- Not a look-alike filter: it builds a real NTSC signal, degrades it as RF reception, then demodulates. Artefacts are by-products.- Phosphor mask: slot, aperture grille or shadow mask.- RF loss: tuning error, phase noise, sync jitter, snow, AGC wobble.- Beam misalignment and curvature give a real tube's false colour.- Interlaced even/odd fields.- Vertical (tate) games rotate the whole plane, scanlines and mask.- No frame drops in normal use.- Drop-in node, 48 parameters, 5 presets, MIT.
This is a camera motion blur shader for Godot. It automatically works when the camera moves and rotates - but it won't blur when anything else moves.It's really easy to use in your project! Simply:1. Download the zip and extract it.2. Copy the motion_blur folder into the root folder of your project.3. In the scene of your game, select your camera node, and then click the chain icon above the scene tree to instance a scene, then select the motion_blur.tscn scene file.4. That's all!
An evolving multiplayer shooter. Featuring: original characters with animations, snappy controller, simple bots, sound effects and many more. License is mixed, attribution is not required.
Cloud mesh shared based on multi mesh instance.
This is a test project that showcases how BlastBullets2D can be used.The test project is made in Godot 4.7, but the plugin targets 4.5, 4.6, 4.7BlastBullets2D documentation: https://github.com/nikoladevelops/godot-blast-bullets-2d
This mini moddable game project by Endless Access is intended to help ease the learning curve into Godot.This sample project allows learners to engage with game creation concepts, applying various modifications to the game itself, all without reading or writing any code.The doc/MODS.md file details the mods that have been made available.
TCA Weather System v1.4.0 - Editor Integration and Performance UpdateTCA Weather System v1.4.0 - 编辑器集成与性能更新---What's New in v1.4.0 / 1.4.0 新特性Editor Plugin Integration / 编辑器插件集成English- Registered as an official Godot editor plugin (plugin.cfg)- "Add Weather to Scene" menu item for one-click weather setup- Plugin appears in Project Settings under Plugins- Weather controller automatically instantiated into the current scene中文- 注册为官方 Godot 编辑器插件 (plugin.cfg)- "Add Weather to Scene" 菜单项,一键添加天气系统- 插件出现在项目设置的插件列表中- 天气控制器自动实例化到当前场景---Weather Audio Signal System / 天气音频信号系统EnglishExposes weather events as signals so developers can connect their own audio logic.- weather_type_changed(old_type, new_type): Emitted when weather type changes- rain_intensity_changed(intensity): Emitted when rain intensity changes- snow_intensity_changed(intensity): Emitted when snow intensity changes- fog_density_changed(density): Emitted when fog density changes- wind_gust_triggered(strength): Emitted on wind gusts中文将天气事件暴露为信号,方便开发者连接自己的音频逻辑。- weather_type_changed(old_type, new_type): 天气类型变化时发射- rain_intensity_changed(intensity): 降雨强度变化时发射- snow_intensity_changed(intensity): 降雪强度变化时发射- fog_density_changed(density): 雾密度变化时发射- wind_gust_triggered(strength): 阵风触发时发射---Performance Optimization / 性能优化English- VegetationWindDriver: Replaced find_children_by_type() with material registration system- Eliminates per-frame scene tree traversal for vegetation wind updates- Wind updates now O(n) where n equals registered materials, not total scene nodes- Significant performance improvement for large or complex scenes中文- VegetationWindDriver: 将 find_children_by_type() 替换为材质注册系统- 消除了植被风力更新时的每帧场景树遍历- 风力更新现在的时间复杂度为 O(n),n 为已注册材质数量,而非场景节点总数- 对大型或复杂场景有显著的性能提升---New Files in v1.4.0 / 1.4.0 新增文件TCA_Weather_System/├── plugin.cfg # Editor plugin registration / 编辑器插件注册├── plugin.gd # Editor plugin script / 编辑器插件脚本├── scripts/│ ├── EnvironmentManager.gd # Updated with weather signals / 更新天气信号│ └── VegetationWindDriver.gd # Updated with registration system / 更新注册系统---Quick Start / 快速上手One-Click Scene Setup / 一键场景设置Use the editor menu: Project - Tools - Add Weather to SceneOr manually:var weather = preload("res://addons/TCA_Weather_System/weather_controller.tscn").instantiate()add_child(weather)---Weather Audio Integration Example / 天气音频集成示例func _ready(): var env = $WeatherController env.rain_intensity_changed.connect(func(intensity): if intensity > 0.5: $RainAudio.play() else: $RainAudio.stop() ) env.wind_gust_triggered.connect(func(strength): $GustAudio.volume_db = linear_to_db(strength) $GustAudio.play() )---Material Registration Example / 材质注册示例func _ready(): var wind_driver = get_node("/root/World/VegetationWindDriver") if wind_driver: wind_driver.register_material(tree_material) wind_driver.register_material(grass_material) wind_driver.register_material(flower_material)---Volumetric Clouds / 体积云var sky = $EnvironmentManager.sky_materialsky.set_shader_parameter("cloud_density", 0.3)sky.set_shader_parameter("cloud_shadow", 0.5)sky.set_shader_parameter("wind_direction", 45.0)---Wetness Effect / 湿润效果var wetness = $TerrainWetnesswetness.wetness_strength = 0.8wetness.dry_speed = 0.1---Fog Control / 雾控制var env = $WorldEnvironment.environmentenv.fog_height = 10.0env.fog_density = 0.15 * rain_intensity---Performance Tuning / 性能调优Setting Low Medium High UltraWave Layers 1 2 3 3Cloud Layers 1 2 3 3Volumetric Clouds Off Low Mid FullWetness Effects Off Low Full FullParticle Count 30% 60% 100% 100%Mobile Recommended: Low Quality---Changelog / 更新日志v1.4.0English- Added editor plugin integration (plugin.cfg + plugin.gd)- Added "Add Weather to Scene" menu item- Added weather audio signal system (5 new signals)- Fixed VegetationWindDriver per-frame scene tree traversal performance issue- Updated EnvironmentManager with