Scales the subviewport only by integersAvoids those nasty non-square pixels by only scaling the subviewport with whole numbers.CreditsBackground by ansimuzhttps://ansimuz.itch.io/cyberpunk-street-environment
This project shows the basics for how to work with tile maps and tile sets (which includes hexgrids). This includes how to click on cells in a tilemap, and cycle through a cell's alternativesTilemap setup guide included in this video (I made this video) https://youtu.be/1qmXFIJU1QE
This is a demo of famous game "2048" by Godot4 Beta7. Have a look if you are interest in it.There is a strange bug. You may need to double-click to open the font file in the project (res://assets/font/HandWrite.ttf) and click "Reimport".
This project is a simple 3d puzzle game (Tangrams). It has a linked youtube for how to make it.Video here (and linked below): https://youtu.be/dTygltE7yJgSee all my godot examples here: https://godotengine.org/asset-library/asset?user=ThinkWithGames
Updated version of the Websocket Demo for 3.0
This project shows how to merge shapes and cut up other ones.Video explanation here and linked below: https://youtu.be/yDCsXtSZYUQ
This is the ultimate touch joypad for Godot 4.Features:- Multi-touch supported: this joypad is coded in a way that it won't get interfered with other touch-related features in the game.- Signal-based control: by using the engine's signal, the code is very simple, reliable, and fast!- Area-based D-Pad control: the D-Pad uses an area specified by the button node to detect touch input instead of some calculations from the slowish user script. Therefore, the user can easily change the area to detect touch input from with thin the editor instead of having to change some complicated calculation in the script!- Muti-size D-Pad supported: the user can easily change the D-Pad to any size as it won't break the code.- Flexible D-Pad position: the user doesn't need the ultimate precision as the D-Pad will follow the user's thumb (in the limited area).- Auto D-Pad recenter: the D-Pad will automatically return to its default positon. The user can specify the default position in the editor, there's no need to change this in the code.- Visual Script: the code is written in Visual Script. Therefore, it's easy to read and understand the code if someone wants to modify it.
A scene of an abandoned subway, possibly inhabited by squatters at some point.**This project uses .blend files. This means you must have blend file support enabled or else you will get dependency errors. If you are unsure how to do this, there is a how-to in the official documentation**
This is the 3D targeting system's demo project for Godot 4 game engine.This tool is based on 3D-Targeting-System-Ultimate for Godot 3.
A shader-based PBR ray tracing demo. Real-time denoise and you can freely adjust the camera's transforms, lens aperture, fov and focal length.
For Godot 4. This is a demo of how to use JSON files to save and load.
a reflecting laser in Godot 4.0can activate collisions