r/godot

▲ 633 r/godot

I moved my compass out of the HUD and into the ocean shader. Here's the breakdown.

Early development footage from the sailing game I'm making solo in Godot 4. My first compass sat in the corner of the screen, and every time I checked it, I stopped looking at the sea. Which is a problem in a game called Seagazer... So i moved it onto the water!

Before: I had a placeholder dial. Nothing fancy. Just a white CylinderMesh with four Label3D letters, filmed by an orthographic camera into a 600 × 400 SubViewport in the corner. Dots on top showed each find/ Points of interest: their angle was its bearing, and their distance from the center was how far off it was.

After: no new mesh. The dial still does the tracking, with its SubViewport set to UPDATE_DISABLED. Each frame a HUD script takes the nearest four signals and publishes them as uniforms on the ocean material, and an include in the ocean's fragment shader draws the ring and the pulses.

The ring is a standing ripple. Its crest tilts the water's normal, so it catches the sky like the rest of the sea, with a thin painted line on top. North is fixed to the world, so in a turn the boat swings inside it.

Pulses (like sonar) leave the hull every 4 s at the edge of range and every 1.8 s close in, gold on the side facing the find. They're centered on the hull and travel with it, because a ripple left in the water would fall behind at full sail.

And last the tricky one. Where the stern wake crosses the ring, the script asks the wake trail where its ribbon crosses, and the shader sweeps the ring's ends aside along its edge. With the ring down and no pulse in flight, the shader returns at once.

Feedback on the ring is very welcome!

u/HeedlessNomad — 4 days ago
▲ 1.1k r/godot

A friend told me a year ago Godot couldn't handle 3D well... Here we are now

My game tells a story of a fantasy world, where magic and fantastic creatures are abundant.

If you like what you see, please wishlist Palimpsest on Steam!

u/SmallIndieDev — 5 days ago
▲ 362 r/godot

Alright, here me out

Why don't all games do this? it would make loading so much faster!

u/Due_Nobody3143 — 4 days ago
▲ 109 r/godot+1 crossposts

Feeling a little Biathloney rn

All the Skate in Call of Duty decomp stuff that is popular right now feels a little Biathloney to me. What do you guys think?

u/jcr9001 — 4 days ago
▲ 40 r/godot

Made super trippy compositor shader.

game name Horns of Deliverance :)

u/schemesmith — 4 days ago
▲ 39 r/godot

Customising the whole engined system level last 12 months, just implement base physics today

u/Simu-Simu — 4 days ago
▲ 1.6k r/godot

Monster detector inspired by ferromagnetic fluids for my Godot game Psych Rift

I wanted my monster detector device, the Rift Field Meter, to have a more unique way of displaying the information. Among others, I considered mercury droplets and cymatic patterns for the display, but I thought ferromagnetic fluids worked best here.

Even so, this went through multiple iterations. At first I made a more classic black ferromagnetic fluid, but it turned out to be too dark and difficult to read to the player. I then added glow/emission to the peaks of the fluid, which definitely made it look cool and easy to read, but it seems to sci-fi for the base game theme (1960s military research lab, fitting since ferrofluids were invented at NASA in 1963).

A sand-like surface ended up as the final version, since it also interacts nicely with the light from the side Flux Cells so that it can be read even in total darkness.

The "display" is based on a sub viewport which renders a displacement map, which is then applied to the screen mesh. An Area3D on a specific layer is used to find only objects that can be detected. Besides the peaks of the detected entities, there is also an animated noise layer to make it look like it also picks up interference, and the player can look sideways to pinpoint only the real signal.

You can find more videos on YouTube, wishlist the game on Steam, or join Discord for a chat.

u/AblazeInt — 13 days ago
▲ 255 r/godot+3 crossposts

LUMENFALL, a voxel world on an engine I wrote from scratch in C++/OpenGL, built with AI as my coding partner

Full honesty up front, since that's the interesting part for this sub: I didn't write most of this. Claude (Opus) and Fable did basically all of the actual coding. My job was to point at things — "the shadows flicker here," "this looks wrong," "do X next," "not good enough, redo it" — playtest, and make the calls. Director and QA more than programmer.

What they built is a voxel engine from scratch. No Unity, no Unreal, no libraries — just C++ and raw OpenGL. What it does:

• Generates a big procedural world in code — terrain, biomes, caves, castles, villages, creatures. No asset files at all, which is why the whole game is ~1 MB. It's code, not generated art — every pixel is drawn by shaders the models wrote.

