JetBrains now a Platinum sponsor of Godot Engine https://www.gamingonlinux.com/2025/08/jetbrains-now-a-platinum-sponsor-of-godot-engine/
#GodotEngine #Godot #GameDev #OpenSource
JetBrains now a Platinum sponsor of Godot Engine
#GodotEngine #Godot #GameDev #OpenSource
JetBrains now a Platinum spons...
And in case you don't want to think yourself or something is unclear, I've also added a code generated so that you don't have to do that, too ^^
You can select your from/to spaces, point or direction, which shader stage and more stuff.
#godot #shaders #vfx #documentation #gamedev #indiegamedev
Hawk Hill Manor
Might have got train working again.
I've stopped it using the navmesh, and put colliders for Station and City. Train sends itself a signal if it hits them.
I think I could use a lot more signals, as lots of things are constantly checking in func process()
When I lurk on Discord in the GD shaders section, I often hear how to convert from one space to another or back. Well, I've created a website, so that you can find that on the good old internet ^^
#godot #shaders #vfx #documentation #gamedev #indiegamedev
https://rokojori.com/en/labs/godot/spatial-shader-stages
Tried to adjust some code, and broke my Train. And the Porter.
Struggling to get Train to move properly, and know where it is.
Might have to rewrite the whole lot.
:(
Dans la série « c'est un bug mais le résultat est trop classe », je vous présente ce terrain en patchwork. #godot #gamedev

Would you like to buy a used bot?
... Still have to make the part where they get randomly modified. I'm thinking that instead of tweaking things at random, I'll give them a lifepath-style past.

Everyone seems to agree that it should be pretty easy to get a #godot 4 game running on a #raspberrypi 4. I also agree. It seems easy!
And yet.
If you've done this recently please tell me how you accomplished it, I'm starting to question my life choices
When it comes to design patterns in #godot, one thing I've kind of fallen into in my games is sticking these "Logic" nodes/scripts as children of whatever level I'm working on.
I don't really know if it's a good or bad practice tbh, but I do it because I don't like having to extend inherited classes for one-off levels with custom logic. So I guess with that, I'm leaning toward it being a good practice to have this sort of "catch-all" script for that kind of stuff, as I can just connect all my signals and do all the custom logic there.
For context, I'm making a racing game with custom tracks, some of which need specific behaviors when triggers are hit and whatnot. Then, on the script for the level itself, I do all the general race logic.

Hawk Hill Manor
Not sure what's happened, but the Train has decided to take its own route to the City.
Something something navMesh something something colliders something

I'm up to mischief & am now adding stamps to Isoterick #gamedev #godot
