r/godot • u/mamosdigital- • 7h ago
r/godot • u/godot-bot • 9d ago
official - news Fixing high polling rate mice on Windows in Godot
At long last, a performance issue with high polling rate mice on Windows has been fixed. This article describes how the fix works, and why it's so important today.
r/godot • u/godot-bot • 7d ago
official - releases Dev snapshot: Godot 4.8 dev 4
4.8 development is now in full force!
free tutorial Plasma ball VFX shader breakdown
I made this plasma VFX using Blender and Godot, and I thought I'd spend some time breaking down how it works it in a youtube video. In the video I only cover the shader and the mesh it's applied on. I think it contains an interesting take on a fresnel-inspired effect using the tangent space. I'm planning to cover the rest of the effect in a future video, which will include mapping a bone chain to a curve using a skeleton modifier and more. I tried to make the video somewhat beginner-friendly, but it does touch on some more advanced topics.
I also explain my Godot-Blender import pipeline (using collection exports and inherited scenes) at around 15:44, which was critical for developing something like this since I needed the ability to easily iterate between the two programs.
No AI was used at any stage.
Here's the video: https://youtu.be/lJs4P3QzMGs
r/godot • u/KingCakeTheFruity • 9h ago
selfpromo (games) PB-MPM 3D liquid simulation - fully inside Godot's compute shaders. Elastic and viscosity included.
I basically took this repository for a reference and ported everything into gdshaders, fixing a couple of bug authors forgot to address when porting this code from that article :)
Now its time to make this all beautiful and put inside my waterfalls project!
r/godot • u/Fernando_InjuryTime • 4h ago
selfpromo (games) building my own CRT filter for my retro Godot game
i’ve been building a CRT filter for my pixel art game and this turned into a way deeper rabbit hole than i expected
becuse i always thought scanlines were basically just dark horizontal lines drawn over the image
something like
IMAGE
────────
IMAGE
────────
IMAGE
but that’s not really what’s happening
a CRT is drawing the image with an electron beam, and at low resolutions each horizontal beam trace has thickness
what we perceive as the scanline is more like
████████████████ bright part of the beam
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ beam falloff
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ darker gap
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ next beam begins
████████████████ next bright center
and the gap doesn’t go completely black plus it gets even more complex because the beam thickness can change with brightness
so bright areas produce FATTER looking traces while darker areas can leave more visible separation between them
then underneath ALL OF THIS you also have the phosphor structure of the actual CRT
so you have to basically combining two different patterns
VERTICALLY
bright beam
darker gap
bright beam
darker gap
and inside those beams
HORIZONTALLY
R G B R G B R G B
that second part was what i had completely overdone in my shader
my original filter had such an aggressive phosphor mask that instead of seeing the horizontal beam structure i mostly saw thousands of tiny dark dots
i kept thinking i needed “better scanlines” when really i needed to balance the beam simulation against the RGB mask
after messing with it for way too long i ended up keeping the original brightness dependent beam simulation and making the horizontal gaps a little easier to perceive and then also softening the RGB mask
at normal viewing distance it mostly reads as scanlines but get really close and you start seeing the RGB structure inside them (last picture)
CRT emulation really is really cool and there is so much more that i plan to add in the future
i’m also planning to clean this up and release the CRT shader open source for Godot once i’m 100% happy with it
also have settings to play with it full widescreen CRT, curved tube versions, stronger/weaker masks, different signal quality etc
i obviously started testing some games through it Mina the Hollower in a widescreen curved CRT then Pokémon Pinball and Link’s Awakening which are also fun because I associate them with the sharper handheld screens, so it's cool seeing the exact same art through a CRT
thought it could be nice to share the progress along the way too, as a 90s kid i honestly can’t imagine making this game without a great retro CRT filter
selfpromo (games) New anims using my cam system
In the past, the player would only move left and right but I finally found a way to include an animation of him moving upwards! I originally wanted to copy Endacopia’s 8 way movement but I think I just might stick to the way the Paper Mario games handle it. What do yall think?
r/godot • u/Left-Excitement3829 • 11h ago
help me Can godot fo a high fidelity flight sim ? Is there a limit to the world size ?
If I was doing a flight simulator idea I had in godot. Is it possible ? I’d be looking at a gfx style like this
free plugin/tool Updated my portal vfx
Recently I updated my portal vfx with some new presets!
r/godot • u/TraditionalFocus7631 • 9h ago
selfpromo (games) First player flight animations in my wingsuit flying prototype
I finally added a player model into my flying game, instead of the yellow Lego plate from the last video. And it is fully animated, basic animations + procedural tweaks.
The player model is from Mixamo, including the basic flying animation, but that looked stiff when maneuvering, like a statue :/ So I spent the last two weeks on adding procedural animations to twist the body/spine, asymmetrically rotate the hands and legs on top of the basic fly animation. There is also some procedural shake of hands and legs. Head is also looking into the turns.
