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.
a shader that uses 255x255 px images to change the color of the object it's applied to!
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.
a Crypth of the Necrodancer copy made with Godot
C# translation of the following example: https://godotengine.org/asset-library/asset/121
A simple Godot 2D game which will help you to learn godot's bases and to manage ia
Payment system for in-game purchases using LNP/BP.With insert-coin(s) you can implement coin-op, pay-per-use business models, capable of micropayments even lower than $0,001!You can now offer players fast and reliable in-game purchases, without middlemen or banks. By using cryptocurrency you benefit from near-zero payment fees which allows for real-time, in-game 'streaming payments'.Insert-coin(s) uses Lightning Network Protocol (LNP), the latest payment-technology on top of Bitcoin Protocol (BP).
Pulsating light shader for round objects.This shader is based on the dot product between the face normal and the camera view vector, so it works best on smooth round surfaces with many triangles, ideally spheres.The shader has the following parameters:Albedo: base object color. Albedo's alpha channel works, but avoid using it for transparency. It is implemented to support alhpa in textures. For global transparency, use the Opacity parameter instead.Albedo Texture: texture for albedo. Alpha channel works.Saturation: higher values increase the flat color area in the center, with fast alpha slope on edges. Lower values cause blurred, softer gradients in the edges.Pulse Rate: how many times the light pulses per second.Pulse Intensity: how big the light becomes during pulses, relative to original object size. Pulses are created by moving the vertices along the triangles' normals during rendering. If applied to collideable objects, the collision shapes are unnafected.Opacity: alpha. Use this in animations to make objects fade in or out.May work with GLES2 but not tested.
C# Godot translation of the following Godot example: https://godotengine.org/asset-library/asset/113
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
Oculus Rift and Rift S pluginFor Windows Desktop VR only, supports Rift, Rift S and Touch controllersRequires Godot 3.1 or later