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24.09.2025 03:26
gurkenlabs (@gurkenlabs@fosstodon.org)

Made some progress with procedural vehicle damage deformation in Godot...
Not going for a super realistic effect here, just some satisfying visual feedback for crashing the car :)
I'm rendering collision in this example to show how the vehicle's collision mesh also changes when the chassis is deformed. This is relatively performant with low-poly meshes, but never do this with detailed high poly stuff! :D
#GameDev #Godot #Debugging





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24.09.2025 00:59
view (@view@mastodon.art)

You can now buy and sell parts to this used parts salesman. He's very trustworthy.

#IndieDev #Godot





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24.09.2025 00:41
jetpackgone (@jetpackgone@mastodon.gamedev.place)

The demo for Cloud Keeper: Shrine of Dal is out!

Summon cloud companions to fight monster waves in a Korean folklore inspired land! ☁️

Play the demo and wishlist on Steam!
store.steampowered.com/app/379

#bulletheaven #roguelike #indiedev #indiegame #gamedev #godot





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24.09.2025 00:33
gggdeff (@gggdeff@mastodon.social)

I started to make battle system for Moonerdia. Btw now this game is action-rpg. So what do you think about it?





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23.09.2025 23:10
view (@view@mastodon.art)

Working on the shops. I figured rather than a distinct buy/sell screen, I could simply have both at once.

#GameDev #IndieDev #Godot





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23.09.2025 22:31
ellebell43 (@ellebell43@dice.camp)

Ok, so I'm driving myself nuts not having a project to work on anymore. My Traveller RPG mapping tool is more or less done, the 2D platformer I was working on just isn't sticking (I just don't care much for platforming games). So, I'm going to go back to #Blender to keep learning that and maybe I'll try making a simple 3D video game with #godot

Anyone have any suggestions or inspiration seeds for me? I need some ideas on things to make in blender. My big goal is a character model at some point




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23.09.2025 21:31
amedo (@amedo@mastodon.social)

Making game-ready assets isn’t just about looks—performance matters.
Here’s how I balance polycount, style, and engine export:
for main objects that need details I keep it under 2k polygons
for side models, as low as possible up to 500 vertices





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23.09.2025 19:39
HexagonNico (@HexagonNico@mastodon.gamedev.place)

Need to know how an item is made or what is it used for? You can bring up the manual at any time.

I guess it won't be enough to replace a step-by-step tutorial, since that would require... ugh... reading...

#gamedev #indiedev #indiegame #godot #godotengine #godot4 #pixelart #lowpoly #godot3d





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23.09.2025 19:10
view (@view@mastodon.art)

I blocked out Scrap Alley, but I think it might be better as just a menu. For now, I think I'll leave it as a menu...

#godot #gamedev





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23.09.2025 18:32
aragubas (@aragubas@furry.engineer)

Today I release my first nuget package! it's a Log library I've been using on some internal projects for a while, but now open sourced under the MIT license hihihih <3 it's for the Godot Game Engine, written in C#

#godot #nuget #csharp #dotnet #godotengine

nuget.org/packages/aragubas.ta




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23.09.2025 18:26
GodotFest (@GodotFest@mastodon.social)

So, which and talks make you the most excited for ? Let us know!





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23.09.2025 18:08
view (@view@mastodon.art)

Augh, I found it. There's directional shadow settings in the directional light itself, and for some reason they literally defaulted to 1m max distance? They normally default to 100m, but not for ones added via the "create sky light" option, maybe?

#godot





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