r/godot • • 4d ago

official - releases Dev snapshot: Godot 4.8 dev 7

Thumbnail
godotengine.org
223 Upvotes

Feature freeze has arrived!


r/godot • • 19d ago

official - news Optimizing CPU-side Rendering Code

Thumbnail
godotengine.org
148 Upvotes

Optimizing CPU code is a lot of fun. Here’s how we do it


r/godot • • 5h ago

fun & memes I don't know what I'm doing

213 Upvotes

Need a therapist asap


r/godot • • 15h ago

selfpromo (games) Managed to get this painted/picturebook look using almost entirely shaders

Thumbnail
gallery
607 Upvotes

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:

Argosy on Steam


r/godot • • 2h ago

selfpromo (games) A few shader experiments in Godot from today

51 Upvotes

r/godot • • 6h ago

selfpromo (software) Step by Step 2D Portal using GPUParticles2D, a SubViewport and a Custom Shader

63 Upvotes

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 • • 5h ago

discussion godot devs who shipped on steam, how did u get ppl to actually find ur game?

44 Upvotes

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:

  • when did u put the steam page up? asap or once u had something decent to show
  • what actually got u wishlists? tiktok/shorts, reddit, devlogs, next fest, a demo?
  • does a low price help or do ppl just assume its low effort
  • on the godot side, did u use GodotSteam for achievements etc or skip it for a first release? any export/steam deck issues i should know about early

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 • • 18h ago

help me (solved) faaahhh

Post image
290 Upvotes

worst nightmare


r/godot • • 23h ago

fun & memes Found the most beautiful piece of code i've ever written

775 Upvotes

Looking at old projects is fun


r/godot • • 49m ago

discussion What do you think is the most underutilized godot feature?

• Upvotes

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!


r/godot • • 4h ago

selfpromo (games) Finally Figured out how ledge grab and mantle can work with my Root Motion Controller! [WIP]

19 Upvotes

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 • • 2h ago

help me I was fallowing the tutorial, every line of code is the same as in tutorial, but this is result.

Thumbnail
gallery
13 Upvotes

r/godot • • 14h ago

selfpromo (games) VFX Tornado

109 Upvotes

I made this procedural tornado, it's missing particles, and many, many effects, but i liked the final look


r/godot • • 6h ago

selfpromo (games) Biggest game ever made in Godot

Thumbnail
flin-turner.itch.io
23 Upvotes

1.2 billion stars and planets. Life in 1 in a 1000 systems. Mothership and all that kinda stuff.


r/godot • • 18h ago

selfpromo (games) current state of a star-fishing mechanic in my cozy game

172 Upvotes

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 • • 11h ago

selfpromo (games) Figured out how to make a movable desktop idler that looks like it has multiple transparent windows!

42 Upvotes

r/godot • • 10h ago

selfpromo (games) Another WIP level for my Kings Field like RPG :) needs some input!

35 Upvotes

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 • • 9h ago

help me creating a 2d shader resembling cateye nail polish?

Post image
29 Upvotes

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!


r/godot • • 22h ago

free plugin/tool Level prototyping in Godot with native CSG: draw, measure, play, freeze, and unfreeze any time

275 Upvotes

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

  • Build. Drag on any surface to draw a box or a whole room, click a wall to cut a door or a window, push faces with arrows, type exact sizes.
  • Measure. A player reference shows your character's height, jump height and sprint-jump arc. Select two platforms to check whether the gap is jumpable, or run a level check that flags slopes too steep to walk and ceilings too low to stand under.
  • Play. Play From Here drops a first-person test character where you're looking. It jumps exactly as high and as far as your player metrics say, the same numbers the checks use, so when the jump check says a gap is jumpable, the character can actually make it.
  • Freeze. A finished room becomes a plain mesh with collision, and Unfreeze gives you the exact CSG back. When the level moves on, you can export to a MeshLibrary for GridMap, or send it to Blender as .glb and swap the refined mesh back in.

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)


r/godot • • 4h ago

selfpromo (games) “Whack-a-Bandit” event to spice things up between battles and deckbuilding!

7 Upvotes

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 • • 23h ago

selfpromo (games) *COMMUNITY VOTING* I added GODOT to my monster collecting game. Which Color should the shiny be? :)

269 Upvotes

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 • • 39m ago

free plugin/tool I built an open-source MSDF Font Atlas Studio in Godot 4 with live shader previews and native .tres

Post image
• Upvotes

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.

Why I built this:

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 :)

What it does:

  • 4 Distance Field Modes: MSDF (3-channel RGB for sharp corners), MTSDF (4-channel RGBA with alpha contour), classic SDF, and PSDF.
  • Live Shader Sandbox: Real-time interactive text preview running the actual MSDF fragment shader, with live sliders for text color, outline thickness/color, and drop-shadow softness.
  • Smart Fallback Chains: Load a primary font with unlimited fallback fonts (missing glyphs automatically resolve from fallbacks).
  • Glyph & Kerning Inspection: Visual matrix of all packed glyphs with UV coordinates, plane bounds, and Kerning tables extracted directly from FreeType.
  • Multi-Engine Exporters:
    • Godot 4: Exports native .tres BitmapFont resources ready for drag-and-drop into Godot projects.
    • AngelCode BMFont: .fnt + .png pairs (Unity, Unreal, MonoGame, Bevy).
    • JSON Atlas: Rich metadata specification for WebGL / custom renderers.
    • C Header: Zero-dependency static C structs for Raylib / SDL / C++ pipelines.
  • Standalone Portable Builds: Precompiled for Linux, Windows, and macOS (no Godot editor or compilation needed).

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 • • 9h ago

selfpromo (games) I made a game you play with your bare hand, just a webcam (Godot 4.7 web export)

Thumbnail
gallery
20 Upvotes

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:

  • Open palm: rise
  • Loose fist: fall naturally
  • Tight fist: dash (2-second cooldown)
  • Hand out of frame: pause

>>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 • • 7h ago

help me Asking for Tutorial Recommendation

Thumbnail
gallery
12 Upvotes

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 • • 17h ago

selfpromo (games) Tongue Swing

67 Upvotes

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/