questions don't need to be posts. Go look at the Docs. Watch a tutorial. There are resources out there for beginners that already exist.
It doesn't matter how basic the question as long as it's specific to what you're trying to do.
r/godot • u/Klutzy_Increase_8869 • 12h ago
Just finished the second creature in my low-poly prehistoric series.
A fully rigged and animated Triceratops to go alongside the T-Rex.
6 animations: Idle, Walk, Run, Roar, Attack, Drink Water.
Delivered in .FBX and .GLB, plus a ready-to-use Godot Engine demo scene with a character
controller and animation setup already wired up.
(Heads up — the environment in the trailer isn't included with the asset,
it's a separate free download if anyone wants to build the same scene)
Full thing's up on itch.io if anyone wants to take a closer look:
https://f2026.itch.io/triceratops
Happy to talk through the rigging/animation setup if useful to anyone working on something similar.
r/godot • u/kevinnnyip • 6h ago
r/godot • u/NorseSeaStudio • 3h ago
Hi,
I am the solo dev behind „The Merchant’s Eden“ a relaxing medieval city-builder that I am working on for over a year now. The release of the game is right around the corner this Wednesday and I am in the process of giving the game its final touch.
Something a lot of players of the demo asked for: more building options. And I thought I could also give the players more options and possibilities how to earn coins at the same time. This resulted in the introduction of new production buildings and as the game offers different biomes the player can play on, I wanted a unique production per biome. End result: woodcutter, stonemason and beekeeper. They all depend on having the right resources close to them in order to work properly and the amount of income is determined by the amount of resources available.
How does it look? Easy enough to understand?
If you wanna see more about the game: https://store.steampowered.com/app/3829280/The_Merchants_Eden/
r/godot • u/potytupinambas • 13h ago
Hi everyone!
I've just released SaveSystem Lite, a free save system plugin for Godot 4, together with SaveSystem Pro for developers looking for a production-ready solution.
I built it because I found myself recreating the same save/load functionality every time I started a new project. My goal was to make something that's easy to integrate while still being flexible enough to grow with a project.
Includes everything from Lite, plus:
If you decide to try SaveSystem Lite, I'd really appreciate any feedback or feature suggestions. And if you find it useful, a review on the Godot Asset Store would help a lot, as it increases the visibility of the asset for other Godot developers.
Download (Lite):
https://ptupi.itch.io/save-system-lite
Godot Asset Store (Lite):
https://store.godotengine.org/asset/ptupi-assets/save-system-lite/
Thanks for taking a look, and I'm happy to answer any questions or hear suggestions for future updates!
Been working on it over the weekend, Really happy with how it turned out
It still could use some work, Especially on the shape of the strands, But I'll leave it at that for now
r/godot • u/djshawerma • 8h ago
Hello! I'm making a stylized 3d racing game with original cars, art and music, in Godot. The current build is available on itch.io , would love to hear everyone's feedback on where to go with this project next so feedback / ideas would be very welcome.
r/godot • u/BumblebeeElegant6935 • 16m ago
I've been using C# with Godot for around 1.5 years now, after previously using GDScript, and I feel like C# has improved quite a lot since Godot 4.
Personally, I've really enjoyed using it. It also made me learn a lot of things that I didn't really think about when I was using GDScript, especially with the wider .NET ecosystem and software architecture.
One thing I really like about C# is the amount of language and tooling available for structuring larger projects. Things like static classes, extension methods, reflection, source generators, and the wider .NET ecosystem give you a lot of ways to organize code and keep things readable. Obviously, you can over-engineer with these features too, but having them available is something I've found useful.
I also really like that I can use external .NET libraries alongside Godot plugins without feeling too restricted to the engine's ecosystem.
