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Shamelessly cross-posted from https://lemmy.world/post/390718 since I was looking for a procedural generation community and didn't find one!

This was something I was toying around with in Godot 3.4 some time back. It uses shaders for generation from simple noise + thresholds.

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Short video where he goes over a couple important things

  • Add an icon to your game
  • Add a splash screen
  • Set the main scene of your project properly
  • Add your game name in the project settings + localizations
  • Make fullscreen the default (most of the time)
  • Add a custom mouse cursor
  • Enable AA if applicable to get rid of jaggies
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Welcoming Wednesday (programming.dev)
submitted 3 years ago* (last edited 3 years ago) by Frank@programming.dev to c/godot@programming.dev

Welcome to Welcoming Wednesday! This is a day all about helping new people in the community get started.

If you’re new feel free to post questions, post things that you’re struggling with, or introduce yourself to the community! If you're not new feel free to post resources to help newcomers.

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Tutorial Tuesday (programming.dev)

Welcome to Tutorial Tuesday! This is a weekly thread where you can post any kind of tutorial for how to do things or request one from others

Text tutorials, video tutorials, image tutorials, linking to a post in the community, etc. are all allowed. If you feel it deserves its own post feel free to instead post it as a separate post and then link it here

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

Welcome to the Weekly Discussion! This is a place where you can do general chat in the community for things that might not deserve their own post

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Welcome to the Daily Discussion! This is a place where you can do general chat in the community for things that might not deserve their own post

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I can achieve remapping using InputMap, config files, a virtual input system, and a bunch of other stuff, but it's kind of pain tbh. Not hard just a lot of code and layers.

Has anyone made a plugin that makes controller remapping simpler in Godot?

With how much work it is to implement, it makes it kinda low ROI for a project, but I feel bad for users bc it's basically the default for all games now to have remapping.

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I've heard of Pixelorama which is pretty cool, and I saw some videos of someone making a video editor in Godot. I was wondering if anyone else has tried making non-game applications in Godot?

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submitted 3 years ago* (last edited 3 years ago) by Ategon@programming.dev to c/godot@programming.dev
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Godot Sunday Showcase (programming.dev)
submitted 3 years ago* (last edited 3 years ago) by Ategon@programming.dev to c/godot@programming.dev

Are you making anything in godot? Feel free to discuss it below or show off your progress!

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

I like most things I see about Godot, and I'm going to try making some games with it.

Whenever I imagine programming a game though, I imagine the game logic and simulation being separate from the display. For instance, if I was to make a game like FTL, I would plan to simulate all the ship interactions and the movement of the characters purely in code, and then write a separate module to render that simulation. The simulation could be rendered with graphics, or with text, or whatever (of course, a text render wouldn't be human friendly, but could act as a dedicated server for some games, or I could use it for machine learning, etc).

I'm not an expert at Godot, but it seems this mindset is not going to fit well into Godot. Is this correct? It seems like the same object that is responsible for tracking the players health is going to also be responsible for drawing that player on the screen and tracking their location on the screen, etc. Will my player class have to end up being a subclass of some complicated Godot class? (Also, I'm a fan of functional programming and don't always use a lot of classes if given the choice.)

What are your thoughts about this. Would you recommend another engine? No other engine seem to be in the same sweet spot that Godot is currently in.

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Screenshot Saturday (programming.dev)

Welcome to Screenshot Saturday! This is a day where you can show off your game in this thread with things like gifs or images of it!

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Eye tracking? (sh.itjust.works)

Does anyone know if eye tracking is supported in Godot or if it will be added?

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

I tried first going through the community page on the Godot website, but I keep getting the message that I couldn't accept the invite. Anyone know why that is and how I can get in?

Edit: After joining and speaking with their mod team, it seems it was just discord being discord and not anything specific to the Godot discord.

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I'm using SDFGI and TAA for this scene, the one strange thing I've noticed is that rough metallic surfaces like that sphere can look odd, most of it is rough but there are some sharp lines, not realistic behavior for a surface like that. You can see the reflection of the sun is blurred, most of the scene is blurred, but you still get some sharp lines for some reason. This only seems to happen with roughness values between 0.1 and 0.2, a roughness value of 0 looks fine. I'm getting 210-220 FPS in this scene on a 3060 at 1080p.

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Feedback Friday (programming.dev)

Welcome to Feedback Friday!

Have a scene in your game that you want to know if it looks good? Have a mechanic prototype that you want tested? Want to know if your steam page is good? Or do you want feedback on some other part of your game? Feel free to post them below for others to give feedback!

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I have a Rigidbody3D, let's call it Bob, that has a linear velocity of Vector3.down.

This Rigidbody3D is on top of another Rigidbody3D, let's call it Alex, which is a regular Rigidbody3D. Both of them are on top of a StaticBody.

What happens is that Alex is going inside the StaticBody, but what I want is for both Rigidbodies to remain stationary.

How can I achieve this?

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submitted 3 years ago by ashiwz@lemmy.world to c/godot@programming.dev
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Hi. I'm at a complete loss, so...

Background: 4.0.3. A 3D "fps" world, with the usual capsule shape suspect protagonist. I'm adding a SubViewport, and a Camera to render onto a Decal with albedo set to a ViewportTexture from the SubViewport.

I can (sort of, unreliably) make it work in the editor, but never in the game(!) With transparent bg, it's just invisible, without, it's black, and if I pick the icon.svg instead, that works. The (inner, well, both actually) camera is active, and I've fiddled with Clear Mode and Update Mode on the SubViewport. (and every other setting I can think of)

In the editor, rendering both camera view and a label on top works, both in the SubViewport texture view, and on the Decal in the 3D view(!)

What am I missing?!

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

I saw this on discord and thought it looked very cool. This is a small web tool that lets you instantly see all tween transition types side by side so you can decide which ones to use! Super useful educational tool, and it's open source.

https://github.com/popcar2/Godot_Tween_Comparisons

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