Create tile-based 3D levels for dungeon crawler -style games.See GitHub repository for more information:https://github.com/ReunMedia/godot-levelblock
A Godot plugin to create 3D highways, streets, and AI paths with ease (Godot 3.5 version no longer in development)Features include:- Fully custom geometry extending the 3D Path node, for perfectly tiled road seams and no holes or gaps.- Custom nodes for road generation (RoadManager, RoadContainer, RoadPoint, and RoadLane)- Utility RoadLaneAgent node for easily following your road- The ability to define arbitrary number of lanes and other parameters on a per-RoadPoint basis- Procedural geometry for lane changes based on connected RoadPoints- Automated collision mesh generation- Automated AI lane paths created with neighbor-connectedness- Visual feedback with custom viewport gizmos- Quickly generate roads using interactive an interactive add mode and live connection tool- Several hand-modeled intersections ready to drop into your sceneNote: v0.6.0 is the last update we are planning to make for Godot 3.x
This tool allows you to use Wave function collapse algorithm in 3D. It adds an editor window for setting up objects and their rules.Detailed user manual in GitHub repository.
Third person shooter (TPS) demo made using Godot Engine.
Simple airplane controls that point the airplane to the direction the camera is pointing in a smooth way.
A model that demonstrates how to implement the bazier curve for various purposes.
An example of implementing hexagonal TileMap navigation in Godot.Features navigation with mouse control and path finding.
Quickly build 3D meshes via basic shapes and self-created shapes
RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody.Language: GDScriptRenderer: GLES 3
Demonstrates how to override GUI colors and styleboxes at runtime.Language: GDScriptRenderer: GLES 2
I like to share my demo project. this is so far my not so big and longest project i work on...
A simple demo that shows how to use the Godot Touch Input Manager (GDTIM) and its capabilities.
This project demonstrates how to set up a project to handle screens of multipleresolutions and aspect ratios.This demo allows you to adjust the window's base resolution, stretch mode,stretch aspect, and scale factor (internally known as "stretch shrink"). Thislets you see what happens when adjusting those properties. Make sure to resizethe project window in any direction to see the difference with the variousstretch mode and stretch aspect settings.The GUI can be made to fit the window or constrained to a specific aspect ratiofrom a list of common aspect ratios. On ultrawide aspect ratios, this can beused to prevent HUD elements from being too spread apart, which can harm thegameplay experience. For non-essential HUD elements, specific controls can bemade to ignore this aspect ratio constraint when it makes sense (e.g. a list ofplayers on the side of the screen).Additionally, a GUI margin setting is provided to better handle TVs with anoverscan area to prevent GUI elements from being cut off. This can also improvethe gameplay experience on large monitors by bringing HUD elements closer to thecenter of the screen.A DynamicFont is also used to ensure font rendering remains crisp at highresolutions, thanks to Godot's built-in support for font oversampling. In otherwords, the engine will automatically re-rasterize fonts at different resolutionsthan the base window size when the window is resized (or when the window scalefactor is changed).Language: GDScriptRenderer: GLES 2
This KinematicBody2D controller demo was created with the intent of being a decent starting point for Precision Platformers using Godot. Instead of teaching the basics, I tried to implement more advanced considerations seen in the following video: https://www.youtube.com/watch?v=2S3g8CgBG1gThat's why I call it 'Movement 2'. This is a sequel to learning demos of similar a kind.After playing around with the demo, you could potentially just copy over the Player.gd script and form it to your needs. Another option is to take the project as is and add or subtract to it until you have a complete game.This project is also on itch.io: https://theothetorch.itch.io/movement-2
This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in C++ and can be used with GDScript or C#.= Features =3D Primitives:* Arrow* Billboard opaque square* Box* Camera Frustum* Cylinder* Gizmo* Grid* Line* Line Path* Line with Arrow* Points* Position 3D (3 crossing axes)* SphereOverlay:* Text (with grouping and coloring)* FPS Graph* Custom GraphsPrecompiled for:* Windows* Linux* macOS* Android= Usage =1. Copy 'addons/debug_draw_3d' to your 'addons' folder, create it if the folder doesn't exist2. Rebuild the project if you use C#3. Add 'addons/debug_draw_3d/debug_draw.gd' or/and 'addons/debug_draw_3d/DebugDrawCS.cs' to your project as autoload singleton4. (Optionally) Enable the 'Debug Draw 3D for Editor' plugin to enable debug drawing support inside the editor= Examples and documentation =The sample code can be viewed by clicking on the "View code" button, or optionally, during installation, you can unpack the "debug_draw_examples" folder and examine its contents. To view the code for Godot 3, navigate to the corresponding branch.Information about all functions and properties is provided inside wrapper scripts 'debug_draw.gd' and 'DebugDrawCS.cs' in 'addons/debug_draw_3d/'.
