This is a complete, rules correct, chess engine written in pure gdscript. Handles all those tricky edge cases, such as castling, promotions, en passant and pins.This is *not* a chess AI. It doesn't play chess at any level, but keeps track of the board and ensures only legal moves are used, and are able to ask for all available legal moves.AGPL License. If you are unwilling to contribute the code for your game, an inexpensive ($5) paid license is available.
# ClassUtilsClassUtils is a Godot Engine **singleton** designed to extend GDScript with features currently unavailable natively, specifically focused on **enforcing abstract function implementations**.## FeaturesAbstract Function Checking: Automatically identifies if concrete classes fail to implement abstract functions defined in their abstract parent classes.## How to Use1. Add as a Singleton: Add `class_utils.tscn` as a singleton in your Godot project settings.2. Mark Abstract Classes:Above your abstract class's `class_name` declaration, add the line: "@abstract_class"ex: "@abstract_class" class_name MyAbstractClass extends Node3. Mark Abstract Functions: Inside the body of any abstract function, add the following assertion: func my_abstract_function(): assert(false, ClassUtils.ABSTRACT_FUNCTION_MSG) # Your abstract function logic (if any default behavior is desired)# Promise Utility`Promise` is a helper class designed to simplify asynchronous workflows in GDScript. It allows you to `await` operations and check results in a structured way.### Example Usagevar promise: Promise = async_compute_value()await promise.wait_for_fulfill()assert(promise.is_correct(), promise.get_error())var computed_value: float = promise.get_result() as float
Camera 3D that follows Characters on the stage. This plugin supports regular movement (forward, backward and vertical), lateral movement (side steps), detects side changes (cross-ups and cross-unders). Also interpolates its translation for a smooth camera movement.The "FM" slot refers to the "Fighter Manager" node of your Characters, such "FM" node can be a "Node3D" that must have an Script attached to it; That Script must have declared 2 String variables called "current_sidePJ1" and "current_sidePJ2" so the plugin can notice you in wich side your Characters are on.These 2 String varibles are updated with the values "LEFT" or "RIGHT", giving you the signal that your Characters have changed sides.
3D Maze generator, with Debug mode, showing connexion between rooms, hiding walls if necessary.
3D Tiles for Godot streams real-world 3D content such as high-resolution photogrammetry, terrain, imagery, and 3D buildings from Cesium Ion and other sources available as optional commercial subscriptions. The plugin includes Cesium Ion integration for instant access to global high-resolution 3D content ready for runtime streaming. Cesium ion users can also leverage cloud-based 3D tiling pipelines to create end-to-end workflows to transform massive heterogenous content into semantically-rich 3D Tiles, ready for streaming to the Godot Engine.3D Tiles for Godot supports cloud and private network content and services based on open standards and APIs. You are free to use any combination of supported content sources, standards, APIs with 3D Tiles for Godot.
A C# wrapper for the GDScript netfox addon.Implements lag compensation and more to build multiplayer online games easier.- Consistent timing across multiple machines- Supports client-server architecture- Smooth motion with easy-to-use interpolation- Lag compensation with Client-Side Prediction and Server-Side Reconciliation
A peer-to-peer multiplayer extension for Godot based on Iroh.This plugin allows you to establish peer-to-peer multiplayer connections in Godot without relying on a centralized server, leveraging the power of Iroh.
A component-based architecture for Godot. Allows to extend the functionality of a node.Compatible with Godot 4.1 - 4.4+Features- Create components that extend the functionality of a node.- Easy creation and management of components from the editor.- Work with components as with regular nodes.- Components can be created as scenes or scripts.- Supported nested scenes- Fully documented.Composition is a different approach to inheritance. It allows to extend the functionality of a node without modifying the node's code.Inheritance is a way to extend the functionality of a node by modifying the node's code. It is useful when you want to add new functionality to an existing node.Composition is a way to extend the functionality of a node by adding new nodes as children of the node. It is useful when you want to add new functionality to an existing node without modifying the node's code.
the tutorial of official 2d game and create by c++
Bind an object's property to specified functions and provide a set_data function to update the property's value, which then triggers the bound functions. This can be used for UI updates or other scenarios where closely monitoring property changes is required.将对象的某个属性与指定的函数绑定,并提供set_data函数,更新属性的值,随后调用那些被绑定的函数。可以用于UI更新,或其他需要密切关注属性变化的场景。
An addon providing an AlternativeTimer node which exposes signals for hours, minutes, seconds and millisecond updates to, for example, more easily make a clock display.
Heightmap-based terrain for Godot 4.1 and later.It supports collision, texture painting, colouring, holes, level of detail, and grass.This is a port of the Godot 3 version, with a few changes.Fixes in 1.7.2:- Fixed error when removing a texture from a TextureSetFixes in 1.7.1:- Fixed terrain loading incorrectly in release (non-debug) exportsChanges in 1.7:- Ported the plugin to Godot 4.1- Heightmaps now use 32-bit floats instead of 16-bit floats- Changed some APIs to use `Vector2i`- Added `cast_shadow` setting to `HTerrain`- Added `cast_shadow` setting to `HTerrainDetailLayer`- Added slope limit slider to detail density painting- Exposed `roughness` in detail layer shader (but reflections may be off due to the normals hack)- Allow decimal values in `min_height` and `max_height` when importing a heightmap- Changed shape list in brush settings so it can be used as a regular palette when cycling is off- Fixed terrain not functional when using a 32-bit version of Godot (The GDNative library is only maintained for 64-bit)- Fixed TextureSet editor logging errors when selecting slots with textures using color codes instead of image files- Fixed texture list becoming empty when selecting another terrain sharing the same TextureSet