Third person shooter (TPS) demo made using Godot Engine.
This project contains demos of the inventory-system addon: https://godotengine.org/asset-library/asset/1650
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.
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
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