Godot is an up-and-coming game engine for 2d and 3d games.
See also: Godot workspace file
It is a competitor to Unity and Unreal Engine, both of which require some portion of your games proceeds. Godot does not ask for any money from your game's success, and is completely open source with the permissive MIT license. It also downloads, starts, and restarts in seconds (vs minutes for those other engines).
It publishes to the Web, mobile, and console platforms.
I've been hacking in Godot in my free time for a year or so, and have a few repos around if you want to get a look at what Godot games are like.
Copying the classics, with challenges like mario-in-a-week
mario in a week?
Chess-em-up, continued?
The godot scene is the target asset. Just add pixel art to the projects and learn the re-import flow. love reload the animating robot
create the character select scene
the character 'help' scenes
show us their own character acre
- their items
- their weapons
- their families
similar to the way vimium shows weblinks, or ace-window shows window keybds.
could even go all the way to emacs hydra or which-key.
https://github.com/Bozar/GodotRoguelikeTutorial
https://github.com/glumpyfish/godot_redux
https://github.com/samuelbigos/godot_2d_global_illumination
https://github.com/imjp94/gd-YAFSM
https://github.com/kubecz3k/FiniteStateMachine
https://github.com/willnationsdev/godot-journey
https://github.com/vnen/godot-rpg2d
https://github.com/noidexe/top-down-action-rpg-template
https://github.com/KOBUGE-Incubator/bob-adventures
https://github.com/loudsmilestudios/TetraForce
https://github.com/Bauxitedev/meteorite
https://github.com/notapixelstudio/superstarfighter
https://github.com/redhoot-dev/Godot-Open-World-Demo
for when we need devops or better local support
Godot is an open-source game engine.
This workspace file is for inspiration or note taking while working with godot. Overtime i'm sure the games will actually develop their own workspaces, so this will be a place for general godot learning, resource collection, prototyping, and toying with misc plugins, etc.
Tiled integration: https://github.com/vnen/godot-tiled-importer
common extensions:
Destructible Sprites: https://github.com/hiulit/Godot-3-2D-Destructible-Objects
Godot and elixir/phoenix channels: https://github.com/alfredbaudisch/GodotPhoenixChannels
over-the-top typing experience: https://github.com/jotson/ridiculous_coding
Universal sky: https://github.com/7leodev/UniversalSky
tree generator: https://github.com/Zylann/godot_tree_generator_plugin
2D water effects: https://github.com/laverneth/water
Shaders! https://godotshaders.com/
toon shader: https://godotshaders.com/shader/complete-toon-shader/
heh, trello! https://github.com/alfredbaudisch/Godello
tanks of freedom: https://github.com/w84death/Tanks-of-Freedom
super tux party (mario party? bumper balls?): https://gitlab.com/SuperTuxParty/SuperTuxParty
meteorite (low-res metroid/doom fps): https://github.com/Bauxitedev/meteorite
bunch of mini games (wario-ware ish?): https://codeberg.org/Yeldham/librerama
bomberman clone: https://github.com/akien-mga/dynadungeons
https://github.com/nezvers/Godot_goodies
some example projects
error logs? scenes/debugger output the output buffers? assets as sprites?
displaying keybindings for godot? just the godot hydra?
calling js from a built godot game
something 2d and battle-royale style a place to play with smash-clone characters and to experiment with control styles combos fighting mechanics more prototyping and sandboxing!
now, to get a few tool script wrappers so i can ensure the code reruns when i
save from emacs
but in the mean time, this looks interesting
https://godotengine.org/qa/45094/there-arguments-running-from-with-headless-server-version
there's a Scene dropdown command - Reload Saved Scene
this can be given a keybinding (within godot)
so now instead of close/reopen, it's alt-r (when focused on godot)
so, edit file, switch clients, alt-r to get a tool to reload
https://github.com/godotengine/godot-demo-projects/tree/3.2/3d/kinematic_character
would be a great learning experience
# print("camera global transform", camera.global_transform.basis.z)
# print("camera transform basis z", camera.get_transform().basis.z)
# print("camera looking vector", camera.global_transform.looking_at(self.translation, Vector3.UP).origin)
# print("camera looking at basisz", camera.global_transform.looking_at(camera.get_transform().basis.z, Vector3.UP).origin)
# move_direction *= camera.global_transform.looking_at(self.translation, Vector3.UP).origin
# move_direction *= camera.global_transform.looking_at(camera.get_transform().basis.z, Vector3.UP).origin
was hoping to multiply some vector by my existing movement vector
but finally found this
if Input.is_action_pressed("ui_right"):
move_direction += camera.global_transform.basis.x
if Input.is_action_pressed("ui_left"):
move_direction -= camera.global_transform.basis.x
if Input.is_action_pressed("ui_up"):#forwards
move_direction -= camera.global_transform.basis.z
if Input.is_action_pressed("ui_down"):#backwards
move_direction += camera.global_transform.basis.z
https://github.com/godotengine/godot-demo-projects/blob/2.1/3d/kinematic_char/cubio.gd
thanks to:
https://godotengine.org/qa/19481/3d-movements-relative-to-camera
looks like this was how to do it with my approach:
https://github.com/godotengine/godot-demo-projects/blob/3.2/3d/kinematic_character/player/cubio.gd
var dir = Vector3()
