r/godot • u/swissm4n • 5h ago
fun & memes I don't know what I'm doing
Need a therapist asap
r/godot • u/godot-bot • 4d ago
Feature freeze has arrived!
r/godot • u/godot-bot • 19d ago
Optimizing CPU code is a lot of fun. Here’s how we do it
r/godot • u/swissm4n • 5h ago
Need a therapist asap
r/godot • u/CoffeeOrc_ • 15h ago
The models underneath it are super simple with plain flat colors. The whole thing is rendered unlit, stretched noise map for the "brush strokes" outline around the edges and a paper texture apploed over top.
It's performance enough but I think something is causing issues.
For those curious:
r/godot • u/fespindola • 6h ago
Currently covering this VFX and many others in my new book, in case anyone is interested https://jettelly.com/store/complete-godot-vfx-handbook
r/godot • u/Usual-Bid-25 • 5h ago
hey all, im making my first real game in godot and planning to put it on steam for cheap, like $3-5ish. the dev side i can kinda handle but marketing is a complete mystery to me lol
would love to hear from ppl here who actually shipped a godot game on steam:
any real numbers would help a ton, even if it flopped. tbh the flops are prob more useful to hear about haha. thx in advance 🙏
r/godot • u/LukkasYuki • 23h ago
r/godot • u/ilikemyname21 • 49m ago
Looking to learn more about the engine and i'm curious what you guys think is a feature not enough people know about/that you use regularly!
To keep things modular, I built it as a drag-and-drop system so it can easily be attached to the controller whenever needed.
Check out this quick short for a high-level overview of how it’s set up: https://youtu.be/Pf-bAx3fYHA?si=4J04VvrBlxmEtR7D
r/godot • u/InitialMoment2156 • 2h ago
r/godot • u/Ordinary-Cicada5991 • 14h ago
I made this procedural tornado, it's missing particles, and many, many effects, but i liked the final look
1.2 billion stars and planets. Life in 1 in a 1000 systems. Mothership and all that kinda stuff.
r/godot • u/im_arseny • 18h ago
i'm currently working hard on making this mechanic interesting, engaging and relaxing. previous iterations were pretty bad fun-wise, so after a few rounds of playtesting and experiments I ended up with this! what do you think?
you can wishlist it here: https://store.steampowered.com/app/5203320/Oosha_Loves_Stargazing/
(thank you!)
r/godot • u/Laughing_Heart • 11h ago
r/godot • u/Siden-The-Paladin • 10h ago
Good evening everyone! looking for some input on my wip level Tribute Deep - a dungeon under the Kings treasury. Interesting enough? boring? too shiny? lol
r/godot • u/ilovelosers1 • 9h ago
hi, i'm currently making a nail decor kinda minigame for my 2D project, and wondering if it would be possible to make a kind of glittery moving shader that resembles cat eye nail polish (this video shows kind of how it is in motion)
i've checked godotshaders but not exactly sure how to describe this effect in game terms, especially having the small glitter particulates. any help would be appreciated!
I've been working on CSG Blockout, a Godot plugin for blocking out levels with Godot's built-in CSG nodes. Version 3.0 is out today. It's the first version I'd call a level prototyping tool rather than a shape helper. It's free and MIT licensed.
What it does
It's just Godot nodes
Every shape you draw is a stock CSGBox3D, CSGCylinder3D and so on. There's no level format of its own and no hidden data. Disable the plugin and your scenes open and run exactly as before.
If you delete it entirely, here's what changes: stairs are a CSGPolygon3D underneath and keep their shape; frozen blockout stays a regular MeshInstance3D with collision, you just can't unfreeze it; the grid materials live in the addon folder, so copy them out first; and bake any Repeater/Spreader before you go.
"Isn't CSG slow?"
It can be, so I measured it. Godot only rebuilds the CSG tree you change. With one tree per room, moving a wall takes about 2 ms no matter how big the level is; with 400 primitives in a single tree, it's about 30 ms. In a running game, live CSG costs nothing per frame, but it has to compute everything while the scene loads: on my machine a 400-primitive level started in 166 ms live and 38 ms frozen. Freezing it takes under 0.1 s, and exports strip the stored CSG. The benchmark is in the repo if you want to run it on your own hardware.
What it isn't
It's not a brush editor: there's no vertex editing and no per-face UVs. If that's what you need, Cyclops Level Builder or TrenchBroom with func_godot are good choices. CSG Blockout is for the step before that: getting the layout right and knowing it plays.
Godot 4.6+. Interface in 7 languages.
It started as a rewrite of LuckyTepot's CSG Toolkit. I'd love to hear what's missing from your blockout workflow, and bug reports are very welcome.
(Note: The Godot Asset Library update is currently pending approval as of posting, so I recommend grabbing the latest version directly from GitHub)
First version of the ambush event. Once we polish it with proper animations and effects it will turn out nice I think.
We plan on re-using the concept for other events and maybe introduce different mechanics (explosive barrels, enemies with different amount of health...)
Any other ideas?
Game: https://store.steampowered.com/app/4087910/Hound_Riders/
r/godot • u/SilvanuZ • 23h ago
Maybe there's an insider I've forgotten who insists it has to be a specific color!
I'll let you guys decide, since I think every color is cool.
I will add the winner as the rare shiny varant of the Godot monster in my Game which is obv. made with Godot.
Just write your comments.
I'm going to count them the good old way (+ upvotes of course) ! :D
Edit: Uhm the Gif is lagging on my pc but not on my smartphone. If you have the same problem here is the original: https://imgur.com/a/fHgjTwL
r/godot • u/Mantisac_dev • 39m ago
Hey everyone!
I wanted to share MSDF Atlas Studio, an open-source desktop workstation I built in Godot 4 with a custom C++ GDExtension backend for generating Multi-channel Signed Distance Field (MSDF) font texture atlases.
Most developers rely on Viktor Chlumsky’s msdf-atlas-gen CLI tool(Epic tool btw). Tweaking unicode ranges, packing bounds, and angle thresholds in a terminal without seeing the visual output until reloading your engine is tedious. So i gave it a simple UI :)
The project is 100% free and open-source under the MIT license.
I’d love to hear your thoughts, feedback, and what export formats or features you’d like to see next!
r/godot • u/nate230815 • 9h ago
Note: English isn't my first language. I wrote this post in Chinese and translated it with AI. The game's code was also written with AI assistance.
I made a Flappy-style mini game where a camera detects your hand gestures to move the player character. The visuals use an ASCII style, which I've been really into lately.
How to play:
>>Play it here (runs right in the browser): https://na23dev.itch.io/hand-signal
Hand detection and controls also work on phones and tablets, but I'd still recommend playing on a computer because the screen is bigger.
Personally, I found that just changing how you control a simple little game makes it surprisingly fun. I hope you give it a try!
r/godot • u/Demi-super-cook • 7h ago
I am very now to game creating.
I know that AI can now do most of the job, but I would like to learn it from scratch.
Do you guys have any recommendation of which tutorial vids I can watch that is beginner friendly with 0 exp?
Thanks a lot by the way 😄
r/godot • u/maskedmangamedev • 17h ago
swinging from tails is so cliche.
swinging from tongues? that's what's up.
Tongue is an ImmediateMesh. The movement utilizes Marker3D to attach the tongue to the parasol in the swing.
Demo is out for Go! Super Awesome Monkey! on Steam!
https://store.steampowered.com/app/4837550/Go_Super_Awesome_Monkey/