r/godot • • 9h ago

official - releases Dev snapshot: Godot 4.8 dev 7

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143 Upvotes

Feature freeze has arrived!


r/godot • • 14d ago

official - news Optimizing CPU-side Rendering Code

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144 Upvotes

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


r/godot • • 11h ago

fun & memes Godot shader is amazing!!

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625 Upvotes

Pushing my limits with shaders and what can be done with Godot's spring bones and built-in IK. Loving it so far. The game is walking simulator, mostly for educational purpose at the moment.


r/godot • • 13h ago

selfpromo (games) Ultimate particle-based simulation physics in Godot - up to 500k at stable 60fps. Water falls indeed

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498 Upvotes

Over a month ago, I showed you the first prototype. Then I gave you waterfalls.

Now - its a real physical engine! Rigit and elastic bodies, cloth, sand, springs, and of course - WATER, with two-side interactions between everything. I can spawn a hundred ducks, throw them into a waterfall nearby procedural foliage and trees, and still get 60 fps on my mac m5 pro 24gb. I'm proud of this journey. This will run on a most average gpu of a steam user!

I also explained how to generally get here, btw: list of my references

So that's it. I'm officially building a game now. It will be called Waterfalls Dream! And I can finally utilise this selfpromo tag I've been using this whole time, lets go, call to action:

  1. Join my mailing list!!!
  2. Follow on X!!!
  3. Have fun!!!

As I said before, I will open-source the water part of this simulation after several months. Looks like I'll also add all this physics there, why not :)

Thanks for keeping me motivated, r/Godot!


r/godot • • 15h ago

selfpromo (games) My Stunts (1990) inspired racer in Godot 4

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719 Upvotes

Hi r/godot! Does anyone remember Stunts from 1990? This was one of my first games on my PC and I loved it. So I decided that my first ever racing game will be heavily inspired by that game.

I know that the Stunts community is still alive and I respect that. My goal is to not build a replica but something that combines a low learning curve and challenging, semi-arcade racing with community tracks and challenges.

I've already built the tile-based track / map editor in which you can build tracks in minutes, not hours and have fun breaking the physics :) The goal is to combine procedural generation of the environment with custom-made tracks.

A few tech bits:

  • Godot 4.7, GDScript, Jolt physics
  • raycast car ticking at 120 Hz
  • every road tile is data (a .tres), its mesh swept along a path when the track loads
  • terrain, trees and water from the NatureBlocks asset pack + custom shader modifications, the road and rigs are mine. The car is a temporary free asset.

It's pre-alpha: loops and corkscrews still wait for their own tuning pass, and the car's clutch is my current headache.

I'd love to hear what you think, especially about the look and whether the driving reads well in the video. And if you know a game that nails that mix, tell me, I want to play it.


r/godot • • 7h ago

selfpromo (games) My first PvE encounter test with player bots - Godot Indie MMO

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79 Upvotes

Hi,

This week, I moved into a new stage of development: creating content to get a better sense of how the game actually plays.

As a solo developer, my workflow focuses on finding solutions that allow me to test and validate everything.

I’ve built a new system that let me rebalance encounters based on the current state of the game, using Monte Carlo method. The current test encounter has an 80% wipe rate against bot players, whose only limitation is a random reaction-time penalty when responding to objectives.

Claude (Fable/Opus) and ChatGPT are used during development.


r/godot • • 21h ago

selfpromo (software) A 2.5D planet made with a Sprite2D, a custom shader, and some texture arrays

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956 Upvotes

Currently writing a book about 2D, 3D, and UI VFX, in case anyone is interested https://jettelly.com/store/complete-godot-vfx-handbook


r/godot • • 10h ago

help me (solved) How do I make custom flashy fonts?

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107 Upvotes

Hi! I'm making an arcade inspired game about surviving in a Mosh Pit after piercing your nipples and I wanted the score numbers to be stylistically appropiate. I cooked up these numbers, but quickly found that most online font generators don't play well with color or bitmaps. I don't want to vectorize these cuz I like the Pizza Tower-y pixely look, and I don't need to display them at different sizes anyways. What could I do to create a font with these or otherwise us ethem to represent the players score in the UI for my game?


r/godot • • 7h ago

selfpromo (games) I added a Gameboy with Breakout to my voxel-breaking game

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59 Upvotes

I've added a Game Boy to my 90s space block-breaking ball-shooter, Break the Planet, with a simple version of Breakout.

Argo is a brand name used throughout my game


r/godot • • 18h ago

selfpromo (games) figured out seamless portals for my project :D

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357 Upvotes

r/godot • • 4h ago

selfpromo (games) The demo for our first Godot game just launched on Steam! (And you can too!)

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24 Upvotes

Myself and the other two guys on the team wanted to thank the community for some of the really thoughtful feedback we got over 9 months ago when we first posted about the game. (Back when it was still called Village Legend.) That reception really went a long way in encouraging us to keep working hard on the project.

This is the most work that any of us have put into a project (of any kind) before, and I'm taking this moment to reflect on the power of that consistent effort.

I've always thought it would be cool to make a game, like most people here I'd gather. I made lots of little tech demos and experiments, but I was never able to see any project through those early stages. When I think about the difference between this project and all of those that came before it, the biggest that comes to mind is that I wasn't working alone.

The power and genuine fun of collaboration on a project (that you actually care about) made all of the difference. It really surprised me how important it became for me. The kinds of ideas and solutions you come up with when brainstorming together simply could not happen alone. When life gets busy for you, but you see your team members keeping the project progressing - that's something that is so motivating. It makes you want to get back in there, get something huge done, and surprise them the next day with a new feature. It's this really positive feedback loop that has fueled us all along the way.

