Gizmo3D encapsulates the Godot Engines 3D move/scale/rotation gizmos into a customizable node for use at runtime. The major differences are that you can edit all transformations at the same time, and customization options have been added. The selection box and axes can be toggled, colors changed, snapping intervals changed, and more. Transformation methods can be easily overriden to customize the default behavior. It is available in both C# and GDScript.Gizmo3D is largely a port of C++ code from the Godot Engine source. The license for the Godot Engine can be found at https://godotengine.org/license/.
Create basic rooms for your 3D by controlling some parameters and speeding up the process of integrating single rooms into your world
Adds the VisionCone3D node, which tracks whether or not objects within its cone shape can be "seen". This can be used to let objects in your game "see" multiple objects efficiently. Default configuration should work for most use-cases out of the box but several performance tuning options are available. Shape can be edited in the scene view with gizmos and drawing debug information can be toggled on.See GitHub for 4.3 compatible version.
SpriteMesh is a plugin for Godot that allows you to create 3D meshes based on a 2D sprite.
An importer of VMF files into Godot. Useful instrument for people who used to work with Hammer and finds it most comfortable tool for level geometry creation.Features:- Brushes geometry import- Instances support- Native MDL support- Native VMT support- Native VTF support (only DXT1, DXT3, DXT5 supported)- Displacements import (with vertex data)- Entities support- Hammer's Input/Output system support- Surface props support- Material's compile properties support- FGD generator
This will allow you to create massive terrain, for open world games.This plugin is written in c++ in GDExtensionTerrain is divided into different region and the height map texture for region far away from terrain has lower resolution so take less space in VRAMThis also support grass system which you can use that for grass, or rock, Also grass system support collision which let you to create massive forest of tree with collision really fast (Grass is also Paintable)You can also bake navigation mesh from terrain (navigation mesh is also Paintable)Supporting sculpt brushSupport Height-map non destructible layersSupporting HolesSupporting WaterSupporting Color brush with different algorithm like Splat-mapping, Index mapping, bit-wise brush ...------------------------------------------------This release:Grass Data per instanceThe biggest update for this version is the grass data custom which you can send to grass! You can send these data to each instance of grass:You can send some random number unique for each grass instance, you can control this random number!You can send any image which you used in Terrain to grass, only a single color value depend on the position of the grass on terrain will be sended to grassYou can also send the grass creation time which you can calculate the age of grass and create a growing effect for grassThis update is not about grass data there are more features and bug fixesOther changesNow if you add an image in terrain data and you do not declare that in terrain Shader, that image will remain only on RAM memory, and you can read from that and use that in various things! (One use of that is to send that data to grass)Optimizing grass update in run-timeFixing the color paint issueThis time the color which you paint will appear in the background of each layer in paint panel (only for color-brush and channel-painter)Detecting OpenGL or compatibility mode and changing the Shader code for that so it will work as you start a new-project (If you create a terrain with Vulkan and then change to OpenGL you need to fix the Shader code by yourself as some Shader code which works for Vulkan does not work for OpenGL)In this release we have a road system! but it is just a start!
This is a simple and handy library for managing 3D cards in Godot. With drag-and-drop support, you can easily move and reorder cards within and between collections. Look and feel inspired by Hearthstone.This library is designed to be flexible and extendable for any card game. It offers a basic framework that you can easily adapt to suit your specific needs.
Godot implementation of the glTFX Reference Format, also known as glTF External Reference, glTF Experience Format, or glXF. The glTFX format allows for referencing external glTF files, and also other glTFX files, allowing for a nested scene hierarchy of arbitrary depth, with its leaf scenes being glTF files. https://github.com/KhronosGroup/glTF-External-ReferenceNote: The glTFX Reference Format is still a work in progress and is not yet ratified by the Khronos Group. Until glTFX is finalized, this addon should be considered experimental and subject to change at any time to comply with the latest iteration of the draft specification.For full functionality, this addon requires Godot 4.4 or later with this PR. https://github.com/godotengine/godot/pull/94603 It can be used with Godot 4.3, but the export settings will not be available.
Allows dynamic voxel destruction with debris along with other voxel features. Allows importing .vox files and damaging with a specialized voxel destruction node.
A plugin for painting plants and props on arbitrary 3D surfaces.It's meant to simplify foliage placement in a natural-feeling way without having to use heightmap terrain or writing procedural placement algorithms.It can also handle thousands of foliage instances without completely tanking the FPS (with an reasonable setup).This is a single player plugin and works best with finite medium-sized scenes. Think platformers, shooters, adventure games, anything with a hand-made level.
Quickly create natural-looking terrain with customizable noise parameters. This tool is designed to create simple but powerful terrains that do not require manual painting
Provides nodes for aerodynamic simulation.To get started, add an `AeroBody3D` node to your scene, and add as many `AeroInfluencer3D` nodes as necessary.For Godot Asset Library installs:Ensure that addon files are installed inside res://addons/godot_aerodynamic_physicsThis folder structure allows for this plugin to be used as a git submodule, because of this, Godot does not automatically install it to the correct path.