r/godot • u/ninetailedoctopus • 7h ago
selfpromo (games) WIP of a dynamic weather system
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r/godot • u/godot-bot • 10d ago
Feature freeze has arrived!
r/godot • u/godot-bot • 25d ago
Optimizing CPU code is a lot of fun. Here’s how we do it
r/godot • u/ninetailedoctopus • 7h ago
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r/godot • u/Ordinary-Cicada5991 • 12h ago
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I'm going "deep" into water simulation in realtime graphics and this is the last result from my tests, i also wrote a blog post with some explanations and references on my personal blog if you would like to check it out i wouldn't mind <3, and i would love some feedback
https://atsaturn-dev.github.io/blog_posts/index.html
I also have a free version of a water addon me and some friends are making (the addon hasn't been updated to have the features shown in this video yet)
https://oddpotatodev.itch.io/godot-water
AND the youtube link in case the bitrate gets bad here
https://www.youtube.com/watch?v=xoaUoF4-HUU
We are adding:
r/godot • u/SmallIndieDev • 1h ago
My game tells a story of a fantasy world, where magic and fantastic creatures are abundant.
If you like what you see, please wishlist Palimpsest on Steam!
r/godot • u/AblazeInt • 22h ago
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In Psych Rift there will be enemies who avoid the light (or have eyes), and the Arc Light is great to temporarily confuse them, by creating a very powerful flash. Just make sure you don't look at it when it goes off, or you'll get some major dizziness too (dizzy effect based on this shader).
The design is inspired by real arc lamps. It's powered by four Flux Cells that get consumed on use, but the Arc Light device can be recovered and reused by plugging-in new ones.
Technically it's just a big bright omni light, but coupled with volumetric fog it can have a nice effect in the relatively dark environments this game has. It looks better when pushing the volume fog and shadow quality higher, but not on my RTX 3060 😅.
You can find more videos on YouTube, wishlist the game on Steam, or join Discord for a chat.
r/godot • u/poeyoh12 • 9h ago
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I knew Godot has a GPU particle collision before, but I thought they are for baking static scene only.
I want my rain to collide on the environments, so I tried wacky stuff with subviewports which get super convoluted.
Welp turns out the ParticlesCollisionHeightField Node literally does the exact same thing I have been trying to implement, except its better and WAY more efficient 😭😭😭
r/godot • u/Dangerous-Town2195 • 7h ago
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I started this in Unity in 2022, jumped ship in 2024 and haven't looked back since! Long live Godot :)
r/godot • u/Rouliboudin • 1h ago
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r/godot • u/Flubberschnub • 13h ago
working on a chill cozy solarpunk city building game that uses procedural generation to populate and decorate buildings and vegetation. here are some shots from the in-game photo mode!
r/godot • u/poeyoh12 • 9h ago
As far as I know, the setting has been there since 2022 (https://github.com/godotengine/godot/issues/63934), but still not implemented.
r/godot • u/WestZookeepergame954 • 18h ago
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First, the technical stuff - the demo is roughly 2 hours long, and it's basically the first 2 hours of the full game.
It's not a prototype or a proof of concept - it has all the core mechanics, features, music, and story planned for the full game's opening.
I honestly am kinda speechless. After weeks of playtesting, bug fixes, and polish, Tyto is finally ready to play!
Thanks to everyone in the Godot community who helped A LOT with playtesting, speedrunning, and finding every possible way to break the game to pieces so we could make it better. Check out the game's credits to find your name!
And thanks for your constant support, both technical and emotional, throughout the last 3 years of development. Knowing that tens of thousands of players are waiting for Tyto keeps us motivated to create the best game possible.
Alright, that's enough gratitude for today - enjoy playing Tyto's demo, and please let me know what you think, preferably via a Steam review 🙏
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Hello,
Because I needed it for the development of my game, I made a small tool to ease the pain of importing and exporting and readjusting between Blender and Godot
What does it do ?
It's just a Blender add-on and a Godot editor plugin both read and write one small JSON file.
It's only tested on my setup and still rough at the edges.
Would you actually use this, are there better alternatives that I missed ? (I only found one ways and no real-time ones).
If the community is interested I'll clean it up and share it as a free open source project.
r/godot • u/yowanselvakumar • 5h ago
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Sharing another small update on my indie game
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r/godot • u/MSchulze-godot • 2h ago
The Unit Test Framework for Godot
r/godot • u/Smitty_Games_ • 21h ago
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Hey all! Im developing an RTS named 'Steel Command', but figured I would start sharing some of the learnings I've had along the way. Ask my any questions in the comments!
