a Crypth of the Necrodancer copy made with Godot
Example of MIDI Input (e.g keyboard/controller) handling functionality.Lists available MIDI input devices, dumps textual information about the events received and visualises key presses on a 1-octave on screen keyboard.
This is a demo of the HTerrain plugin I made for Godot Engine 3. It exists as a separate repo in order to keep the core repository clean.For latest plugin version: https://github.com/Zylann/godot_heightmap_native_pluginTextures are from http://cc0textures.com/home
This demo demostrates how different forces act upon a simple vehicle. This can be used to figure out your NPC AI, Particle movement or for education purposes. The project is based on "The Nature of Code" by Daniel Shiffman and I encourage you to read it and support the original author: https://natureofcode.com/Forces implemented in this demo are:*A simple Target-seeking force without pathfinding*group forces like separation, alignment and cohesion, which are important for flocking behaviour*mass-based forces like wind or gravity*a random-movement-force based on Perlin-Noise*friction/velocity-loss over time.Feel free to use the project however you please. I tried to comment the code as much and as unerstandably as possible.
Repository with mechanics that you can apply for your platform projects.
C# Godot translation of the following Godot example: https://godotengine.org/asset-library/asset/113
C# translation of the following example: https://godotengine.org/asset-library/asset/121
# AllSky Free : Godot Edition## AboutThis is the Godot edition of AllSky Free, a free Unity skybox package.It contains a set of 10 skyboxes for use in your environments, plus demo scenes with lighting.I hope you find them useful!## TechnicalTexture format: Each sky is provided as a panorama texture.Each individual sky has a Godot scene with a World Environment node, plus a demo landscape with example lighting and fog pass for reference.The import resolution and type of compression used on the sky textures is entirely up to you. It should be set at a level which you feel utilises appropriate amounts of memory for your game amd platform, taking into account the amount of compression artifacts that you feel are acceptable.## WhoThis asset pack is by Richard Whitelock.A game developer, digital artist & photographer.20+ years in the games industry working in a variety of senior art roles over 20 titles. Particularly experienced in environment art, lighting & special FX.Currently working on various indie game & personal projects. http://www.richardwhitelock.com
Demo showcasing inventory feature for PC. Left-click mouse to hold and drag to put/switch/combine items. Additionaly hold 'alt' to split stackable items. Right-click mouse to use/equip/delete items. Ability to: auto-arrange items, move windows, resize or scroll through backpack window. Created by expanding work done by user 'Oen44'.
A mini "OS" made with Godot Engine 3.1by uriel Deveaud (CincoViento)
C# Godot translation of the following Godot example: https://godotengine.org/asset-library/asset/117
Demo scene showcasing Godot global illumination, reflections, water refractions, and other rendering features.