This asset can be utilized to create game mechanics like spray painting, drawing or splatoon ink.It supports high precision / realistic painting, multiple meshes, and the ability to choose the brush shape and color freely. Since it runs fully on the GPU it is blazing fast.For bug reports, feature requests and questions please open an issue.Features:- Brush / spray viewpoint rendered by camera -> resembles individual particles- Achieves realistic and fine painting across multiple meshes- No PhysicsServer or CollisionShapes needed. (Relies fully on 3D rendering techniques)- Works at runtime & in editor- Up to 8 overlay texture atlases per scene- Arbitrary amount of meshes per atlas- Arbitrary brush shapes provided by an image- Resolution and other performance settings
This is a plugin to modify point_array in a collisionshape3d node.(mesh must be ConvexPolygonShape3D)Reload current project after activating the plugin,when a CollisionShape3D node is selected all the tool appear.There will be transform gizmo on the point_array of the shape you just need drag it with your cursor.When "Add/Remove Point" button is pressed press B for adding point in your cursor position; hover to a point and press V to remove the hovered point.There is an option bar to select on which axis-plane the point will move or will be added.
Adds nodes extending AudioListener3D and AudioStreamPlayer3D which bring procedural audio effects to Godot like echo, ambient outdoor sounds, and muffle
Provides default First Person Character script for Camera3D.- Basic first-person mouse look (parent handles yaw, camera handles pitch)- Mouse capture/release with escape key- Proper rotation clamping- Clean, educational code similar to the existing CharacterBody3D templateRequires CharacterBody3D as a parent of Camera3D.This is not a standalone free cam script.Note: To get the warning notice it may require reloading project.
Allows dynamic voxel destruction with debris along with other voxel features. Allows importing .vox files and damaging with a specialized voxel destruction node. Also adds custom monitors and project settings for a more complete experience.Please check out the demo in "VD Extra Resources" to get started! And don't be afraid to email me at [email protected] or leave an issue on the github page!Roadmap: https://github.com/users/Terabase-Studios/projects/2/views/2
A post-import helper for Godot that automates cleanup and automatic assignment after importing scenes (e.g. from Blender). It uses tagged empties (IR-...) and custom properties to:- replace empties with scene instances- assign resources to properties- set multiple properties at once- attach scripts- add nodes to groups- or swap a node's type- (Optionally) prune unneeded Node3D elementsResult: No manual cleanup after every export from your DCC (like Blender), re-import in Godot, done.
The Rodin Bridge for Godot is a powerful integration tool that supports most of the functions available on Rodin's webpage, allowing users to access image-based generation capabilities directly within the Godot editor environment. It enables users to replace target images, adjust generation settings, utilize ControlNet with selected objects, and choose between automatic and manual generation modes—all while maintaining a seamless workflow between Godot and the Rodin web interface through the convenient floating window functionality.
This is a city generator that builds 3D cities using a slot-based grid system. Each block can be different sizes (1x1, 2x1, 2x2), and blocks are assigned district types (residential, commercial, industrial) using noise or random placement.- Buildings are placed based on the district and density settings, and can be reused by saving the CityConfiguration resource.- Visuals and materials are pulled from your assigned assets in the configuration.- Support for further subdivision and smaller subroads in residential zones.- All generated components are standalone nodes within the world, allowing for post-generation adjustments.UPDATE 1.0.1 = Updated .gitattribute file to play nice with the Asset Library, and added some additional examples in the main scene.
A procedural road generator 道 (Michi).* 1.0- first release.
This plugin can automatically import Meshy assets into your Godot workspace.
A C++ GDExtension that integrates Houdini Engine into Godot 4, enabling procedural content generation using Houdini Digital Assets (HDAs) with a scriptable API.THIS NEEDS A COMMERCIAL HOUDINI LICENSE TO RUN AT THIS MOMENTWIKI:https://github.com/peterprickarz/hego/wikiFEATURES:Scriptable API: Built with GDScript integration in mind for maximum flexibilityMultiple Node Types: Support for geometry input, curve input, and HDA asset nodesSession Management: Multiple session types (in-process, TCP, named pipes, shared memory)Bidirectional Data Flow: Convert between Godot and Houdini geometry formatsParameter Management: Automatic type conversion between Godot Variant and HAPI typesMesh Generation: Generate Godot meshes, instances, and scene nodes from Houdini
Provides nodes for aerodynamic simulation.Enable plugin in project settings Project > Project Settings > PluginsAdd an AeroBody3D to your scene, and add one or more AeroInfluencer3D derived classes as children, adjust settings to change the characteristics.Development Direction:- Usability, stability, and performance.- More AeroInfluencer3D derived nodes (Dynamic rotor systems, primitive shapes).- Aerofoil profiles for AeroSurfaces.- Energy–maneuverability graphs and aircraft performance profiling.