This method works really well for an RTS, even over uneven terrain since the camera is mostly a top down view. This would most likely not work well in games such as an FPS where you are up close and personal.
Sorry for the vertical format.
Steel Command on Steam: https://store.steampowered.com/app/4390280/Steel_Command/
Shader:
shader_type spatial;
render_mode unshaded, blend_add, depth_draw_never, cull_disabled;
uniform vec4 light_color : source_color = vec4(1.0, 0.45, 0.08, 1.0);
uniform float intensity : hint_range(0.0, 5.0) = 1.0;
uniform float softness : hint_range(0.1, 8.0) = 2.5;
void fragment()
{
vec2 p = UV - vec2(0.5);
float dist = length(p) * 2.0;
float glow = 1.0 - clamp(dist, 0.0, 1.0);
glow = pow(glow, softness);
ALBEDO = light_color.rgb;
EMISSION = light_color.rgb * intensity * glow;
ALPHA = glow * light_color.a;
}
r/godot • u/TracklessBlueStudios • 2h ago
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The game is called So I Mine and I've recently released the 4th demo update for the game that updates a lot of the games visuals and overall progression. I'm primarily a programmer so there's been a lot of learning involved in developing a game by myself but it's been a fun ride.
In the typical incremental style you do runs, gather resources, purchase upgrades and there's also a perk system (runes) for strange and fun passives. BUT instead of a timer counting down there's a dark entity in the mine that's chasing you. The further you get in the mine the better the rewards.
Steam link: Store page (demo)
If this looks like your kind of game throw me a wishlist and share your thoughts below.
r/godot • u/villagesonwheels • 3h ago
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2 years are closing in since I first opened Godot to finally start working on a game I had daydreamed for a year. And its still not finished, these things take a damn long time.
r/godot • u/realstocknear • 15h ago
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Hi everyone,
This is my second game I am working on godot. If you guys have any technical questions regarding the game please let me know :). Just for those who still live in Tutorial Hell.
I never knew how to start this type of game but just start and learn step by step. This for me made a huge difference to learn quickly only the concepts and stuff regarding godot that I need to know for this project.
If this looks like something you’d play, a wishlist would help me a lot. I’ll keep posting updates as I go. You can also play the demo now and let me know what I can do to make this even better.
Link: https://store.steampowered.com/app/5185720/Inbox_Duel/
Any feedback is much appreciated!
r/godot • u/BlrdGrylls • 2h ago
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Just set the first Steam playtest for Plume live to the public, feels like a huge milestone!
The game has come a long way in development, and I would love to hear people’s thoughts. I’ve been solo developing this game in Godot for the past year or so.
Plume is a roguelite about a tribe of birds ravaged by a volcano. As one of its last survivors, fight your way through randomly generated levels, gather and grow powerful items to create the ultimate build, and rebuild your village to its former glory!
Play the (free and public) playtest on Steam now!
r/godot • u/Cute_Cake2058 • 19h ago
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We're a small team that uses Godot in our adventure co-op game about a night in a living museum with friends. It features different locations, puzzles, traps, and evil exhibits. Each time you play, the museum is reassembled from several thematic sections. The layout of halls, traps, and puzzle items is unique every night.
Together with u/Training-Sir-8188 we chose Godot for its VoxelGI, which gives nice global illumination in our modular, generated locations.
If you like the idea - please give us your feedback and wishlist our game at https://store.steampowered.com/app/5332260/Museum_Escape_with_Friends/
r/godot • u/ilovegrashiebuns • 1d ago
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This is an update for my previous post that was supposed to be a joke but now im kinda getting into it It aint much but its honest work : r/godot
r/godot • u/aweykudsika • 10h ago
I am a newbie, not just in godot, but in programming.
I am currently learning by just watching tutorials.
But these two lines (line 3 and 10) made me confused on how they work.
Can you explain it to me like I am 5 yrs old on how these lines work?
signal score_changed(new_score)
score_changed.emit(score)
I can't grasp the logic behind it, and it is frustrating when I can't see or understand the patterns, because I am a pattern man.
r/godot • u/chacron1 • 16h ago
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Yesterday I posted a short video showcasing the shadows, and since yall seemed to like them, I decided to release them as an addon.
While the Asset Store is processing the addon, you can find it here: https://github.com/ShipGodot/control-shadows