Mingos' Restrictive Precise Angle Shadowcasting is an algorithm used by traditional roguelike games for determining which map cells are in the player's field of view.See the README for instructions on usage: https://github.com/matt-kimball/godot-mrpas-assetlib/blob/master/README.mdA demo project using this algorithm is available on github: https://github.com/matt-kimball/godot-mrpas
Designer-friendly Finite State Machine implemented in "Godotic" wayThis version is only compatible with Godot 4.x, check out godot3(https://github.com/imjp94/gd-YAFSM/tree/godot3) branch for older version- Design StateMachine in a flowchart-like editor- Visualize flow of StateMachine & inspect parameters in realtime- Visualize game/UI state from flowchart- Similar workflow as using AnimationTree, and not required to inherit any custom class, just plug and play- Nested Finite State Machine workflow supported to create complex state machine with ease- As a Resource, StateMachine can be used repeatedly in different scenarios(StateMachinePlayer) and provide different outcome based on the input.- Compact data structure for StateMachine resource filev0.6.2:Fixes StateMachineEditor is_instance_valid check on reconnection Fix StateDirectory.get_current_end() doesn't work as expectedFix FlowChartGrid draw_multiline_colors errorFix StateDirectory.get_current_end() and StateMachinePlayer.path_end_dir(Remove some super._init() for godot 4.1.3v0.6.1:Fix _on_update params error, flowchart grid and popup menusv0.6.0:Port to Godot 4.0v0.5.2:Support sorting transitions.Fix "entered" signal is not emitted and trigger is flushed when StateMachinePlayer started.v0.5.1:Fix condition label in graph not removed as deleted from inspector.Fix output flooded with null exception, when stopping scene in remote debug and when switching between local/remote StateMachinePlayer node.v0.5.0:Support remote debug, simply select any StateMachinePlayer node in remote scene tree to view flow of StateMachine in realtime.Fix StateMachinePlayer's nested triggers are not flushed and some UI bugs.v0.4.1:Fix possible to connect to self when reconnecting, validate StateMachine Resource everytime loaded in editor, and minor improve on UI.v0.4.0:gd-YAFSM now support nested FSM workflow in 0.4.0 & fixed various annoying UI bugsCheck out CHANGELOG(https://github.com/imjp94/gd-YAFSM/blob/master/CHANGELOG.md) for more details*Always backup project files before update
Displays data from the monitor panel directly in the game window.
A GDScript thread pool to asynchronously execute tasks.
This addon includes 3rd person perspective locomotion and blockout materials, sky.
Auto Polgon2D Triangulation is designed to make 2D mesh deformation significantly faster and less painful by triangulating polygons (mesh) for you.
Import Plugins for Aseprite- Image to Texture2D- Animation to PackedScene (Sprite2D + AnimationPlayer)
Adds a custom node "VectorDisplay2D".Hit V to toggle the display.Displays the vector & separated XY components.
A Bowyer-Watson algorithm implementation for Delaunay triangulation for Godot.Also generates Voronoi diagram from triangulation, including neightbour cells scanning.Written as a single GDScript file.
A game template for making match3 game
A player with basic first-person controls. Ready to use with no configuration required. It's that simple.
Godot PostgreSQL Client is a GDscript script / class that allows you to connect to a Postgres backend and run SQL commands there. It is able to send data and receive it from the backend. Useful for managing player user data on a multiplayer game, by saving a large amount of data on a dedicated Postgres server from GDscript.The class is written in pure GDScript which allows it not to depend on GDExtention. This makes it ultra portable for many platforms.Detailed documentation: https://github.com/Marzin-bot/PostgreSQLClient/wiki/Documentation