Godot

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

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founded 5 years ago
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Hi everyone!

I'm excited to finally share the current progress of my solo indie racing game, Asphalt Dreams, built with the Godot Engine.

After months of learning, experimenting, and improving the project, I've reached a point where I'm comfortable calling it Pre-Alpha. There's still a long journey ahead, but I'm happy to finally start sharing the game with the community.

Current Pre-Alpha Features:

• 🚗 10+ drivable vehicles • 🌍 3+ unique environments • 🚦 AI traffic system • 🎨 Vehicle customization (currently in development) • ⚡ Performance optimizations for smoother gameplay • 🛣️ Endless arcade-style traffic racing


This is only the beginning. I still have many features planned, including better AI, improved graphics, additional gameplay mechanics, new vehicles, and plenty of polish before release.

I'd genuinely love to hear your thoughts, suggestions, or feedback. Every comment helps me make the game better.

Discord Community: https://lnkd.in/gvWz2dFg

Thanks for checking out Asphalt Dreams, and I hope you'll enjoy following its development! 🚓

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I'm struggling to find a good balance between the usage of AI and working in the Engine. I'm trying to use to implement some of the parts of the game, and I'm trying to focus on the:

  • Request a plan of action for feature
  • Review the plan of action
  • Ask for the execution of the plan

But the plan is already broken, dozens of issues in the planning already. I can see some good ideas, some good principles, but a deeper look and I can see the flaws in the plan. Should I invest more time the planning? Or invest more time refining on the implementation of the plan?

From those who use this type of tooling, what is the workflow that gives the 100x productivity boost that is claimed.

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submitted 1 month ago* (last edited 1 month ago) by testman@lemmy.ml to c/godot@lemmy.ml
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This is a post from my week on the gamedev, this is a side project and not my professional work, but I'm trying to integrate the AI tools on my development cycle. Trying to learn to use the tool.

All the insights and conversation on the topic is wellcome.

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cross-posted from: https://lemmy.world/post/46434960

cross-posted from: https://lemmy.world/post/46434956

It's a simple game where you press a button twice, 24 hours apart from each other. Very sill.y

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cross-posted from: https://vger.social/post/37291894

godot-rust goes into the next round with v0.5, just released on crates.io!

On the toolchain side:

  • We now support Rust edition 2024 and Godot 4.6 out of the box, as well as all versions >= 4.2.

  • WebAssembly support no longer needs LLVM/bindgen and is being unit-tested on CI.

  • It's now possible to depend on other godot-rust crates through rlib.

Some features added in this cycle:

Typed dictionary. Also, enums in Godot collections!

let tiles: Dictionary<Vector2i, Tile> = dict! {
   Vector2i::new(1, 2) => Tile::GRASS,
   Vector2i::new(1, 3) => Tile::WATER,
};

Non-null engine APIs:

// Instead of...
let t: Gd<Tween> = node.create_tween().unwrap();
// ...now:
let t: Gd<Tween> = node.create_tween();

Direct == &str comparison, saving allocation:

let s = StringName::from("hello");
if s == "hello" { ... }

Bitfield Debug impl:

assert_eq!(
    format!("{flags:?}"),
    "PropertyUsageFlags { EDITOR | READ_ONLY }"
);

Optional parameters -- call from GDScript as method(1) or method(1, 2):

#[func]
fn method(
    required: i32,
    #[opt(default = 100)] optional: i32,
) { ... }

Export tool button -- click in Godot's inspector to immediately execute Rust code:

#[export_tool_button(fn = Self::on_clicked, icon = "2DNodes")]
click_me: PhantomVar<Callable>, // not a physical property

We now also have a Games page showcasing projects that users made with godot-rust! And I'm still behind on adding new entries there :)

Huge thanks to the community for making this possible! Countless bug reports, PRs, and feedback based on real-world projects have helped godot-rust immensely to reach this point.

If you like the project, consider giving us a star on GitHub. As it's maintained entirely in free time without any financial backing, small GitHub Sponsor contributions are also very appreciated (Yarwin or TitanNano or Bromeon). Thanks to everyone supporting the project -- We are excited to see what will be built on v0.5!

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cross-posted from: https://vger.social/post/35803407

Recently I created a Godot proposal to change VoxelGI nodes so they can use a sub-thread to bake their VoxelGIData. This allows baking more than one VoxelGI node at once, but also to observe the bake progress and show it in, e.g. a progress bar.

https://github.com/godotengine/godot-proposals/issues/14243

I also created a proposal to expose the bake progress via signals, since it is currently not visible to non-engine code.

https://github.com/godotengine/godot-proposals/issues/14242


I have already completed the implementation:

Expose VoxelGI bake progress via signals #116600

Allow baking VoxelGI nodes off the main-thread #116833


If you are interested in these changes, please give a thumbs-up to both the proposals and the pull requests. The maintainers already let me know that they will most likely only merge if other people express interest in this.

Please also share it with others that you think might be interested in these changes.

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cross-posted from: https://lemmy.ml/post/42248941

With the stability gained over the past five releases, the engine has matured enough to enter a new development phase. Godot 4.6 kicks off a period of polish, quality-of-life improvements, tighter integration of industry-standards, and doubled-down effort on performance optimization.

The result: a release that puts you and your workflow first. The new editor theme lets your projects take center stage, while dozens of improvements across the board reduce friction and speed up everyday development. Every aspect, from loading assets to editing, debugging, exporting, and testing, has received some love to keep you focused on creating and minimize the time you spend wrestling with UI, or fiddling with external tools and plugins.

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This update brings in some new NPCs at higher levels — ahem, a bit more robust than the usual crowd. Alongside that, you’ll find the balance of the game changed. This comes from some behind the scenes resource settings files designed to help balance progression as you climb. The balancing system is in place, but fair warning: once you’re past level 15, momentum is key. Stop moving, and you’ll meet a pretty swift demise.

On the audio front, this marks the second update featuring sound. Some of the assets come courtesy of Soniss (linked in-game). They’ve generously offered gigs of high‑quality audio for free, no strings attached…. a rare gift these days.

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We have a few updates here, some of them include;

Drop system expanded to drop more items and a way to add later.

powerups added so that the base weapons can be equipped, and upgrading them happens during gameplay.

Hud graphics updated with some visuals that show stats like life / shields. (right side progress bar not started yet) We are planning a resource-based game play to expand.

New NPC characters (some gleaned from (Irmandito's Space ship sprites)

YouTube https://youtu.be/qVHKqPT43xA

Itch https://killgorack.itch.io/galactic-drift

Homepage https://www.killgorack.com/PX4/index.php?ap=gd&cn=hme

Public GIT https://github.com/KillGorack/Galactic-Drift

Screenshot of the drop system getting beaten up.

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New game a few weeks in.. a fast-paced top-down space scroller. Playing with it in my free time.

GD on itch

GD on killgorack.com

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cross-posted from: https://vger.social/post/29542502

Godot Fest in Munich just ended, and it was a blast. There were numerous great talks, and you can already see most of them on the media site of the Chaos Computer Club, as they were providing the recording infrastructure and team.

https://media.ccc.de/c/godotfest2025

I met plenty of interesting people there who were eager to talk about a wide range of topics.

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