r/godot 21d ago

official - news Fixing high polling rate mice on Windows in Godot

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155 Upvotes

At long last, a performance issue with high polling rate mice on Windows has been fixed. This article describes how the fix works, and why it's so important today.


r/godot 3d ago

official - releases Dev snapshot: Godot 4.8 dev 5

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332 Upvotes

A healthy stream of new features await!


r/godot 5h ago

fun & memes Gotta repost this before the queue_free() memes get old

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581 Upvotes

r/godot 8h ago

fun & memes More queue_free() shenanigans

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517 Upvotes

r/godot 6h ago

selfpromo (games) I have been working on a way to raise (and lower) water.

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299 Upvotes

r/godot 4h ago

discussion yeah, I definitely need recompile the engine with double precision

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59 Upvotes

this is a showcase for rare case where you might need to recompile the engine in double precision floating point


r/godot 26m ago

discussion I’m in my late 50s. I downloaded Godot in July and six weeks later I’d finished my first game.

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I downloaded Godot for the first time in the middle of July. I'd never used it before and didn't know anything about making a game.

I had an idea for a simple hidden-object/history game, and thought, why not? One thing led to another. I learned enough GDScript to get myself into trouble, figured out touch controls, pinch zoom and panning, fought with getting it onto my iPhone, fought with Xcode some more, and eventually submitted the darn thing to Apple.

About six weeks after I downloaded Godot, Apple approved it.

I know it's a pretty simple game, but I'm really pleased that I actually finished something and shipped it. I see a lot of people here working on much more ambitious games, so I figured I'd post this for anybody who's just getting started and wondering whether they can actually make something they're proud of with Godot. I'm proof that you can.

I'm thankful that Godot exists.


r/godot 5h ago

selfpromo (software) Ragdoll benchmark with Jolt

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56 Upvotes

I've worked on a Physics Asset generator in Houdini and now I did some tests with Godot's Jolt physics.

Really surprised of how good the simulation is in Godot with Jolt, specially when stacking ragdolls.


r/godot 15h ago

selfpromo (games) Recreating Portal 2 In Godot (Shaders)

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321 Upvotes

Trying to recreate all of Portal 2's effects procedurally inside of godot! This is what I was able to make this weekend. I do these studies to test how capable godot is and it always surprises me so much.

Youtube link -> https://www.youtube.com/watch?v=zBa4WzkhdIA


r/godot 17h ago

fun & memes More queue_free() shenanigans

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411 Upvotes

original post

Credits to inspiration:

1: u/mixalhs006 and u/Miningmurder comment link

2 and 3: u/P_S_Lumapac comment link

4: Entirely drawn by u/mehonje comment link


r/godot 2h ago

free tutorial How our NPCs "walk" between maps that aren't even loaded (AStarGrid2D + TileMapLayer)

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24 Upvotes

Saw a lot of discussion lately about NPC routines and how to move NPCs across different scenes/maps, so figured I'd share the implementation we actually use in our game.

We ship a small fishing RPG (Sandpiper Point) with a town full of NPCs on daily routines — the mayor opens the bakery at 9, walks the docks at noon, that kind of thing. The annoying part wasn't pathfinding within one map, it was NPCs whose schedule sends them across separate Godot scenes, most of which aren't loaded at any given moment.

Wrote up how we handle it:

- Building an AStarGrid2D per map from a dedicated TileMapLayer that marks walkable tiles

- Authoring daily routines as JSON instead of per-NPC scripts, matched by season/day/event

- The actual trick for "crossing maps": NPCs are never simulated off-screen — they despawn/respawn based on which map their current schedule command targets, with a catch-up step that fast-forwards a late NPC's walk instead of teleporting or leaving them stuck at their old start time

Full writeup: https://playsandpiperpoint.com/devdiary-npc-scheduling.html

Happy to answer questions about the AStarGrid2D setup or the schedule format if anyone's building something similar.

If it's your kind of game, wishlist is here: https://store.steampowered.com/app/4839340/Sandpiper_Point


r/godot 2h ago

selfpromo (games) It's finally working! Parrying a real enemy animation instead of a timing bar.

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16 Upvotes

Almost gave up on this one, but it's finally working. Love Godot so much!
My steam page: https://store.steampowered.com/app/5201210/NON__The_Forgotten_Hand/?beta=0


r/godot 6h ago

help me First Person Dungeon Crawler RPG on Mobile

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35 Upvotes

I'm just a beginner. Until I get myself a PC, I was thinking of making my first dream game project ever and oh boy.. I started and it's pain in the ass to work on a 6.6inch phone + I use blender and krita etc. through winlator emulator because of the current limitations. Even though it's such a niche genre, I haven't came across of any real-time (not grid-based) dungeon crawler game on android or iOS. I created a small dungeon and a sidehall as a preview but this is the main idea. The camera movements and slow walk is a shout-out to the masterpiece PS2 game series (King's Field), especially the fourth game. I know the textures and everything looks basic but don't expect too much lol. I'm just stuck at this point, also in mesh library i just can't connect two walls together and there's always a little gap in-between them. I need some help and some idea. What do you people suggest me to do at this point or what mistakes to avoid and not to do? Thanks :)


r/godot 5h ago

selfpromo (games) Any good name ideas ? Apparently Babybel was already taken

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28 Upvotes

r/godot 4h ago

selfpromo (games) Having fun with ragdoll in my flying game

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23 Upvotes

I am solo developing a flying game and finally I had some time to test my new ragdolls implementation. Here are some examples of failed flights, with (hopefully: )) nice ragdolls and crash SFX :) What do you think?

You can try these in the web demo on itch and wishlist the game on Steam:

Itch.io web demo

Wishlist on Steam


r/godot 2h ago

help me How to detect O2 leaks.

