Godot

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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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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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My solution is shader based. The object inside the cube is visible when viewed trough a "portal".

You may find this example scene and the code here: https://github.com/ArmainAP/Godot-Occlusion-Portals

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Hi everybody! In this video, we will create a shader that displays a grid. It may sound simple, but such a grid is a very useful element, whether for debugging or its use in various effects.

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  • D-Day VR Museum
  • Operation Steel
  • TRUFFLE
  • Killer Junkyard
  • Deal of the Dead Final Cut
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Hi everyone! This tutorial will teach you how to display a fireworks effect on the screen using a shader, which can be a nice reward after successfully completing a level in your game.

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Hi everyone! In this video, I would describe how we can easily implement the pause and resume functionality in the Godot Engine. Since something like this involves certain pitfalls, I will show how to avoid them and do the whole thing correctly.

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January Jams (godotengine.org)
submitted 10 months ago by mac@programming.dev to c/godot@programming.dev
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It's only available for verified Nintendo Switch developers. Also no C#/GDExtension support.

Additional details are available for authorised Nintendo Switch developers in the forum section of the Nintendo Developer Portal.

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Hi everyone! Do you remember the lightning shader that I was creating in one of the previous videos? This time, we'll try something similar but less chaotic, so the code will be significantly shorter. I'll show you how to transform a simple line into something like this.

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My previous post on figuring out a terrain implementation is here: https://lemmy.world/post/8540418

Terrain Project ^codeberg^

Player Controller used is also available ^codeberg^

I was quite upset for a long while that I could not figure out how to optimize my terrain systems. This I have now figured out.

What I am working on is three different processed terrain components:

  • Topology Data (TPD) # 3D Positions of where each terrain point/node should be
  • Texture Data (TXD) # Which texture each terrain point uses
  • Special Data (SPD) # Special data for specific terrain points

I have finished rendering a multimesh of the topology data and it runs smoothly on my rather old computer just as I need for all my games.

The problem of mapping a collision system to the multimesh was something that I did not like attempting to solve on my previous tests from last year. I have found a solution. I misunderstood what was causing the lag and assumed collisionshapes could cause as much fps drop as meshinstances.

This system is built to load in separate parts.

  • Generate terrain if necessary
  • Chunk terrain data
  • Render multimesh
  • Instance collisionshapes for individual terrain points

My next step is either of the following:

  • Connect vertex points for smooth terrain
  • Create python script (or godot software) for heightmap editing and creation
  • Figure out generation of single texture image to blanket over multimesh

I do intend to make this terrain destructible. I decided some at least four months ago that I would only render the terrain if an update signal was pushed either from a multiplayer server or the client side.

I will create a terrain editor for the engine sometime but that is not on the main plan. Height map conversion to TPD format will come first. Caves and underground are completely possible as well of course with the most recent commit.

This development will give me a huge step forward in all of my projects as many of them require this sort of terrain system. Also I was too lazy to figure out that one terrain plugin I suppose.

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Hello everyone! Let me tell you something about the audio system in the Godot Engine. As an illustrative example, I will use our point-and-click adventure, Whispers of Prague.

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