godot-demo-projects
tps-demo
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godot-demo-projects | tps-demo | |
---|---|---|
135 | 11 | |
5,085 | 912 | |
5.2% | 4.6% | |
8.1 | 5.8 | |
11 days ago | about 1 month ago | |
GDScript | GDScript | |
MIT License | GNU General Public License v3.0 or later |
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?
tps-demo
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Testing Godot 4.0 features - I'm impressed. SDFGI + SSIL + Volumetric Fog, there is only one OmniLight, almost all of the lighting comes from glow
Project from open source demo available here: https://github.com/godotengine/tps-demo
- Fantastic looking Godot games
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Dev snapshot: Godot 3.5 beta 4
The TPS demo uses AnimationTree root motion and is updated in _physics_process(). It should work in theory, as lawnjelly tested it numerous times while working on the physics interpolation PR. Maybe he had to modify parts of the demo and didn't open a pull request for it yet, though.
- TIL: Godot has an awesome 3d demo-- looks like a AAA game
- I just released a 3D game made on Godot!
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Godot 3.4 TPS demo on a 8 year old mid range laptop after in-engine color correction looking pretty
And yes, shaders are not cached, so that's responsible for some lag spikes. Calinou made a more optimized demo version, maybe you want to check it out: https://github.com/godotengine/tps-demo/pull/111
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Is godot able for 3d openworlds?
The TPS demo runs slowly because it uses GIProbe in high quality mode by default. If you use lightmaps instead, you'll find it runs much faster: https://github.com/godotengine/tps-demo/pull/111
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Upcoming visual changes to the Godot TPS demo (Third-Person Shooter demo)
Some additional information: The images on the right run with about double the framerate. The images on the right are using new techniques available in Godot 3.4, while the images on the left can be done in Godot 3.4, 3.3, and 3.2. For even more information, see this pull request: https://github.com/godotengine/tps-demo/pull/111
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Published a simple Quake 3 style FPS character controller for Godot for free
You're not supposed to commit the .import/ directory. It's for storing hashes of the assets the engine already processed on your machine. See example an of a gitignore file here.
- Good open source projects to look at to get an idea of best practices / structuring a full game?
What are some alternatives?
Godot-3D-text-plugin
Simple-Q3-Controller - FPS character controller for Godot
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot_heightmap_plugin - HeightMap terrain for Godot implemented in GDScript
Godot-Android-Admob-Plugin - Android AdMob plugin for Godot Game Engine 3.2 or higher
godot-physics-fraction
godot-builds-ci - [NO LONGER UPDATED] Automated Godot builds using GitLab CI and Azure Pipelines
Misc
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.
godot-docs - Godot Engine official documentation
gltf - :eyeglasses: Go library for encoding glTF 2.0 files
godot-3d-mannequin - An Open Source 3d character and character controller for the Godot game engine