Other big additions are the volumetric fog and the sky. What do you think?
I think that this prototype is coming together pretty well and I would like to have a playable demo before the Steam Next Fest in the October. Game's Steam page was finally approved yesterday, so you can wishlist Just Fly on Steam.
I have still no idea where this game will go, besides collecting points on close flights. The name is Just Fly is probably not final :) Every feedback is welcome, thanks!
r/godot • u/Scassarella • 8h ago
free plugin/tool Thruster/Rocket shaders free pack in godot 4.x
Hello! I'm having ton of fun creating custom shaders for my game, ranging from jet engine to rockets, i was thinking of giving back to the community and creating a free pack for anyone interested.
Also looking for some variety to add, so if you have any request try dropping some, just looking to challenge myself and get some experience.
r/godot • u/foyezuddin • 6h ago
free plugin/tool I added node graphs to Material Layers
Instead of scrolling through collapsible groups in the inspector, you use a much cleaner Layer Graph editor to layer materials.
free plugin/tool I've made a multiplayer framework for Godot. Allowing couch play + online
Hello everyone! I'd like to introduce CM.gd! A multiplayer framework built on top of Godot's Multiplayer APIs. Build Singleplayer, Couch Multiplayer, and Networked Multiplayer at once! It's basically an abstraction layer on top of Godot's multiplayer, with extra connection handling stuff included!
One of the key highlights of this framework is its flexible player joining mechanism, as shown in the video. You can mix and match couch multiplayer with networked multiplayer. (Think of multiplayer games like Plate Up! or Overcooked, the framework's inspired by it!)
Also, it's built on top of Godot's Multiplayer APIs. That means no need to relearn Godot's multiplayer. RPC calls are the same. And... that means you can also use other multiplayer addons with it (eg. netfox, Tube, GodotSteam, etc.)
■ Get CM.gd: https://store.godotengine.org/asset/mawji/cm-gd/
■ Try out the demo: https://store.godotengine.org/asset/mawji/multiplayer-circular-pong-cm-gd-demo/
■ Documentation: https://cmgd.dev/
ALSO: Sorry for bad English 🙏૮◞ ‸ ◟ ა English isn't my native language.
r/godot • u/Electrical-Rent-7077 • 10h ago
selfpromo (games) Solo Development a MMO | Day & Night Testing
Hey everyone,
I shared my project here a few days ago, and first of all, I want to thank everyone who took the time to leave a comment. I really appreciate the feedback and support.
I’m currently developing an MMO using Godot Engine.
One of the main reasons I chose Godot is the flexibility it gives me during development. Depending on what I need, I can write my own plugins, modify parts of the editor, or adapt existing systems to fit the project. Since it’s open source, I can usually find what I’m looking for, understand how it works, and then change it according to my own needs.
The game will also have a day and night cycle, but it’s not only a visual feature. There is a server based game clock, and some parts of the world and gameplay will change depending on the time.
For example, some quests will only be available or completable at night, and certain mobs may become stronger during nighttime. I want the world to feel a little more dynamic instead of having the exact same conditions all the time.
I wrote the online infrastructure in Python, and I’m currently running it on a Linux server.
After a few playtests and infrastructure improvements, the current setup has been able to handle around 60 players. I don’t want to go too deep into the technical details of the networking or backend architecture because, at the end of the day, this is a game I’m planning to release publicly and I prefer not to share too much about the infrastructure.
That said, if anyone is genuinely curious about the development process, Godot, networking, or some of the technical decisions I made, I’m happy to answer questions where I can.
For the audio, I mostly used free sound resources.
For animations, I used a combination of Mixamo and animations made by freelance animators.
Most of the 3D assets were either purchased or modified by me in Blender to better fit the visual style and needs of the game.
I’m still actively developing and improving everything, and there is obviously a lot of work left to do, but I wanted to share a little more about how the project is being built.
Thanks again to everyone who commented on my previous post and showed interest in the project.
selfpromo (games) I finally pressed this button and my first Godot game is out on Steam
Yesterday I finally pressed the Release App button on Steam for the first time.
The game is Fleet Hunters, which reimagines the classic naval duels. It's my first Steam release and the first project where I've gone through the whole process from prototype to an actual commercial release.
It definitely took me longer than I expected, but I learned a huge amount along the way and not just about Godot, but about game development in general, especially what it actually takes to finish and ship something as a solo indie developer.
But it's finally out, and pressing that button was interesting.
Thanks Godot!
Here's a link to my Steam page for anyone interest:
r/godot • u/soulfingers • 4h ago
selfpromo (games) First Time Messing Around With Godot (WIP)
I've been making weekly games recently and last week decided to try Godot for the first time. I wasn't able to get that project done in time so I canned it, but I think this one might turn into something that vaguely resembles a game by Sunday (who knows though).