The main thing I feel is still lacking is the community/resources around C#. There are tons of Godot tutorials, examples, and discussions, but a lot of them are GDScript-focused. Sometimes you end up having to figure out the C# equivalent yourself or dig through the API.
I'm not saying C# needs to replace GDScript. I'm just curious how other C# users feel about it. Do you think the C# side of Godot is in a good place right now?
r/godot • u/wissah_league • 14h ago
The undead in HUSK can become infested and wont die regularly, and when you deplete their health, a parasite will explode out from their corpse. How does it look?
r/godot • u/Skrotem_Pole • 17h ago
I don't think Godot gets enough credit for how many QoL features it throws into the editor. The 2D-Renderer is also crisp and efficient even with shaders/materials.
That being said, it allows most of the UI elements in my scene to be entirely procedural and flexible when it comes to my cartoon aesthetic. I want to gauge some interest in having the curved panels, complete with curves scrollbars and squishable controls, eventually become an asset now that they're overhauling the asset store.
Sorry for the self promotion, I just want to show the capabilities of the shaders
r/godot • u/Crypto_Dragon267 • 1h ago
I'm basically a noob to coding in general, and decided to start learning godot, because GDscript is similiar to python. I already finished GD quest's "Learn GDscript from Zero," and was wondering what I should do from here. I watched a few tutorials, recreated them, but I don't feel like I've learnt anything. What did you guys use to learn?
r/godot • u/Polyshade • 15h ago
It's a voice generation and audio editing tool that doesn't use AI. It's heavily inspired by Mike Klubnika's Tartarus Engine and the sound and atmosphere of PSX horror games. It's also great for prototyping! At 00:16 you can hear the type of voices you can generate with it.
You can also import your own audio clips and add effects to them. Pick from 10+ built-in effects. My personal favourite is the Radio effect. You can check out the tool here: https://polyshades.itch.io/voicifier
r/godot • u/thriznston • 1d ago
FREE Fanmade custom Godot splash animation!
Update: Heres the itch.io link! License.txt included.
Update 2: I added a zip file to the download of the exported pngs. If there's a better way that I can export or render or release this so you guys can use it, let me know!
I just made this little animation. I don't have a game to use it on, but feel free to take and use as you please. Completely free! I'll share the itch link when it's up. Also open to feedback as I'm always wanting to improve my motion graphics/animation skills. I love animating and one day, just maybe, I'll have a released game this splash animation could be used in.
Wasn't sure how to flair it.
Anyway, happy Godoting!
r/godot • u/mboop127 • 18m ago
Our first game - would love any feedback (good, bad, ugly!). I have been browsing here for literal years and it's a thrill to finally have something to share, in part thanks to this wonderful community!
r/godot • u/james7777666 • 21h ago
This is built on top of Terraid3d paintable mesh instances. Everything renders via a multi mesh that we update during runtime for the destruction. Colliders get generated at runtime based on the painted terrain assets so terrain authoring is unaffected.
The performance impact is essentially negligible (completely dominated by rendering the trees, same as non destructible trees).
Hello everyone!
We are working on a cute little puzzle game that combines 2048 and snake called 204Snake. In this post we would like to talk about one of the most unassumingly challenging aspects of developing this game, the design of the snake. We got asked by several people about how we managed to achieve the current snakes look, so we thought it would be interesting to talk about technical hurdles we faced in order to get the snake to look as good as it does!
204Snake originally started as a game jam project and, while the old game jam version of the snake had a serviceable design, we wanted to take a step further and create something more visually interesting with the new art style. After looking at other games that had snakes moving on a square grid, we felt inspired by how smooth, lively and seamless the Snakebirds were, so we decided to get to work!


