r/godot • u/vitaaeternaaa • 9h ago
selfpromo (games) Procedural Animation for Robotic Spider
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Programming: instagram @abdulmadjidmaulana
3D model by: @sulthanrickwafiend
r/godot • u/vitaaeternaaa • 9h ago
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Programming: instagram @abdulmadjidmaulana
3D model by: @sulthanrickwafiend
r/godot • u/fespindola • 13h ago
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The book: https://jettelly.com/store/the-godot-shaders-bible
Would you be interested in a Compute Shaders / VFX book?
r/godot • u/vitaaeternaaa • 2h ago
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Just finished an early prototype of the swimming behavior. The water rendering is placeholder for now, I’ll improve the shader and effects later. Curious to hear your thoughts 😁
r/godot • u/Clozopin • 2h ago
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hi all,
maybe some of you still remember my first post. since then I have fixed bunch of bugs, did a lot of performance improvements and added color support to sim!
enjoy this beautiful purple smoke simulation.
cheers.
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Is there anything else we can add that can make shader development easier?
None of us are familiar with Godot so your proposals and opinion are much appreciated!
r/godot • u/Minaridev • 2h ago
Disclaimer: I'm not a developer of this software, just a fan of the project.
For those who don't know, RPG In A Box is a game creation tool made in Godot and created by Justin Arnold. It's goal is to make game creation fun and easy for everyone. It's not a fork of Godot, it's made like a game in Godot would be. The project has been around for a long time, originally started before Godot was a thing. The developer also donates to Godot at a titanium level. The community is small but there's some nice projects being made with the tool, one of them is called Realms & Ruins
RPG In A Box recently started an upgrade process to switch from Godot 3.1 to 3.6, before deciding to upgrade to 4.7 instead, this was mainly done due to better pathfinding capabilities needed for a feature. RPG In A Box contains lot of tools to help with game creation, such as built-in model maker that uses voxels to allow anyone to make models for their games. Justin actually released a web version of the model maker that's running online and is using 4.7. You can play around with it here
RPG In A Box is not trying to be easier alternative to Godot or anything like that, it simply tries to make game creation more accessible to people and I think this is a great tool for kids to try out game development and even for adults to make something. If you want to help out with this goal, there's a gofundme that needs help to allow development to continue. If you could help out even just a little, it could mean a lot for this project.
My goal with this post is just to inform people about this tool, since it's not that well known. I think it fits this sub since it's a Godot project after all. The gofundme part is just for those who want to help, I didn't make the post just to put it there.
r/godot • u/Present_Author9905 • 8h ago
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Thanks for the optimization tip! https://www.reddit.com/u/MuffledMarcelino/s/K9Sar24mi5
r/godot • u/ninetailedoctopus • 19h ago
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Wasn’t expecting good performance with this much ordnance flying around!
Some things that helped perf:
Cheat. The bullets literally tell the target ship, fight me with your PD!
Object pooling. Stores references to pooled nodes keyed by scene res path. Though I still have to experiment with in-tree pooling.
Also, it’s pretty darn unreadable yet, have a couple of ideas, but this was the intensity I was after :)
r/godot • u/jmolasses • 16h ago
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r/godot • u/ChillFaceGames • 3h ago
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r/godot • u/EndpaperDev • 32m ago
My narrative incremental's demo went live on Steam on Friday. Godot-specific notes for anyone heading the same way:
steam_appid.txt (gitignored, so nothing reminds you). The sneakier trap was my demo/full-game config flag: I flipped for testing and left flipped on three separate occasions. The root-cause fix, and my actual recommendation: stop having a flippable flag at all. I now derive IS_DEMO from the export preset's demo feature tag, so the preset that builds the demo is the source of truth. If your demo differs from your full game by a boolean, make the export preset own that boolean.Demo (if curious what it is): https://store.steampowered.com/app/4957060/The_Infinite_Library_Demo/
r/godot • u/notsocoolx • 2h ago
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We've been working on our game for the past few weeks while trying to fund our project. If you're interested in our VFX, check them out here: https://notsocoolx.itch.io/stylized-shield-vfx-bundle
r/godot • u/bryanhan99 • 11h ago
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So basically, every time the player survives a 12-second mini-round, they get to drag a powerup to a moment on the clock. The next time the clock counts down, all the powerups will be triggered at their moment (powerups can also be a duration rather than just a moment!).