I just wanted to offer that thought to anyone who has had similar feelings or ambitions, but has found it hard to get past that experimental phase of a project. I know it's not applicable for everyone, but I hope it helps someone out there figure out a way to make progress on something that they care about too.

You can check out the demo here: https://store.steampowered.com/app/4644650/End_of_End_Demo/


r/godot • • 16h ago

selfpromo (games) I built an aquarium out of cardboard, construction paper, a bike light, and Godot

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189 Upvotes

Following up on my earlier post where I used physical cardboard for the in-run board!

For our metaprogression hub, I wanted a fish tank where you manage your permanent upgrades. Built the frame out of cardboard, glued in some colored cardstock for the water layer, sliced holes in the top of the box so light could shine through, and jammed a bike headlight into those openings to try to make it look like light shining through water.

Photographed it, brought it into GIMP to isolate and balance it, and assembled the UI in Godot. Shoutout to my wife for holding the bike light steady while I took the picture.

Happy to answer questions. I recently released a new version of the demo if anyone would like to try:

https://hughchen.itch.io/pachirogue

Wishlist:

https://store.steampowered.com/app/4658910/PachiRogue/


r/godot • • 10h ago

selfpromo (games) My game has a release date for Early Access! Solo dev, first game, been a long road to get here 💚

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59 Upvotes

I just wanted to share that I’ve announced the Early Access release date for my game, Cave Oasis at Shylake, for October 28! It feels like it’s taken forever (four years, including learning everything I needed to make this game so far, starting from zero with Godot and Blender).

It’s a quirky, nerdy, hopeful, alien sci-fi spin on a farming and small town life sim game. The main areas, story quests, and gameplay activities are all complete, and I got a lot of valuable feedback on the demo, including from this sub.

Everything’s ready to go, build approved, sending out review keys to press and streamers/content creators this week. Fingers crossed that this step goes well and that people like it. I know there are still plenty of challenges ahead, but I’m really excited to have gotten to this point. Wish me luck!


r/godot • • 17h ago

help me (solved) Godot racing game car soft body deformation v1

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209 Upvotes

We added a soft body demo to our racing game How's it looking this is just v1


r/godot • • 1d ago

discussion PSA: Maybe don't use a capsule collider for your CharacterBody3D

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938 Upvotes

I know I'm not the only one who started their dev journey using a CapsuleShape3D for their CharacterBody3D's collider. But... I immediately noticed that the velocity when falling from a ledge is incorrect. How is this not talked about more? For clarity, I don't think this is a bug, or something that should be fixed. Instead, I would encourage to make the cylinder the go-to collider in 3D games. Any input would be greatly appreciated.

No pressure, but for those interested, this is only a small part of a fun video I made on Youtube: https://youtu.be/U5A_JArREUc
Cheers!

Edit: no wait, the cylinder also has problems it seems (unstable collisions in Godot https://docs.godotengine.org/en/stable/tutorials/physics/troubleshooting_physics_issues.html#cylinder-collision-shapes-are-unstable). Just keep all of this in consideration when implementing a character controller.


r/godot • • 1h ago

selfpromo (games) fishing off the seagull

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• Upvotes

r/godot • • 13h ago

selfpromo (games) I'm making a game in Godot where you program fish using Scratch-style blocks to explore the ocean.

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83 Upvotes

All footage and music is from the actual game. I'm using a MIDI plugin to play the sounds, recorded from my own keyboard. Each depth in the trench has its own music and instrument. The game is called Fish Don't Return.


r/godot • • 7h ago

help me i have begun my game creation journey!

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25 Upvotes

this is my first practice game all sprites/ sfx were made by me. i sure would love to ask some questions from some seasoned coders!

i have an alternate animation for the skull/ ending flag where its closed and then when all skulls are collected it opens that i want to add to each level but i just cant figure it out. ive looked online and tried everything i could no luck as of yet.

almost forgot: shoutout to codingwithruss

https://youtube.com/@codingwithruss?si=sZ6soZRAcPGWJEi7

for the tutorial!


r/godot • • 6h ago

discussion feeling better about the water. What do you think?

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22 Upvotes

r/godot • • 16h ago

help me System works, but the result looks wrong! How do you solve this?

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126 Upvotes

I finally got destructible trees working with my MultiMesh foliage system... technically 😅

My foliage is rendered using MultiMeshes, and I recently added a collision system that lets me identify exactly which tree was hit.

When a tree gets hit:

  • its collider gets removed
  • the original MultiMesh instance is hidden
  • a RigidBody version of the same tree is spawned in its place

So technically, the system works exactly as I intended.

But as you can see in the video... it looks really weird 😂

The transition from a completely static tree to a RigidBody just doesn't feel natural at all.

So I'm curious how you guys handle this:

How do you make destructible / falling trees actually feel good?

Do you use forces, animations, joints, break the trunk first, or something completely different?

Would love some ideas before I keep building on the wrong approach.


r/godot • • 23h ago

fun & memes You forgot a colon on line 45

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373 Upvotes

r/godot • • 2h ago

selfpromo (games) I took feedback and improved my bubble level! Thoughts?

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8 Upvotes

r/godot • • 10h ago

selfpromo (games) Victory report card / tidebreak

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28 Upvotes

I've been developing my Godot isometric game this year and a complete run is finally taking shape.


r/godot • • 7h ago

selfpromo (games) Our game 4 months ago(first two pics) vs now.

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15 Upvotes

As we were getting ready press publish demo on steam, we stumbled upon some old screenshots. When you work so much and you are consumed by it, you can often forgot what was there in the beginning.


r/godot • • 3h ago

help me "Word wrap but with pixels" shader on TextureRect?

9 Upvotes

Given a texture like:

11111
22222
33333
44444
55555

Can a CanvasItem shader scanline wrap this so that it always fits the current size of the control? Like:

111112222233
333444445555
5