dir.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
dir.z = Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
# Get the camera's transform basis, but remove the X rotation such
# that the Y axis is up and Z is horizontal.
var cam_basis = camera.global_transform.basis
var basis = cam_basis.rotated(cam_basis.x, -cam_basis.get_euler().x)
dir = basis.xform(dir)
with nice deploys/CI ?!?
also, collect those ui-clones (trello, todo app, etc)
[OBKF/Godot-Trail-System: Advanced trail/ribbon plugin for the Godot Engine](https://github.com/OBKF/Godot-Trail-System)
>
[nonunknown/gdextension-creator](https://github.com/nonunknown/gdextension-creator)
>
[Extensible Color Palette - Godot Shaders](https://godotshaders.com/shader/extensible-color-palette/)
>
[SPEEDLINES - Godot Shaders](https://godotshaders.com/shader/speedlines/)
>
[AndresGamboaA/GDpick: GDpick is a color picker tool built on the Godot Engine, which allows you to easily pick colors from your screen.](https://github.com/AndresGamboaA/GDpick)
>
A short list for now, but folks that are doing excellent work.
See also: sponsoring open source
Hi! My name is Russ!
I make open-source games in Godot, and I build dev tools in Clojure.
Everyone's journey through programming languages is different - we all choose different times to start and stop.
One thing I know for sure - the more languages you use in-anger, the easier learning the next one is. I really didn't know anything about my first language or two until I learned the third or fourth.
More details to leave here, but for now, here's a rough outline of my path:
At the time of writing, my opinions are quite strongly in favor of Clojure for just about everything practical. It does so much in so little code, is extremely flexible and malleable, and is excellent for interactive debugging. Especially with the recent expansion of targets (e.g. Babashka), Clojure can reach everywhere.
I do think my path had something to do with my stability at the end. If folks come into clojure without trying to destructure json in Go, without dealing with python in anger, or without typing yourself into a category theory corner in Haskell, you might need to go chase that first.
I loved Elixir for it's simple and effective standard library and interactivity as well - Clojure just feels like an even better execution of those things.
More to share here! Feel free to ping me if you want to hash any of this out,
I'm game :D
From Mark Brown of Game Maker's Tool Kit
Related to Game AI, a newer take on state-machines / behavior trees.
Allows for more emergent behavior.
GOAP supports dynamic prioritization of goals based on world-state.
Also supports nuanced planning building based on cost-analysis.
Often uses A* to build the 'path' (plan).
Probably short for Godot Script, this is the scripting language godot introduced to support it's game engine.
Pretty raw for now.
Game Dev/Design Education
Godot is an up-and-coming game engine for 2d and 3d games.
See also: Godot workspace file
It is a competitor to Unity and Unreal Engine, both of which require some portion of your games proceeds. Godot does not ask for any money from your game's success, and is completely open source with the permissive MIT license. It also downloads, starts, and restarts in seconds (vs minutes for those other engines).
It publishes to the Web, mobile, and console platforms.
I've been hacking in Godot in my free time for a year or so, and have a few repos around if you want to get a look at what Godot games are like.
Game AI can be modeled with behavior trees.
We want a very expressive behavior tree lib, so we can be expressive in our AI design.
Ideally Behavior Trees can be visualized and debugged easily.
Enemy AI design, Level Design. It's all coming together.
Somewhat related: Build a Level editor
See also: Goal-Oriented Action Planning (GOAP)
Starting early today (12:01am)
working through clawe.org, pulling in some content, writing some new ideas
garden tending
YouTube channels for creators producing godot content.
A monthly, godot -required game jam.
Always 9 days (two weekends).