godot-demos-2022
godot-next
godot-demos-2022 | godot-next | |
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2 | 5 | |
397 | 904 | |
2.8% | 0.7% | |
0.0 | 0.0 | |
over 1 year ago | 8 months ago | |
GDScript | GDScript | |
GNU General Public License v3.0 or later | MIT License |
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godot-demos-2022
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We made 10 open-source demos showcasing Godot 3.5's new features
Demos repository: https://github.com/GDQuest/godot-demos-2022 (please leave a star!)
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This open-source demo shows you how to save and load the game using resources
The demo on GitHub: https://github.com/GDQuest/godot-demos-2022 (please star the repository!) The demo's explanations: https://github.com/GDQuest/godot-demos-2022/tree/main/save-game#save-game-with-resources (video coming soon)
godot-next
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It might be helpful - 360 degrees for Godot and in vector2
If you want easy access to the correct values, check out Vec2 from godot-next. Also check out Vec3. Also available for C# (Vec2, Vec3).
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Modifying the dictionary editor with EditorInspectorPlugin/ EditorProperty?
Recently I've gotten into customizing the inspector view for exports. It's a lot of fun, and godot-next is a godsend.
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Very stuck on creating a fleshed out item system
Godot has no built in support for ecs, behaviour or even btree. But you can work around this in several ways. There is a behaviour node in godot-next (https://github.com/godot-extended-libraries/godot-next/blob/master/addons/godot-next/resources/behavior.gd) that you can use, you can use a state maschine or you attach little behaviour script nodes as children that do the work. There is an GDQuest ECS tutorial for godot, that may come in handy (https://www.gdquest.com/tutorial/godot/design-patterns/entity-component-system/)
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Little and big things that bug me while using Godot/GDScript.
I can understand how a global signal singleton isn't satisfactory, but why not just write a string-based event dispatcher? In fact, I'm pretty sure Godot Next has one with a wrapper node for singleton usage. With a few tweaks, you could make message dispatches be handled via pattern matching on a RegEx for the message type, thereby letting you have wildcards and the like.
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Cyclic Reference Bug?
Variation on 2 that uses a tool script to procedurally generate properties on a class based on files that match a specific search criteria. This would prevent you from both needing to update file paths and from needing to even add entries in a record somewhere that the level exists. It would just be detected automatically by the tool script. You can procedurally generate properties by overriding the _get, _set, and _get_property_list methods. I have an example of this in Godot Next's ArrayMap class here. I also have a sample script that fetches a list of scenes in Godot Next's FileSearch class. You just call FileSearch.search_scenes() and it will return to you a Dictionary with keys containing filepaths and values containing another Dictionary initially just the path again (mapped to a "path" string), but which you can really make have whatever you want.
What are some alternatives?
godot-tiled-importer - Plugin for Godot Engine to import Tiled Map Editor tilemaps and tilesets
Godot-Database-Manager - A database addon for Godot Engine 3.2
line-renderer - A GDScript implementation of a line renderer in Godot.
nakama-godot - Godot client for Nakama server written in GDScript.
godot-console - In-game console for Godot 3.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot-dispatch-queue - Threaded and synchronous Dispatch Queues for Godot
gdscript-pp - A language that is a mix of GDScript and C++
FirebaseDemo-SociaDot - An open-source frontend for a minimalistic social netowrk as a GodotFirebase addon demo for Godot Engine.
gd-obj - Obj file parser for Godot
godot-xterm - Terminal emulator for the Godot game engine.
godot-twicil - Godot TwiCIL – Godot Twitch Chat Interaction Layer