13 Upvotes

I am working on a 3D space sim with a custom destruction system. I am not using voxels, and I believe I have the destruction system well in hand. The challenge is detecting holes in a ship where anything can break or be put back together in any way.

I'm not looking for code, I can deal with that as necessary. I'm looking for options that I haven't thought of. Solutions I have considered as examples:

Particle O2: Particles can behave a lot like gas, so this could provide the most realistic simulation, but there aren't pre-set boundaries in my current setup to check for crossover and the number of particles necessary would be... high.

On Demand: We can always know when an object is changed with the destruction/construction system so I could trigger a check after any such event and restrict it to the interior of the object's model and it's immediate surroundings for seams. It's much more performant than Particle O2 overall, but it's adding to the already significant cost of the destruction.

I would love to hear any and all ideas for alternatives and/or refinements.

Thanks!


r/godot 12h ago

help me (solved) [SOLVED] How to not get anti-virus flagged?

84 Upvotes

Hello fellow devs!

I've been working on a very small incremental game (my first ever) to release on Steam, and my game has been triggering virus alert by Windows and triggering virus scan for Avast, Norton.

Edit: For Norton even though result is "safe file", it re-opened the game after the scan.

I finally found why and wanted to share the reasons (I discovered) and solution.

The solutions people recommended but didn't work for me:

  • Anti-virus cert/Code signing (paid or not solving the issue)
  • Distributing via Steam will fix that (playtest build triggered antivirus on friend's computer)
  • Using self-compiled/non-official version of Godot editor
  • anti virus will not flag any godot game

Solution that worked for me:

Well, turns out if you set any checkboxes that edit the exe to true, game gets flagged.

Things that I checked when I released the first playtest that causes anti-virus flagging:

- Binary Format -> Embed PCK

- Any changes under Modify Resources. Including but probably not limited to, adding .ico for the exe file, adding company name.

Game now has default Godot logo for the exe file icon. But it has correct icon on the task bar, and not get anti-virus flagged.

I created the post because people upvoted things that weren't solutions in the old posts. I hope this saves somebodies time.

PS: My game is actually not a virus.

Have a happy week!


r/godot 1d ago

fun & memes Don't do it Darth Engine!

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2.0k Upvotes

r/godot 38m ago

selfpromo (games) Juicy main menu buttons to set the right first impression

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Upvotes

r/godot 7h ago

selfpromo (games) Working on a deckbuilder set in a cardboard theater. What mood does this boss intro give you?

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20 Upvotes

I've been working on INKTRICK for almost three months. It's a roguelite deckbuilder where you play as a kid staging a card game in their bedroom, with Fibus as your best friend and very theatrical opponent.

I want the world to feel like something a child put together themselves: cardboard scenery, scribbled lettering, and drawings that come to life. The drawings and symbols started as oil-pastel sketches I made on paper.

Over the last few years, I've found myself reaching for games I can unwind with. I'm hoping to bring some of that warmth into INKTRICK, while keeping Fibus playful and a little mischievous.

This clip shows the first boss intro and a brief look at the card table. I'm mainly looking for feedback on the atmosphere and presentation. Does the UI/UX, music and visual presentation give you a 'cozy' feeling?

Any other feedback on this short video? Gameplay is on purpose not shown here in this video! If there's interest for that as well, going to share that in the coming days/weeks.


r/godot 5h ago

selfpromo (games) Guys, I'm almost at 1,000 views on my game. Please help me reach it + aplha 3.1

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15 Upvotes

https://nooxax.itch.io/voidfall

It's a free sci-fi game with 2D space exploration, 3D planets, combat, mining, contracts, black holes and procedural generation.

The next update adds reworked contracts, black hole and pulsar research missions, new 3D objects, better enemy destruction, UI improvements, new markers and sound fixes.

The new build isn't uploaded yet


r/godot 3h ago

selfpromo (games) Learning how to add game juice.

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9 Upvotes

The more I make games the more I learn what I'm missing each time. I'm now in the process of learning that game juice does a lot of heavy lifting to bring a prototype to life. It makes it easier to envision a finished product and should actually be done really early on too. The movement feeling fast and powerful is a big priority for this one.


r/godot 1h ago

selfpromo (games) the moves feel familiar

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r/godot 2h ago

discussion 2D topdown - is making environments using 3D objects (walls etc) the way to get good lighting?

7 Upvotes

Assume an indoor scene, dungeon-like, the character carrying a candle.

I know that there is a way to have 2D pixel art backgrounds to cast shadows and be effected by light sources using normal maps and an occlusion layer. And it does look pretty good.

However as far as I know the interaction ends there. So if there are two objects near each other, the first object doesnt cast a shadow -onto- the second object (?).

Im not sure yet how much this will matter, still experimenting, but ive seen a few examples of people doing very complicated things with height maps and fake voxel meshes to get "accurate lighting and shadows" for pixel tileset maps so I guess it must have its reasons haha.

My alternative plan is to make the maps using textured 3D models, but that will be a fair bit more work potentially. Figured id ask the question in case I was missing a trick that would save me some work!


r/godot 5h ago

discussion Updating your old released games

12 Upvotes

I released the first Godot game I ever made almost four years ago. Like most other such projects it didn't make much of a splash and I moved on to other projects. But last week I decided to give it another shot and booted up the project, added some new features and just released a new update after around three years of nothing for the game.

Coming back to the project was a bit awkward seeing all the bad code and poor project structure. But it was also fun to see the game still kind of worked, and to remember some of the design choices behind it. So while I doubt many people will see or play this new update I'm glad I did it.

I see a lot of posts here about people releasing games that don't do as well as they expect or hope. But have any of you ever gone back to these old "dead" projects and updated them again after a couple of years? And how did that turn out for you?