Münchner Dom / Frauenplatz.
#Munich #Godot #GodotEngine #GodotFest @godotengine @GodotFest

I'm messing with #godot GDExtension and sheeeeeeeesh the boilerplate... it's so bad and I understand like 5% of it
probably more of a C++ problem than a Godot problem though
The Godot Engine 2025 showreel is out https://www.gamingonlinux.com/2025/11/the-2025-godot-engine-showreel-is-out/
#Godot #GodotEngine #Gaming #OpenSource #GameDev
The Godot Engine 2025 showreel is out
#Godot #GodotEngine #Gaming #OpenSource #GameDev
The Godot Engine 2025 showreel...
Hello Munich. :)
#godotfest @GodotFest #godot #godotengine @godotengine #soon #tomorrow #munich #gamedev

For safety reasons, the pickaxe is made of plastic + air. 😅
You will be able to forge an actual one yourself made from metal in my game this week! #cave #godot
Chivalric Quest: Goblin combat is raw and unpolished, but the speed and chaos are starting to show.
Hi everyone! Let’s take a short break from post-processing effects. In this tutorial, I’ll be creating a dynamic ornament that at one stage resembles a magical portal and at another something like a fiery eye. Essentially, it’s another demonstration of how we can use iterations and simple functions to achieve quite interesting transformations that can be further configured and combined in new ways. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=yRA3DSgV7lw
Godot 4: Fiery ornament shader (tutorial)
https://programming.dev/post/40510809
Learning resources recommendation for an artist?
https://aussie.zone/post/26564693
Doing some basic setup with a GridMap and AStar3D. I haven't used either of those nodes for a while, but I did have a prototype quite a while back that I remember doing, so I replicated it again.
I could have went and found the code, but it wasn't too hard to get going from scratch. Basically to create the AStar3D points, it sends a bunch of raycasts down onto the gridmap in regular, tile-sized intervals. If it hits something, that becomes a point.
Then once all the points are defined, I do something similar for every point, casting a ray to all of its orthogonal neighbors, creating connections if it hits something and is also within a certain height range (so the bottom and top of a cliff aren't connected, for instance).
Technically I could do this for any kind of world, not just a tile-based one...might consider trying that just to see how it looks, but it would probably be weird.
Using DebugDraw3D to draw the connections.

LIVE! It's a combo stream for your viewing pleasure.
In Robot Shooter I try to add a basic tutorial and a bunch of missing stuff needed for it to actually work.
It's also TOOLSday on Sunday. Can I fix up the last bugs in my GDScript version of QuickAtlas? Hopefully.
#livestream #gamedev #godot #live