A simple Minecraft-style Procedural Voxel Terrain generation for Godot 4 based on MeshInstance3D and 3D noise. This is a simple, quick draft.Usage:1. Attach the VoxelMesh.gd script to a Node3D.2. Set the Noise: Set fast noise lite.3. Adjust the Chunk size property to control the terrain size. Be careful - large values slow down the editor a lot!4. Set another parameters - inverse noise, material, etc.Tested on Godot 4.4. It’s public domain, so use it however you want! Disadvantages:The algorithm is very simple.Large terrain require a lot of computing power.No UV, use triplanar materials.
This is a Godot demo project showcasing spatial audio in XR with Godot Steam Audio.While Godot has the ability to play positional audio in 3D space, utilizing a spatial audio library like Godot Steam Audio allows for the creation of more immersive sounding environments. Sounds can be muffled or reflected as they are obstructed by level geometry, and the effects of different geometry can be modified through the use of spatial audio materials.Sounds used:Chopin - Etude Op. 10 no. 4 in C-sharp minor from Classicals.de (CC0 PDM 1.0)Glass Breaking Sound Effect from Pixabay (Pixabay Content License)
Procedural terrain generation for Godot 4 based on MeshInstance3D and a height map. Generation is available both in the editor and during execution.Usage1. Attach the terrain_generator.gd script to a MeshInstance3D node.2. Set the Heightmap: Set height map texture (e.g., PNG, JPG, etc.).3. Adjust the Subdivisions property to control the terrain detail. Be careful, as a subdivisions value greater than the map size may result in "steps" on the surface!4. Configure the data saving path if you want to use it in the editor, and click "Generate Landscapes". Now you can generate the landscape in advance and use it without having to generate a mesh every time you run!Tested on Godot 4.4. It’s public domain, so use it however you want!
Transfer data using storage buffers (SSBO) and Specialization Constants into/out of GLSL compute shaders.
This is a demo project showing off various features of the Godot XR Tools library.This demo comes with a copy of the Godot XR Tools and OpenXR asset.
A demo showing advanced tween usage.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
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
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
Third person shooter (TPS) demo made using Godot Engine.
Simple debugger for multitouch input. Shows red dots everywhere you press.Language: GDScriptRenderer: GLES 2
This is an example of displaying GUI elements such as Labels in a 3D world, by projecting the 3D position onto the screen and displaying the GUI elements directly, instead of relying on viewports. This results in better readability and performance for use cases such as showing player names.Some waypoints showcased in the demo will also snap to the window borders when outside the player's view.No Viewport or Sprite3D nodes are used in this demo.Language: GDScriptRenderer: GLES 2