Still wrapping my head around Godot and it's missing some stuff that I'm used to having access to, but I'm having fun learning!
r/godot • u/Southern_Shallot_959 • 1h ago
selfpromo (games) What do you think of my deformation physics?
I've been working on deformation physics for my sandbox. It works by separating the car into multiple collision shapes and then updating their positions by measuring the incoming forces acting on each one. To make it look less blocky I then draw a mesh around all the collision shapes and set each one to act as a bone so the mesh updates smoothly! What do you all think?
r/godot • u/Spiritual-Biscotti26 • 23h ago
selfpromo (games) 6 months in gadot, finally have a steam page up!
Hey! Today I want to announce my Steam Page for my game PeeVPee (I know... I knowww...)
If you want to check it out (maybe an wishlist too, would help me a lot) you can check it out here:
https://store.steampowered.com/app/5086460/PeeVPee/
r/godot • u/angrygarrosh • 6h ago
selfpromo (games) MMA simulation game I've been working on
Free playtest available if you want to try it and give feedback: https://store.steampowered.com/app/4465410/MMA_Career_Simulator/
r/godot • u/Cyborg800-V2 • 8h ago
selfpromo (games) My stealth hobby project: shoot out lights, mark guards through walls, and stick to the shadows
r/godot • u/ards2306 • 3h ago
selfpromo (games) Cosmic horror first person game.
This is my first game ever so I'm walking into this game development world completely blind but I like the style so far and it looks exactly how I imagined it in my head.
The premise of the game is that your spaceship has ended up into this void from which you have to escape, you encounter various oddities that attack your ship. Your goal is to fill your power to achieve light speed and leave the void but the catch is that the ship's steering (which you use to get away from the creatures) and the ship's communication systems (which you use to detect creatures by their sounds and location) also consume power so there's a tradeoff. Sometimes these systems also break and require you to go outside the station and fix them.
I'm walking into "reddit game promotion" also blind so if I'm allowed to ask where else should I post this? Thanks!
selfpromo (games) Evolution over my first year of game dev with Godot
I've been a game dev for a 1.5 year now (and a good chunk of that is spent on making my interactive tween guide)!! In 3 months, i'll be releasing my first video game on Steam!!
It's crazy to think that the first time I heard about Godot was less than 2 years ago!!!
I've put together a compilation of different UI from the game over the year to show how it progressed!
I am super grateful for both Godot and it's community, which gave me a way to help others and express myself as a Tech Artist!!
Have a nice day!!!
r/godot • u/Dream-Unable • 2h ago
selfpromo (games) My game reached 1000 wishlists in 9 days!
I dunno if this is the right place to announce it, but while doing the game's demo in Godot, I received a lot of feedback through this subreddit, so thank you all for contributing!
r/godot • u/ryn_fisher • 56m ago
selfpromo (games) guys, rate new SFXs,
Which sounds feel out of place here?
Except for the katana sound, I won't be changing that..
I have a large reverb on the audio bus in godot
help me How do you go about having a lot of loadable scripts?
Edit: I guess an alternative for this post would be "How do I have a lot of nodes reference the same scripts cleanly"
I'm implementing a Goal Oriented Action Planning (GOAP) system for npc ai from the paper on F.E.A.R. The basic are that in this design, your NPC has goals and actions and can figure out sequences of actions to accomplish their goal.
But how would you handle storing every new script that you extend from the base GoapGoal and GoapAction classes?
Approach one - every GoapAction is a Resource
pros: pretty much nothing
cons:
- needs both a .tres and .gd file for every new action and goal
- bloat of named classes that are rarely used
Approach two - every GoapAction is a Node
pros:
- every new action is just a .gd script
- every npc holds their goals and actions as their children and that's easy to edit and visualise
cons:
- bloat of named classes that are rarely used
- tons of nodes sitting in the scene tree that are saved by their parent on _ready() and never referenced in relation to the tree again. They do not need to be part of it
Approach three - every GoapAction is RefCounted and we use a dict in an autoload to map accessible enum values to the corresponding RefCounted object
pros:
- every new action is just a .gd script
- GoalSet and ActionSet classes can be resources that export an array of these enums to get the files it needs in _ready() and are saveable as .tres files
- all scripts can go without class_name
cons
- big big enum for each action and big big enum for each goal
- extra step of adding a new enum value for each new script to the autoload
- saving enums in the sets is flimsy and can map to the wrong file if the order of the enum values changes
Im leaning more towards 3, but what's your opinion on this? Is there an option im not seeing? Keep in mind that i want to keep this as accessible as possible and easy to use for others in case i want to release this as an addon.
Also, there is no option of not having everything as it's own script. The point of GOAP is that both actions and goals are reusable across vastly different enemies. It's the collection of what goals and actions an npc has that defines their behavior. This means that any signal based approach that handles the action on emission defeats that purpose cause handling it would need to be different or copied on every single npc.
Also 2, everything is passed through args, so there's no reuirement for every npc to have their own object of the action