godot-demo-projects
gltf
godot-demo-projects | gltf | |
---|---|---|
135 | 10 | |
5,135 | 233 | |
2.7% | - | |
8.5 | 5.0 | |
6 days ago | 12 days ago | |
GDScript | Go | |
MIT License | BSD 2-clause "Simplified" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-demo-projects
- Create Node Tree from imported skeleton.
- What language should I be learning and a buttfuck of other questions
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How would you do it ? Parametric Object Menu
For a menu that appears next to the object in 3D space take a look at: https://github.com/godotengine/godot-demo-projects/tree/master/viewport/gui_in_3d
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Connected Godot 4 to a Python TCP multi client server, giving you the basic code to do it yourself
You can improve on it by looking at existing stuff you might have missed there are: - demo projects - docs - other implementations, including some seemingly recent ones
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I have an idea of a menu but I have no clue how we could do that in Godot...
Check out 2D in 3D demo project.
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How would you set up a project to target multiple resolutions without using Window > Stretch?
Since Godot 4.0, you have access to the content_scale_factor Window property, which is effectively a 2D scale factor that can be used with any stretch mode. You don't need to change the UI theme or scale Control nodes manually – doing so will lead to difficult-to-resolve problems. Check the Multiple Resolutions demo for 4.x.
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Is there a way to fix these gaps between touching meshes? They appear/disappear randomly as I move around the level.
The Godot 4 Platformer 3D demo uses a grid, and for me it doesn't have the issue you mentioned. Project here - https://github.com/godotengine/godot-demo-projects/tree/master/3d/platformer
- Godot 4: Recorded voice playing in 'AudioStreamPlayer' , but saved WAV file is blank?
- Godot 4: In Mac M2, How to start recording from Mic and store it to WAV file and upload to an API ?
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Please i need help with saving my game
Hello, thank you so much for your detailed answer! In the site, there's a demo project (Saving and Loading (Serialization) demo project) that helped me get a better grasp of how saving/loadng works. However, in this project exists only one scene/level, if i have multiple scenes/levels, how do i save those so the player will continue from the scene they saved on? Do i do this from the var save_dict ? How do i go about this?
gltf
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how to augmented reality
This is a very ugly and confusing site which claims to be an overview of the format. I balked after trying in vain to parse it for two minutes. So off to the wiki.
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Rustracer-0.2.0: skinning animation with compute shader and major bug fixes
Rustracer: a PBR glTF 2.0 renderer based on Vulkan ray-tracing, written in Rust.
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Ask HN: Simple 3D animation file format?
I've found glTF ( https://www.khronos.org/gltf/ ) to be quite simple. The entire format is encompassed in something like a dozen entity types. Nice visual overview here:
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Welcome to 3D Model Import in After Effects!
Do yourself a favor and learn about making glFT files. That's the format they're using internally. One file, with everything self contained plus more advanced shader features than OBJ.
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Does this make sense to anytime?
Looks like a GLTF file. https://www.khronos.org/gltf/
- Looking for help loading ASSIMP scenes with skinned meshes and animated bones correctly
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I want to develop an app for multiple headsets
There are no standard 3d formats at the moment that you can use and view in VR with the same ease as you could a png/jpeg on a desktop, VR is still very much based around full apps with their own proprietary formats. But glTF/glb at least can be imported with reasonable ease into many different places, e.g. both the WMR and Oculus home environments have importer for them.
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I made a Opensource Procedural Terrain Modelling/Texturing tool with realistic erosion, sea, etc. (My first proper opensource project)
- Exporting as .obj might be a bit of a poor/outdated choice, please check gltf
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With Godot 4.0 reaching its more final form and working towards alpha, we are lacking in something very important: We need more high quality 3D demo content, specifically demo 3D PBR environments...
hmm. never heard of GLTF. A quick look on their site shows max/maya/houdini/blender/C4D so thats good. It seems to be roylty free. Is it open source? Is that something I should be looking for?
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Requesting r/glTF no posts in over a year and only mod is unresponsive
Thank you for the response. The subreddit /glTF is basically dead because no one can post without moderator approval and the moderator has been inactive for the past 3 years. Can you please let me know what the "other reasons" are why you will not approve my request? I work for The Khronos Group who created and maintains glTF. Please see www.khronos.org/gltf for more information. Thank you for your reconsideration.
What are some alternatives?
tps-demo - Godot Third Person Shooter with high quality assets and lighting
Primitive Pictures - Reproducing images with geometric primitives.
Godot-3D-text-plugin
TerraForge3D - Cross Platform Professional Procedural Terrain Generation & Texturing Tool
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Angular 2 Image Gallery - Image Gallery built with Angular 17+, node.js and GraphicsMagick
Godot-Android-Admob-Plugin - Android AdMob plugin for Godot Game Engine 3.2 or higher
gowitness - 🔍 gowitness - a golang, web screenshot utility using Chrome Headless
godot-builds-ci - [NO LONGER UPDATED] Automated Godot builds using GitLab CI and Azure Pipelines
gg - Go Graphics - 2D rendering in Go with a simple API.
Dynamic-Split-Screen-for-2D-Games - TO-DO: rewrite README Copy of the Dynamic Split Screen from Godot asset library, but now works for 2D games.
imagick - Go binding to ImageMagick's MagickWand C API