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Welcome to the programming.dev Godot community!

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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!roguelikedev@programming.dev

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founded 2 years ago
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Play render:

Nothing fancy. Just setting shading in the shader param to Toon and setting the roughness to near zero. I want to make a somewhat good looking game with compatibility render and think this is the best way to go.

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It's a wrap. The last day of the @lgm featured more cool talks including the one about a @fragdenstaat clicker game made in @godot. Kudos to the local team in #Nuremberg. I feel rewired and inspired. See you at the #libregraphicsmeeting 2027 in #Linz!

https://libregraphicsmeeting.org/2026/

#LibreGraphics #lgm26

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Alexander from the motion ensemble talking at #lgm26 about working with the @godot engine. If you've never played wit godot: try it. I myself used in a few game jams and while it is not my preferred way of working it is quite powerful and makes game development quite accessible.

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It's a simple game about chipping wood in a wood chipper. Please enjoy. Be aware it contains gore, thank you for checking it out!

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If you enjoyed playing the old Football Manager games I have great news, this game is very similar, just for Futsal (5 a side indoor soccer) and Open Source.

The game is AGPLv3 licensed and available already on desktop and Android on several platforms (F-Droid will come soon too).

If you have questions or suggestions just let me know :-)

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There is a distinct lack of random functions for vectors, so I decided to add some to the Mouse Potato Utils Plugin.

However, I'm not sure whether I should make the right end of the range inclusive (make it a maximum) or exclusive (like the range() function) when it comes to integer vectors.

I'll make it inclusive for now, but what do you think?

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Hello, everyone! In this video, I will create a simple shader for generating an animated star using a noise texture. And as usual, we will have plenty of parameters available to customize this effect to suit the needs of our game.

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I've never used global lightmap baking, but it worked really well with the baked material and light emission textures.

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I made some ship pieces as a test in blender. I won't end up using these for anything. They were important for figuring out the next iteration. These are whole pieces, when instead I should break the floor, ceiling, and walls into separate pieces. Does anyone else have any tips for that approach?

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I have a characterbody2d and I want to display the equipment being worn. So this equipment would need to be swapped around during game play.

I currently am using several sprites layered. How is best to handle this situation?

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Hello, everyone! Let’s create a simple effect that resembles a waterfall with several layers of animated water. Something like this can be useful in many 2D games, and it won’t be too computationally demanding.

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Hi everyone! Let’s program a simple effect that simulates looking at a scene through ribbed glass, also known as fluted glass. It’s a straightforward algorithm based on a combination of a few basic principles.

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Hello, everyone! Let’s program this interesting effect, which allows us to successfully simulate the view through a glass window during heavy rain. The shader we create this way will have many parameters and customization options, so it can be used in a wide range of situations.

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Pretty happy with what we were able to make! The game has a "flatscreen" mode too so you don't need a VR headset to play it.

https://copper-tunic.itch.io/chrono-crank

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godot-rust goes into the next round with v0.5, just released on crates.io!

On the toolchain side:

  • We now support Rust edition 2024 and Godot 4.6 out of the box, as well as all versions >= 4.2.

  • WebAssembly support no longer needs LLVM/bindgen and is being unit-tested on CI.

  • It's now possible to depend on other godot-rust crates through rlib.

Some features added in this cycle:

Typed dictionary. Also, enums in Godot collections!

let tiles: Dictionary<Vector2i, Tile> = dict! {
   Vector2i::new(1, 2) => Tile::GRASS,
   Vector2i::new(1, 3) => Tile::WATER,
};

Non-null engine APIs:

// Instead of...
let t: Gd<Tween> = node.create_tween().unwrap();
// ...now:
let t: Gd<Tween> = node.create_tween();

Direct == &str comparison, saving allocation:

let s = StringName::from("hello");
if s == "hello" { ... }

Bitfield Debug impl:

assert_eq!(
    format!("{flags:?}"),
    "PropertyUsageFlags { EDITOR | READ_ONLY }"
);

Optional parameters -- call from GDScript as method(1) or method(1, 2):

#[func]
fn method(
    required: i32,
    #[opt(default = 100)] optional: i32,
) { ... }

Export tool button -- click in Godot's inspector to immediately execute Rust code:

#[export_tool_button(fn = Self::on_clicked, icon = "2DNodes")]
click_me: PhantomVar<Callable>, // not a physical property

We now also have a Games page showcasing projects that users made with godot-rust! And I'm still behind on adding new entries there :)

Huge thanks to the community for making this possible! Countless bug reports, PRs, and feedback based on real-world projects have helped godot-rust immensely to reach this point.

If you like the project, consider giving us a star on GitHub. As it's maintained entirely in free time without any financial backing, small GitHub Sponsor contributions are also very appreciated (Yarwin or TitanNano or Bromeon). Thanks to everyone supporting the project -- We are excited to see what will be built on v0.5!

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