weather signal emissions中文- 新增编辑器插件集成 (plugin.cfg + plugin.gd)- 新增 "Add Weather to Scene" 菜单项- 新增天气音频信号系统 (5 个新信号)- 修复 VegetationWindDriver 每帧遍历场景树的性能问题- 更新 EnvironmentManager 添加天气信号发射v1.3.0- Added volumetric cloud system with self-shadowing- Added enhanced fog system with weather blending- Enhanced day/night cycle with sunrise/sunset effects- Added rain visual improvements and ground wetness- Added particle system optimization for mobilev1.2.0- Added dynamic terrain wetness system- Added vegetation interaction system- Improved performance controllerv1.1.0- Added performance optimization system- Added global wind system with gust and turbulence- Added weather transition and forecast systemv1.0.0- Core water rendering system (Gerstner Waves, God Rays)- Sky and atmosphere system (Rayleigh + Mie scattering)- Environment management (10+ weather presets, seasons, day/night)---Credits / 致谢Author: ks222Volumetric Clouds: Custom raymarching implementationSky Shader: Inspired by UE5 atmospheric scatteringWater Shader: Custom Gerstner wave implementation---License / 协议MIT License - Free for commercial and personal use.MIT 协议 - 免费用于商业和个人用途。
A stickman that walks automatically, and a player that you can control with the arrow keys, and shift to accelerate.
Simple snake game in godot 3.3.3
Shaders to snap your colors to a palette.Refer to github for examples and usage: https://github.com/508312/posterizer-addonFeatures:- Palletizer shaders.- LUT generation to handle palettes of any size with minimal performance hit.
A simple configurable levelselect project with swipe and snap support.you can set-number of icons per row-number of icons per column-total number of pages-width of icon-height of icon
Atmospheric and volumetric cloud compositor for spherical and flat worlds.Native Godot editor integration with reusable Resources and organized inspector categories.Check included addon README or GitHub README for video and written Guide.## Features- Atmospheric rendering from ground to space- Art-specifc atmosphere controls- Volumetric cloud generation with atmospheric lighting- Multiple configurable cloud layers- Scalable for large planets, toy planets, and flat worlds- Planet and quality Resource profiles- Time progression (cloud animation)
Horror Survival Game Project (HSG) (0.0.0.0)First Person Sandbox Hybrid Voxel Survival Game Project.Technology: Marching Cubes, Greedy Meshing, GDExtension.Languages: GLSL Shader, GDScript, C++Support: Windows 10, 11. (Vulkan, Directx 12)Minimum requirement: ⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz) (4 Cores) (4GB RAM)⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz) (3GB VRAM)⠀Storage: Up to 1GB available space Author: BoQscCheck the credits.txt file for license of each asset.Project and code is under CC0 license.To have a smoother playing: Press Play Button from the Godot Project List instead of running from the opened project. I have feeling that Godot Editor tries to add unnecessary things to the runtime that might be producing performance spikes.When you run from the Godot Editor (F6), it attaches the Debugger, Remote Scene Tree, and Profiler. This significantly slows down multithreaded generation.Updating project: a simple HSG asset re-download and reinstall should be enough.Versions of project redistribution.________________With .godot folder________________________________Project with precompiled shaders ready to play (No reimport)https://github.com/BoQsc/gpu-marching-cubes/releases/tag/latest________________No .godot folder__________________________________Project source code without precompiled shaders. (Needs reimport)After download of this project you have to trigger the assets import to start playing, this is done by first-time opening/editing project. https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip ____________________________________________________________________HSG is a Zombie Sandbox Survival game in a low poly style.Procedural volumetric terrain.The game features volumetric terrain instead of heightmaps. If you have a 3D grid of density values (voxels)—where some points are "solid" and some are "empty"—marching cubes is the algorithm that "marches" through that grid and generates the actual polygonal mesh (triangles) that your GPU can render. Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, ZombieThe plan of this project is to provide grounds for everyone to enjoy first person sandbox and be able to modify and play without restrictions.If you want to help any way with the project please create an issueon GitHub or do a post in the GitHub Discussions. We need all the help to keep this project alive, from ideas, writers to arts, animations, code and even suggestions for the game name are welcomed, thank you for reading this. Even a simple star ⭐ on GitHub will positively contribute towards the future of this project.
This is a game about painting with a snake!
Adds the visual shader node preview feature in the code editor.A real-time variable inspector and visual debugger for Godot shaders.
A simple string converter, ideally for developing.
A flexible toon shader for the Godot Engine with many features:🤸Flexibility through parameters like number of cuts/bands, steepness, and wrap 🎨 Supports custom color ramps 🌈 Affected by the colors of light sources and ambient light in the scene 💡 Allows for multiple light sources ⛱️ Supports shadows and attenuation ✨ Visual extras like specular reflections and rim lighting 🖼️ Supports textures for albedo and specular New:✏️ Experimental toon hatching shader (available as a separate material)