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godot 4 web export (lemmy.world)

Godot 4.0 broke web exports without a webpage having certain headers(over my head content), but sites like itch have those things. I believe the explanation was because of having mulit-threaded support in the engine.

I have held off upgrading from 3.5 because my games I publish on my simple github page and that change on 4.0 would not work on my github page.

There was rumor of providing a single threaded web mode in future releases(4.1 was mentioned), but don't know if this happened. I check release notes every few months but haven't seen if this change has been made.

Are web exports fixed for godot now?

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We are ready to share the first batch of improvements coming to Godot 4.2 later this year with the release of the first dev snapshot!

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While the forums are down, I have spawned an instance in a 3D world and would like to execute a function one the instance when I click it with my mouse. How would I do that?

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We are happy to announce that we are going to be hosting the 2023 GodotCon in Munich, Germany.

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I started to work a lot with low res textures and "clever" uv mapping for creating 3d models in my game and was frustrated by manually editing my texture atlas after editing one texture.

So I created this small tool to automatically create the texture atlas from a set of given low res textures. Next step would be to make this callable from command line without the GUI.

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submitted 3 years ago* (last edited 3 years ago) by KindaABigDyl@programming.dev to c/godot@programming.dev

I'm making a game that takes heavy inspiration from Zelda games like Ocarina of Time, Wind Waker, and Twlight princess, i.e. OoT-lineage Zelda as opposed to BotW & TotK and games that stem from Link to the Past. It's not a fan game, of course, but if you like OoT/MM/WW/TP/SS, then you'll (hopefully) like my game.

One central aspect to nail is the camera system these games use. There's some variation, so I've picked one to "clone." I'm basing this camera off of Wind Waker's. It has a default mode where Link runs around the camera with left and right and pushes/pulls the camera with up and down. If you wait long enough, the camera will move to be behind him, and of course there's a Z-targeting mode that will force the camera to move behind him and let him strafe. Finally, there's a free camera mode that works like the camera in a lot of modern third person games.

In terms of movement, there's walking and running, but jumping is relegated to hopping across short gaps in these games, and I've implemented that system as well.

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submitted 3 years ago by simple@lemmy.world to c/godot@programming.dev
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Hot on the heels of its parent release, here's Godot 4.1.1 — the first maintenance release of the 4.1 branch, with more stability and workflow improvements.

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Prop Game, Chelesste, 3D Adventure Minigolf, Astrobrawl, Aether, AXIAL: Prototype, Barkelona, Knights of the Road, Bunker 21 Extended Edition

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submitted 3 years ago* (last edited 3 years ago) by recursive_recursion@programming.dev to c/godot@programming.dev

With AMD's FidelityFX SDK going open source under the MIT license,
I was wondering if anyone knew how to use one of these like the blur as a shader?

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Doghouse (tumblewed.itch.io)
submitted 3 years ago by abc@lemmy.fmhy.ml to c/godot@programming.dev

Doghouse is a free first-person game made with Godot. With three unique endings, it's a short yet interesting experience. Give it a try.

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cross-posted from: https://programming.dev/post/653659

The theme of the game jam voted on by participants is Parallel Worlds

Feel free to share progress of games you're working for it around the fediverse. We have a hashtag on the microblogging platforms #FediverseJam and there are engine specific communities like godot, unity, unreal, etc. that you can find on programming.dev

The jam will last for nine days before submissions to the itch.io page close https://itch.io/jam/summer-fediverse-jam

Ill be streaming games submitted to the jam and will do a video showcasing the entries once results are out

Hope you enjoy! Ill be aiming to run these twice a year as a way to encourage some more game dev activity around the fediverse

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submitted 3 years ago* (last edited 3 years ago) by Ti_Ka@lemmy.blahaj.zone to c/godot@programming.dev

As in, for any two Transform3D objects A and B i might encounter does Godot (4.1) always return A * B == B * A as true? Alternatively is it approximately commutative, ie (A * B).is_equal_approx(B * A), in case there are situations where floating point imprecision messes the exact equality up.

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submitted 3 years ago by simple@lemmy.world to c/godot@programming.dev

As always with the first maintenance release (also known as “patch release”) the focus is on quickly addressing urgent concerns and issues, possible regressions and crashes, as well as some aliasing in various workflows.

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Hello!

I made a PR to the Godot website, to include a card to this community. But they won't merge it for now unfortunately. We have to proof the longevity and spirit of the community.

So be nice and active :D

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submitted 3 years ago by simple@lemmy.world to c/godot@programming.dev
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I have a simple GUI app I made in 4.0.3 and I have tried upgrading it to 4.1 but there always seems to be a scene that it says is corrupted. I have tried the upgrade a couple times and there's always one scene that doesn't work but the others will sometimes work and sometimes not.

Fixes I've tried:

  • Deleting .godot directory before upgrading/re-importing
  • Manually removing references to external resources that caused errors (textures) in the scene file
  • Re-importing textures

Any other ideas would be appreciated. It's not detrimental but I'd really like to make use of the exported Arrays of custom types.

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Crown Gambit, The Isolated Town, Time Handlers, The Last Root, The Mirror, Rixas, Fair and Square, Out For Delivery, Dreaming Diorama, Planetary Life

view more: ‹ prev next ›

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