Godot: The open source game engine

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A community for discussion and support in development with the Godot game engine.

founded 1 year ago
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The original was posted on /r/godot by /u/Material_Seesaw_9701 on 2024-10-20 14:14:49+00:00.

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The original was posted on /r/godot by /u/arnemcnuggets on 2024-10-20 10:42:19+00:00.


Appreciate it big time Team Godot!

Meanwhile i pushed a little fix for a bug i encountered during TLS connections. Opened an upstream issue too

You can give it a try with a rabbitmq instance :)

I also tested out a more production-style use case using the free tier at and things look very good! It also integrates with LavinMQ as a broker which is very cool because it seems more resource friendly.

Lmk if you run into any troubles!

My use case is primarily for logging and player-stats/achievements in an authoritative Server setup.

Appreciated all the feedback on my last post so im really happy that its on the asset library now too 🫶

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The original was posted on /r/godot by /u/Pizza_Doggy on 2024-10-20 10:21:43+00:00.

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The original was posted on /r/godot by /u/EmperorsBallSack on 2024-10-20 09:37:33+00:00.

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The original was posted on /r/godot by /u/eldidou_ on 2024-10-20 09:11:47+00:00.

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The original was posted on /r/godot by /u/nagidev_ on 2024-10-20 06:43:55+00:00.

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The original was posted on /r/godot by /u/Clear-Fold-7572 on 2024-10-20 01:59:07+00:00.


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The original was posted on /r/godot by /u/PracticalAd8120 on 2024-10-19 20:41:33+00:00.

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The original was posted on /r/godot by /u/Ornery_Bath_7751 on 2024-10-19 20:20:39+00:00.

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The original was posted on /r/godot by /u/sleepy-rocket on 2024-10-19 17:02:00+00:00.

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The original was posted on /r/godot by /u/lukeweirdhand on 2024-10-19 15:26:05+00:00.

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The original was posted on /r/godot by /u/OujiAhmed on 2024-10-19 16:23:22+00:00.

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The original was posted on /r/godot by /u/vmjcv666 on 2024-10-19 15:21:49+00:00.

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The original was posted on /r/godot by /u/DuodolGames on 2024-10-19 15:18:44+00:00.

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The original was posted on /r/godot by /u/Ponybomb on 2024-10-19 14:18:29+00:00.


You don't even have to learn a lot of it. I watched a video about vector math for game devs (This one: ) and what I've taken away from it is this: Math, and more specifically vector math, is just a language of describing quantities and points in a dimensional space -- which is exactly what we're trying to do in a game engine. I'm sure its not essential to become an expert or anything, but if you want to be able to finely tune certain mechanics or the physics of your character to create a certain feel to a game, it seems pretty important to understand how those mechanics are communicated to the engine itself.

I went from being frustrated at not knowing how the default 3D character controller did what it did, to re-structuring it without the use of built-in functions to suit my tastes for movement, and I feel confident I'll be able to tweak it down the line if I need to.

Anyway, just a piece of advice. I'm sure it's not 100% a requirement and you can get away with not knowing much at all, but it's worth seeking out if you're like me and need to understand how things really work before you can be satisfied with using them.

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The original was posted on /r/godot by /u/QuirkyDutchmanGaming on 2024-10-19 12:36:37+00:00.

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The original was posted on /r/godot by /u/BainterBoi on 2024-10-19 11:31:27+00:00.


Hey. I have an 2D-rpg in development, and implementing a proper save-system now.

I have read about many ways to go with it, and there seems to be few quite different options that get recommended:

  • JSON, like in Godot's tutorial.
  • Using PackedScenes - apparently quite error prone(?)
  • config files

Now, the JSON approach seems like a sensible way. However, I am thinking what is the "godot way" of doing this, especially when scenes consist of hundreds of objects that have tons of custom-resources added to them?

Let's take a simple use-case:

Each distinct map is a scene. Each map has many objects inside of them as a child nodes - enemies, interactables, loot-objects etc. Now, in map I have "transfers" to other maps that player can move on-to -> initiate map-change. Transfer-node's job would be simply to take current map, save the exact state of the map and load last-saved state of the target-map. This way, everything stays in different maps as player left them - couple simulated exceptions aside.

Now, we can imagine that every object in these map-scenes is quite complex. Enemies are a good use case - they have tens and tens of variables, including dozen or so custom-resources that further define multiple other fields that dictate how they behave. During development, new fields and features get added.

With all this in mind, my instinct is to go towards a solution that takes entire scene and saves it exactly as is. However, that seems to be adviced against it as scenes can introduce hard-to-debug problems(apparently?) and it is not too reliable etc.

Do you think there is some golden standard I should follow here that is often used in these kind of situations? What would be the best way to tackle this situation, so that saving is both reliable but also rather straightforward? I believe this is such a common problem that there has to be well-defined way to handle these. Especially with case where Nodes and Custom-resources are used extensively, which seems kinda encouraged in Godot's model?

Thanks for reading! Any advice is greatly appreciated!

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The original was posted on /r/godot by /u/tailscr on 2024-10-19 11:59:44+00:00.

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The original was posted on /r/godot by /u/cab-k on 2024-10-19 11:19:17+00:00.

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The original was posted on /r/godot by /u/Majestic_Mission1682 on 2024-10-19 10:51:29+00:00.

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The original was posted on /r/godot by /u/yougoodcunt on 2024-10-19 07:55:20+00:00.

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The original was posted on /r/godot by /u/Regallian on 2024-10-19 01:28:00+00:00.


What is everyone’s favorite editor for pixel art? Free is a bonus ig. Just want to poll the community.

Also this isn’t really a fun/meme. But it really really isn’t tech support. Idk what flair to use.

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The original was posted on /r/godot by /u/MrWolfyer_Dev on 2024-10-19 01:44:22+00:00.

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The original was posted on /r/godot by /u/Empty-Wing7678 on 2024-10-18 21:23:43+00:00.

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The original was posted on /r/godot by /u/Met-Riko on 2024-10-18 20:14:15+00:00.

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