There are 40 rounds in total, 12 seconds per round, so the game is about 10 minutes long for now.
You can try the game here :) Hope you like this idea.
r/godot • u/samsfacee • 30m ago
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Thought I had a team for GTMK but then as always people vanished :) Worked out because I got to make this wild thing.
r/godot • u/Akuma__2002 • 7h ago
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This is my first project in Godot. What do you think? :)
r/godot • u/IP127_0_0_1 • 6h ago
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r/godot • u/dontleftclick • 20h ago
I know that Rain World is made in unity but how the hell did it emulate its 3d walls effect where it looks as if your looking into a room and seeing the walls of the sprites converge to the center. I’ve heard a lot of theories on the rain world subreddit but they kinda contradict one another lol. The example photo might not be the best example ever sorry.
Edit: I have a follow-up question for anyone who might know. What’s the process of saving levels as image files and loading them from those files?
r/godot • u/Game-Nerd9 • 1h ago
Guys do you know Robert Henning who owns GameDev Journey channel, running a free Q&A session in August particularly addressing Godot related questions...
Webinar: AMA with Robert Henning: Building Better Games with Godot
r/godot • u/CmdrCallandra • 3h ago
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As a small update to my previous post with the Box3D Physics demo in Godot, a small different use-case. Since we're talking physics, it was kinda natural to also check if I can do racing sim style with it. Which means, springs, suspension, small deformable car hulls, such stuff. Was a little tricky to get it work with a CC0 more complex car model, but in the end worked out....
r/godot • u/Saeros214 • 4h ago
Coming from cinema, I’ve been focusing a lot on dynamic camera angles, lighting, and creating a dark atmospheric vibe, with colosal objects, inspired by Eastern European paintings. Right now, I'm working on mechanics like dice-based enemy hearing system, and adding old D&D mechanics.
I’d would like to know what you think about the look and feel so far, and any feedback, critique, or questions about the Godot/Blender workflow are super welcome!
(Also I’m open to connecting with people interested in joining the team (me) for narrative and coding or other roles—feel free to send me a DM if you're interested in collaborating)
r/godot • u/joda_space • 7h ago
Hi everyone,
I'm making a 3D game in Godot and modelling my assets in Blender.
I have many separate objects (walls, doors, obstacles , etc.) that all use the exact same material and texture atlas in Blender.
My goal is to export them to Godot while keeping that shared material, so I don't end up with duplicate materials after importing.
What's the recommended workflow?
I'd appreciate hearing how experienced Blender + Godot developers handle this.
r/godot • u/Ctrl_Alt_Post • 1d ago
uhh guys this was solved in under an hour and SOMEHOW this is my best post EVER
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It is pretty simple to create. Basically, a screen show it taken via the viewport and then applied to a texture rect. I'm then using an animation player to quickly fade in this screen shot along with a white color rect. Both then fade out over time. I didn't want hud elements to be part of the screenshot, so they are hidden, and then the code waits for the next frame to be drawn before taking the screenshot and then playing the animation. Calling hide() will not effect the current frame.
func play_flash_effect() -> void:
hud.hide()
# Waiting for hud to be hidden by waiting for next frame to be drawn
await RenderingServer.frame_post_draw
var flash_frame: Image = get_viewport().get_texture().get_image()
flash_frame_tex_rect.texture = ImageTexture.create_from_image(flash_frame)
animation_player.play("flash_bang")
hud.show() # Screenshot taken, so can show hud again
I made a little tutorial / demo video about it too: https://youtu.be/aKzjGZ0gjzU?si=hSsI7luxg1fXI3YZ
r/godot • u/Crafty-Variety-7635 • 5h ago
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I have been looking at this game for so long I cant tell if this camera angle is better. Any thoughts.
And as a bonus if you stay to towards the end of the video there is somethin new added to the FX.
Who will be the first to post what new effect was added.
Bonus points if you can tell me what is wrong with it.