This asset holds a scene configured with a path and a child camera, which looks at a selected node in the inspector being the movement of the camera restricted to the path. The camera will go to the closest point in the path to the selected target automatically.Update 1.1: Cleanup and now the CameraPath3D can take a child Path node or another CameraPath3D node and transmit his unit offset for various effects.
A small library for drawing simple wireframe shapes in 3D.Provides a custom Draw3D node that you can use to draw simple geometry in your scene.
This add-on provides level of detail for meshes, lights and particles. It can be used to improve performance in large scenes significantly.Features:- Supports lights, meshes and particles (Particles and CPUParticles).- Each node has its own LOD distance properties, but you can also define a LOD bias project setting to improve visual quality or performance for the target hardware.- Lights can have their shadow smoothly fade off with distance, then the light itself smoothly fade off as well.- Works with both the GLES3 and GLES2 renderers.- Written in performance-conscious GDScript. Easy to install and use, but scales to hundreds of LOD instances (and perhaps thousands on more powerful hardware).See the usage documentation at: https://github.com/godot-extended-libraries/godot-lodDemo project: https://godotengine.org/asset-library/asset/730
Demo project for the Level of Detail (LOD) add-on. The add-on's code is included in this asset.Find the Level of Detail (LOD) add-on at: https://godotengine.org/asset-library/asset/729
Demo project for the Antialiased Line2D add-on. The add-on's code is included in this asset.Find the Antialiased Line2D add-on at: https://godotengine.org/asset-library/asset/1266
Shader caching workflow for Godot 3.x, optimizing lag caused by shader compilation in runtimeFeatures:- Works out of the box, with or without script- Flexible workflow, setup once and update by clicking one button- Cover most cases- "Deep caching", recursively caching for all script variables with type of PackedScene and all materials lives in animation keyframe from AnimationPlayer.
Train tracks, switches, and vehicles plus an example demo implementation to show how to use them.
Demo project with:* Usage of multiple scenes* Signal handling* Bullets
A simple tool to randomly place meshes.
This is the first demo of my game. Enjoy!Controls: Move Left and Right with the arrow keysJump with spaceAttack with Up and Down Key
This is a game AI training demo based on neural networks
This is a simple game where your character must move and avoid the enemies for as long as possible.This is a finished version of the game featured in the "Your first game" tutorial in the documentation, but ported to C#. For more details, consider following the tutorial in the documentation. https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.htmlLanguage: C#Renderer: GLES 3 (particles are not available in GLES 2)
This is a simple game where your character must move and avoid the enemies for as long as possible.This is a finished version of the game featured in the "Your first game" tutorial in the documentation. For more details, consider following the tutorial in the documentation. https://docs.godotengine.org/en/latest/getting_started/first_2d_game/index.htmlLanguage: GDScriptRenderer: GLES 3 (particles are not available in GLES 2)
Demo of multitouch input and different gestures using the touch API. This demo is meant to be used with a touch-enabled device such as a phone or tablet.Language: GDScriptRenderer: GLES 2
A demo showing the use of various sensors: an accelerometer, a gyroscope, and a magnetometer. These sensors are typically found on mobile devices, so don't expect this to work on a desktop.Language: GDScriptRenderer: GLES 2
Simple debugger for multitouch input. Shows red dots everywhere you press.Language: GDScriptRenderer: GLES 2
A demo showing regex functionality and usage. Can also serve as a playground for regex testing.Language: GDScriptRenderer: GLES 2
This is a demo of Signed Distance Field fonts in Godot. The technique used allows the text to remain clear under arbitrary zooms and rotations.Language: GDScriptRenderer: GLES 3 (this effect is not available in GLES 2)
A demo showing advanced tween usage.Language: GDScriptRenderer: GLES 2
This demo contains a series of tests for the 2D physics engine.They can be used for different purpose:- Functional tests to check for regressions and behavior of the 2D physics engine- Performance tests to evaluate performance of the 2D physics engineLanguage: GDScriptRenderer: GLES 2
This demonstrates how to manage large amounts of objects efficiently using low-level Servers.See Optimization using Servers in the documentation for more information: https://docs.godotengine.org/en/latest/tutorials/performance/using_servers.htmlLanguage: GDScriptRenderer: GLES 2