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09.04.2026 01:10
eviltrout (@eviltrout@carpdiem.online)

Is it normal for #Godot games on Metal to beachball if the shader cache is empty for 60-90s? My game is currently doing it even on the most powerful macs and I'm curious if I've done something wrong. see: github.com/godotengine/godot/i




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08.04.2026 21:41
ArmouredWizard (@ArmouredWizard@dice.camp)

Godot
Ruby Radiance
Not exactly failing at the *first* hurdle, but... my GridMaps don't have colliders! :(
The Scenes used to make them are StaticBody3D, with MeshInstance3D and CollisionShape3D. I can see the blue colliders in the Scene.
If I add them directly to my Dungeon scene, they work fine, but putting them into the MeshLibrary for GridMap loses the Collider! :(
Any clues?

#godot #gamedev #roguelike #gdscript #godotengine #rougelight





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08.04.2026 21:19
luqtas (@luqtas@mastodon.social)

mouse X and Y movement for driving values but clicking at the p-field with ALT held allows one to edit via the keyboard





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08.04.2026 17:50
gogolassy (@gogolassy@mastodon.gamedev.place)

been making good progress on re-implementing the core mechanics of the first game :) while i'm at it, i gave the ui a bit of a glow up as well

i should be able to finish re-implementing the core mechanics in time for screenshot saturday

#gamedev #indiedev #indiegame #godot





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08.04.2026 15:11
ArmouredWizard (@ArmouredWizard@dice.camp)

@IngloGamesDev @Wlm @eole666 @YoSoyFreeman @upmultimedia
Thanks for the feedback.
Current plan:
Player scene held in "Main", as a sibling of "Level" scenes.
Levels have _ready(): emit "Spawn player at Spawn point" signal. Player connects to this, and teleports to Spawn Point.
But as Levels don't know about Player (and I am in my "Everything Is A Signal!" era), I need to figure how to make everything talk to each other. I have ideas

#gamedev #godot #godotengine #gdscript #roguelike #rougelight





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08.04.2026 15:05
LePertti (@LePertti@mastodon.gamedev.place)

So I made a real world terrain system in godot that take heightdata and makes ingame terrain, it works mostly great except compression artefacts makes things that should be straight lines into a saw blade jagged. I thought maybe I should fix that in blender. Anyone have good suggestions how to best deal with this and clean it up? #godot #gamedev





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08.04.2026 15:02
valenvlach (@valenvlach@mastodon.social)

You arrive on an alien planet with spaceships and the knowledge of a spacefaring civilization.
Within hours, the atmosphere fries every chip you brought. No electronics. No supply chain. No currency.

3,000 provinces. Simulated population. Every person has food, employment, demographics — all feeding into the simulation.
This is what I've been building for 3 years, alone, in my spare time.

youtube.com/watch?v=3xKdKZrBatQ




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08.04.2026 14:31
ArmouredWizard (@ArmouredWizard@dice.camp)

Godot Question:
I'm starting a 3D Dungeon Crawler.
So far I have a Town and Dungeon Scene, and a Scene-Changer Global. This all works.
BUT!
How do I do the Player?
Current Options:
Have Player Scene separate from the World scenes - doesn't sound right
Re-instantiate Player in each Scene, and hold details (stats, inventory, etc) in a separate Global?
Other?

#gamedev #godot #roguelike #godotengine #gdscript




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08.04.2026 14:17
qaqelol (@qaqelol@toots.niark.nexus)

My bundle is already at 99% of its goal!!
Thank you so much everyone!!!!!!

itch.io/s/183023/nice-godot-ch

#Godot #GameDev #Indie





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08.04.2026 13:47
objects (@objects@fedi.anarchy.moe)

My new #SnekStudio mod copyTrigger can be used to set up a variety of triggers (redeems, chat and WebSocket Messages), filter text contents and even use regular expressions.

Then, you can use Godot’s Expressions to do all sort of things: Trigger other redeems, call functions directly on other mods, use variables and regex groups that were captured. I’ve already used these to set up new and old functionality without relying on hardcoding everything.

Repository: https://git.gay/copygirl/copyTrigger
Also includes a .zip release for people who don’t run from source.
Just in time for SnekStudio’s v0.1.6 release. 🎉

#Godot #VTuber





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08.04.2026 12:48
rafalagoon (@rafalagoon@mastodon.gamedev.place)

Directo de tranquis, leyendo noticias y tal.

👉 twitch.tv/rafalagoon

Será un directo cortito, de los cortitos de verdad. Un par de horitas... no 8.

Ven a charlar, a compartir noticias y a enseñarnos tus proyectos.

#godot #gamedev #indiedev #noticias




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08.04.2026 09:05
objects (@objects@social.wedistribute.org)

If there’s any #Godot developers out there making 3D games, I could kind of use some help / advice on how to fix this weird issue I’m having.

Camera is basically attached to a SpringArm and mounted on a pivot, the pivot rotation is what’s used for camera rotation. When switching perspectives, a piece of code is supposed to line up the pivot rotation to the player_mesh rotation. Except it seems to be flipped when I face certain directions?!

https://codeberg.org/deadsuperhero/godot-hybridcam/issues/1




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