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27.02.2026 22:39
Aut (@Aut@hachyderm.io)

So while getting familiar with the oddities of GDScript i noticed that it really doesn't have much in way of handling errors as a language feature. So while most languages I'm familiar with use try-catch statements, there just isn't anything. I hate returning nulls or sentinel values from functions so... I took a page from Rust's design and implemented `Result`.

Now if I'm doing an operation where I would want to generate an error to notify the calling function you did something bad, I am in a more functional paradigm.

Attached is a unit test around some bit reading using the `Result` and a match function that will pass along either the value or error message as needed. Second picture is the match function, it is pretty simple. A great use case for Monads overall.

Trying to find information on error handling in GDScript lead to a lot of "Just don't write code with errors in it" advice... which is frankly unrealistic and unhinged. It is okay to admit a language has some missing features.

#godot #rustlang #programming





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27.02.2026 21:10
7nihilate (@7nihilate@mastodon.social)





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27.02.2026 20:50
darksideofyogurt (@darksideofyogurt@livellosegreto.it)

L'ultimo gioco che ho creato.
Il loop è molto semplice (probabilmente troppo), ma ho speso un po' di energie per provare ad aggiungere qualche effetto...
Attendo qualche commento e critica costruttiva! 😁
mrnetwork.itch.io/tiny-embers

#godot #gamedev #jam




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27.02.2026 19:45
post (@post@lemmy.world)

Help w/ Area2D and multiple on_body_entered()'s being triggered

lemmy.world/post/43648235




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27.02.2026 18:48
themipper (@themipper@mastodon.social)

Haven't found a way to do this only with NodePath. Wrote two little static functions that extend the get_indexed and set_index functions by accepting a NodePath in the format "Array_Name.IndexInt" e.g. "my_array.0".

Additionally if the index is out of bounds I simply append the value as a new element and return the index.

Now I can update and add elements to an array using the NodePath.

Next: Allow removal of elements using this NodePath format.




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27.02.2026 18:08
beanjbunny (@beanjbunny@nerdculture.de)

Today we’re adding a score, so our game does game stuff. Come learn Godot 3D with me: youtu.be/kPIDYCxVeME?si=9zO0Yk #godot #gamedev #indiedev




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27.02.2026 16:42
citrus_marine (@citrus_marine@mas.to)

It took me DAYS to create this popup.

#Godot





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27.02.2026 16:18
RetroHeart (@RetroHeart@mastodon.art)

Overlay progress with various placeholders and endless list of Things That Need to be Fixed. Enjoy the legally inactionable and royalty-free canyon.mid since I still haven't redone the audio outputs

#Art #MastoArt #DigitalArt #Godot #RetroHeartArt





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27.02.2026 15:37
BigTheDave (@BigTheDave@mastodon.gamedev.place)

I've once again found myself waist deep in the Sonic Physics Guide making my own sonic physics engine for the... 4th? 5th? time...

This time it's from scratch in Godot. No porting it from Unity.

I've got ground physics, slopes and floor-modes done, as well as basic jumping (but no rolling or jump animations yet)

I'm not going for 100% accurate recreation, I'm taking some liberties with some parts and modernising it where I can.

Yes, the project is called GodotGoFaster

#GameDev #Godot #Sonic





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27.02.2026 15:08
themipper (@themipper@mastodon.social)

I have a test object with a variable called prop and that property is an Array.

Trying to find a way to create a NodePath to access this using the get_indexed or set_indexed functions.

For Vectors and Dictionaries something like "prop:x" works. (x being the key)

But I don't seem to be able to find a NodePath for Array-Elements. Maybe there isn't.
I can get the Array itself but not the elements inside.

[1] docs.godotengine.org/en/stable




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27.02.2026 12:41
rafalagoon (@rafalagoon@mastodon.gamedev.place)

¡Ven a probar el juego que estamos desarrollando!

👉 twitch.tv/rafalagoon

Hemos estado desarrollando fuera de cámara un pequeño juego para Twitch: Animal Brawl.

Ven a echar una partida para que veamos qué falla y aparecerás en los créditos ❤️
#gamedev #indiedev #godot #madewithgodot #godotengine #notsolodev




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27.02.2026 12:07
Xanatos (@Xanatos@mastodon.gamedev.place)

I do have a question about the component model in Godot. I currently do try to create a component model in Godot, creating the components is quite easy to manage so no issue there.

But creating the interaction or logic is hard, right now I use a mix of global system scripts getting entities with specific components based on groups and some validation and scripts running on entities using the component they do have attached.

What is the correct approach?

#Godot #GameDev #ComponentSystem




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