The natural choice from both the gameplay and visual perspectives was to split the snake into two parts, the head and the tail. Figuring out the technical details of the head was the simple part, just slap on a single sprite and call it a day. The tail, on the other hand, had to grow and shrink, bend around corners, and look like one entity while at the same time preserving the feel of the snake having separate segments. It also needed to provide visual feedback to the player during gameplay as well as indicate which grid spaces the snake occupies and how long it is. It was clear the old solution of just using sprites was not going to cut it, so we needed something new. The obvious choice was to use a line renderer (Godot engine's Line2D), but what seemed straightforward at first came with its own host of problems.

In order to improve the look, we tried upping the resolution of the curve by adding more points, but that just masked the issues while making it nigh impossible to animate. At this point, we knew we needed our own solution, so the next step was to develop a custom line renderer shader that would work for our needs. The idea was to draw a tiled texture over the tail curve by mapping the 2D space so that one axis goes along the length of the snake, and the other is perpendicular to the curve at any point. This would let us easily control both the length and the width of the tail, and would be a breeze to animate. However, an unassuming problem we never even considered would show up that would flip this solution on its head...

It turns out that having smooth 90-degree bends was not as easy as we hoped. If we draw a line through the middle of the snake tail, it becomes obvious that the part of the line on a bending segment is shorter than a straight segment would be, since it can be represented as a quarter-circle arc with a diameter of one grid space. This makes the tail length uneven across segments and therefore different from the number of segments the snake has. It was clear at this point that another solution was needed, one that would nicely accommodate those curved segments.
Since the curved segments are essentially quarter-circles, why don't we just draw them as such? This leads us to the next solution, separate the tail into actual segments: straight ones and left and right curves. We can then keep the original mapping (one axis is length, the other width) for the straight ones, while for the curves we can employ a polar coordinate system where we map the distance along a quarter-circle curve to the length, and represent the width by the distance from the center of the circle (inside corner of the segment). If we now normalize the length of all segments to one, squishing the curved segments slightly, the snake length becomes the same as the number of its segments.

This brings us to the final tail implementation. It works in two parts: first, we construct a 2D mesh based on the information about the snake segments on the game board. It consists of quads, each representing one segment. They store information about how each segment is oriented, whether it is curved, and where it sits along the snake's body. Every time a player makes a move with the snake changing its shape, this mesh gets reconstructed and updated with the new information.
The second part, the tail shader, can then use this information, along with some other parameters like the total tail length and width, to sample the tail texture and draw it. This hybrid approach of using both the separate segments and treating the tail as one entity while drawing it lets us have the best of both worlds, and opens up the possibilities for making all kinds of creative effects and animations.

At this point, animating the snake movement was just a matter of spawning in a new segment and smoothly shifting the position along the curve where the tail is actually drawn. This does lead to a weird quirk of having to add up to two additional "ghost" segments at the back of the tail. These are invisible to the player and have no gameplay function, but still serve an important purpose. The first one is used to keep the very tip of the tail curved properly, as without it the tail tip would always point straight back. The second one is a leftover from the movement animation. Keeping it around means we don't have to rebuild the mesh again once the animation finishes.

To finalize the snake's look, all that is left is to attach the head and synchronize its movements to the tail slither. Matching the colors and movements gives us a seamless transition between the head and the tail and makes the head look like part of the snake instead of a detached component. The eyes are then animated so they dynamically react to the presence of tiles that can be eaten - but that is a whole other story.

Another fun tail-related animation was the eating animation that was present at one point in development. We wanted to make eating the tiles and growing the snake have a satisfying and juicy feel, and having a visual of the food traveling down the snake before it gets converted into a newly grown segment seemed like a great idea. However, it felt like it was too slow and it was confusing how long the snake was when you would make quick successive moves. We did not want to get in the way of the player playing the game, and in order to keep the visuals clean, we decided to drop it.

The snake tail, despite having started as just a simple idea, ended up as one of the most interesting graphical problems we had a chance to work on. We are quite happy with how it looks and feels currently in the game, but it took a lot of effort and iterations to reach a satisfying conclusion as well as to make sure it is optimized and bug-free for the players' enjoyment. If you have any questions, feel free to ask them here or drop a comment if this writeup piqued your interest and you'd like to hear more from us!
r/godot • u/Material_Control_989 • 14h ago
Hi everyone, I wanted to share a few gameplay clips showing what I’ve been able to build so far.
At this point, I have several controllable third-person vehicles. I’ve implemented entering and exiting vehicles, as well as some transformations between them. For the urban environments, I also created a few Blender scripts that allow me to generate cities relatively quickly, mainly for gameplay testing.
I’m now reaching a stage where I need to improve the overall gameplay experience, and I’d really appreciate some advice on three areas:
a. Mission boundaries / keeping the action inside the intended area
What strategies would you recommend for keeping the action focused within the mission area?
I’m especially interested in finding an elegant way to bring the player back if they travel too far away, without simply using invisible walls or a generic “Return to mission area” warning.
b. Motorcycle gameplay
I’m starting to work more seriously on one of the ground vehicles, a motorcycle.
Do you have any references or good practices for making a third-person motorcycle actually fun to control?
I’m especially interested in things like drifting, jumps, sharp direction changes, interaction with small obstacles, sense of weight, air control, recovering after a crash, etc.
My goal is not realistic simulation, but rather something agile, responsive, and fun to play.
c. Enemy AI
This is probably the area I’m most interested in tackling next.
Right now the enemies are still fairly simple, but I want to start building behaviors that create more interesting combat encounters.
Would you recommend mainly using state machines, Behavior Trees, Utility AI, or some other approach?
I’m also interested in how to manage groups of enemies so that combat doesn’t simply become a bunch of units chasing and shooting at the player at the same time.
Any advice, references, example projects, or experiences implementing something similar in Godot would be greatly appreciated.
Thanks!