Unofficial-Godot-Engine-Raspberry-Pi
nether
Unofficial-Godot-Engine-Raspberry-Pi | nether | |
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39 | 9 | |
275 | 6 | |
- | - | |
0.8 | 6.2 | |
about 1 year ago | 9 months ago | |
Rust | ||
MIT License | BSD 2-clause "Simplified" License |
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Unofficial-Godot-Engine-Raspberry-Pi
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Godot 3.5.2 on Raspberry Pi 3B < 20 FPS
I made a quick test project with a scrolling news ticker and clock. I've exported it with both "the" unofficial Godot Engine for the Raspberry Pi and FRT templates. Both have a similar result: when Godot is scalled to full screen, the frame rate for this controls-only (2D) project is < 20 FPS.
- I've just released the new Godot 3.5.2 binaries for the Raspberry Pi. Enjoy them! 😊🤖🍓
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Anyone else make games for raspberry pi?
If you are targeting the Pi 4 generation it should be even easier as they support vulkan and newer graphics standards out of the box. Take a look here if you want to find out about godot on the newer Pi generations: https://github.com/hiulit/Unofficial-Godot-Engine-Raspberry-Pi.
- Open arcade
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Running editor over vnc
Trying to run a raspi build of godot on my android device via vnc it runs when on the pi itself but when I try via vnc it shows this any ideas?
- Dedicated arcade cabinet on Raspberry Pi 3b+?
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Can games be programmed for RetroPie?
I'm the maintainer of the unofficial Godot Engine binaries for the Raspberry Pi https://github.com/hiulit/Unofficial-Godot-Engine-Raspberry-Pi You can run the editor and it's really nice indeed :)
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Has anyone connect a Godot game with an Arduino or a raspberry pi or with any android devices?
I have a godot project that runs directly on a raspberry pi zero w. It took a bit of work to get it to fit in that tiny memory space and I had to use the export template from here https://github.com/hiulit/Unofficial-Godot-Engine-Raspberry-Pi
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I want to make my own games on a handheld console!
Github repo with binaries for building godot on raspberry pi
- I've just released Godot Engine 3.5.1 for the Raspberry Pi 🤖🍓🎉
nether
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[Rust]: Need help optimizing a triangle rasterizer
As for what I'm working on, it's nothing special at the moment, but you can see it here.
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How do I prevent the compiler from optimizing away benchmark code?
I've published the benchmark code just in case someone would like to take a look. Its code is a hammered version of the original code, so you are likely to find things that don't make a lot of sense in the benchmark version, like my use of atomics which are there to allow multiple iterators to coexist and work in parallel.
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Are multiple copies of a mutable pointer to a shared region of memory always considered undefined behavior?
I've been rewriting both the math and rasterization code that I'm using in this project for quite some time, because the original (published) code is very naive and slow, consuming 9% of CPU time of the 4 Raspberry Pi cores at 1800MHz to display a single perspective-correct triangle on the screen at 60fps. The problem is that, while rewriting the code, I noticed that my new version will not work with my work-stealing async executor because I require tasks to have the Send trait, and just like in the original code, I'm sharing a mutable frame buffer between all the tasks which is accessed through a mutable pointer, a problem which I accidentally worked around by implementing the Send and Sync traits for the video driver's type which wraps the pointer, potentially hiding undefined behavior in the process.
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[AArch64/RPI4]: Unexpected low cache performance
I'm working on a bare metal project for the Raspberry Pi 4 that is not exactly an operating system but has a lot in common with a traditional kernel. At the moment this project is nothing more than a graphics library stub and is already pretty slow, so following advice that I got on the Raspberry Pi forums I benchmarked it and was negatively impressed by the numbers, especially the fill rate numbers, where I didn't expect any problems since that's just writing to a small tile in memory and at least in theory I should be hitting the L1 cache all the time.
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Could I get some ideas for practice projects? I’m coming from C for embedded applications and I liked many pets of rust especially the efficiency and speed that is similar to C. I want to learn it and I am reading but nothing teaches like doing.
I'm trying to build a bare metal game completely from scratch and without third-party crates on a Raspberry Pi, which although not a perfect platform because many things aren't properly documented, is good enough for me since at least when the documentation falters there's always the officially supported Linux kernel to source information from. If I was starting today I'd just be building a kernel though, because I'm not sure I'll be able to complete this project for performance reasons, but I'm still enjoying the challenge of squeezing out as much performance as I can out of the Pi.
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Anyone else make games for raspberry pi?
I'm actually trying to make a bare metal game for the Pi 4 from scratch without acceleration. I'm not sure I'm going to succeed considering that ARMv8A doesn't have vectorized floating point or even commodities like non-vectorized floating point modulo or trigonometric functions, but on the other hand people made full 3D games with no acceleration targeting 100MHz Pentium machines, so if I fail that's going to be because I'm not good enough for this. So far I'm successfully rendering at 60fps at the official touchscreen's standard resolution, but that's just a single perspective correct untextured triangle without any lighting applied to it.
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How is everyone doing?
Feeling quite accomplished at the moment, since I've just finished pushing to GitHub an initial implementation of a 3D graphics renderer as part of a very ambitious personal project despite my total blindness, when half a decade ago I never even thought I was capable of coding blind.
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Let's inspire others
A public version of this project is available on GitHub, though that's missing the math library, graphics renderer, and scene tree that I've been working on for the last month, a huge commit that will essentially double the number of lines of code of the project as it lays the foundation for building the game engine.
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[Math]: Can anyone help a blind guy learn matrix inversion using the LU decomposition method?
I'm building a very ambitious and equally useless project because I have nothing else to do. My project is a mix of a kind of operating system kernel, game engine, and ultimately a game itself targeting a bare metal Raspberry Pi 4. The kernel part is pretty much done, with only an audio driver missing, so now I'm working on a huge milestone which will be adding some gesture recognizers (already implemented in my local repository), building a simple 3D software renderer (working on it now), implementing a basic 3D scene tree (to be done), and laying the foundation for an Entity Component System architecture (also to be done). Since part of the reason why I'm doing this is learning, I'm implementing everything from scratch in Rust and assembly without any third-party code, so please do not suggest using libraries.
What are some alternatives?
frt - A Godot "platform" targeting single board computers.
love - LÖVE is an awesome 2D game framework for Lua.
itchio-godot-scraper - A scraper for Godot games hosted on https://itch.io.
GameDemo - A multiplayer card game based on the mini-game Triple Triad from FF8.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
nether-gfx
godot-proposals - Godot Improvement Proposals (GIPs)
Godot_ARMory - A script to help build Godot Game Engine 4.0 on ARM Linux machines.
Rustlings - :crab: Small exercises to get you used to reading and writing Rust code!
godot-fsharp-tools - A Godot Engine plugin to simplify using F# through the C# Mono language.
book - Documentation on how to use the Rust Programming Language to develop firmware for bare metal (microcontroller) devices