• Renders it with a modern graphics stack built piece by piece: raymarched volumetric clouds you can fly through, cascaded shadow maps with soft contact-hardening (PCSS) shadows, screen-space water reflection + refraction, temporal AA, SSAO, god rays, and a dynamic day/night cycle with a volumetric sky.

• Streams chunks with level-of-detail to draw ~450 chunks to the horizon while keeping the whole world in memory. Multithreaded generation + meshing; runs smooth on an RX 7900 XT.

The part that still surprises me is how much of the genuinely hard stuff — the renderer architecture, the shader math, GPU-driver bugs that took days to corner — the models handled once I could describe the symptom clearly. Knowing what "good" looks like and where it's broken turned out to be most of my value.

You can actually play it https://github.com/vengeful180-dot/LumenFall/releases/tag/v0.22 . Happy to talk about the workflow, how the models handled engine-level code, or where they struggled — ask me anything.

Two things people always ask:

• It's tiny (a couple MB) — that's not a stub. The whole game is a custom C++/OpenGL engine with zero external libraries, and every texture, biome, creature and world is generated procedurally in code. There are no asset files to ship, so it all fits in one small .exe.

• It's a single self-contained .exe — no installer, no dependencies, no telemetry. Scan it if you like. Windows may throw a SmartScreen warning since it isn't code-signed (normal for small indie builds) — just click More info → Run anyway.

Youtube high quality video here: https://www.youtube.com/watch?v=IMrI2OrWypI

u/LostRequirement4828 — 12 days ago
▲ 993 r/godot

"Overgrowth" taking over building in my Godot game, updated based on your feedback

Hey everyone,

Two days ago, I posted the animation for "Overgrowth" taking over buildings, which is one of the mechanics in the game I'm working on (Coup de Grass), and got a lot of useful feedback.

You suggested that the previous version was too orderly/artificial. So the vines now climb in various directions, with different speed, and produce extra offshoots that web around the building. I was aiming for a much more messy look.

It's still not perfect, but I'm way happier with this version, it looks much more organic. I could still fine-tune it for a long time, but I probably need to move on because I spent too much time on this thing already and I need to apply the new version to other buildings too :)

u/stonekeep — 13 days ago
▲ 102 r/godot+1 crossposts

Painterly SDF Renderer inspired by Dreams PS4

Working on an SDF renderer for Godot using raymarching with a mix between hard surfaces and a soft, painterly look, heavily inspired by Dreams.

More updates will probably follow

u/Blurwerk — 10 days ago
▲ 363 r/godot

Overlapping dimensions

I finally decided to have a little fun with stencil buffers. I didn't just want to create a nice visual effect; I really wanted to have two overlapping dimensions. I think the effect turned out pretty well. Let me know what you think 😄

And if you want to give it a try, you can do so right from your browser: https://robinsonsdg.itch.io/one-house-two-dimensions

u/Irex_713 — 13 days ago
▲ 480 r/godot

Is this what winning feels like??

Started dabbling in godot a year ago, 3d modeling 6 months ago and selling on itch 3 months ago.

Today i bought GTA 6 with my itch.io earnings!

u/046-Games — 13 days ago
▲ 21 r/godot

Is copying code plagiarism?

I'm very new to game development and am still learning about creating code. If I see code on a YouTube video, is it OK for me to use that same code in my game? I'm not trying to copy an entire game. I'm just trying to figure out how to make things work in my game. My husband is a college music professor so plagiarism is a thing in our house and I want to make sure I'm not doing something wrong.

reddit.com
u/PinkChairGaming — 13 days ago
▲ 256 r/godot

At 42, with no game dev background, I'm building my dream gothic horror game in Godot: Valach 1893.

In the freezing nights of the Carpathians, a kerosene lantern is the only thing standing between Arthur and the dark.

This is Valach 1893, a gothic horror game drawn like an old engraving. You explore a snowbound graveyard where the villagers will not go after dusk.

A bit about me: I'm 42, and making a game has been a lifelong dream. I love classic gothic novels, but I'm not a game programmer, so for years it felt out of reach. I decided not to let it go: I'm building Valach 1893 in Godot with help from AI tools, directing every piece of the vision myself.

These are the very first screenshots. My next milestone is a short cinematic teaser for Halloween week, so you can see this world in motion.

Everything is early and still being refined, so your impressions mean a lot. Follow along if you'd like to see it grow. Any thoughts or feedback are very welcome! 🕯️

u/Valach1893 — 13 days ago
▲ 153 r/godot+1 crossposts

Looking for feedback and playtesting on my Dark Fantasy RPG Husk

Hey Godot community, I post my game here regularly and I just released another prototype, I'm hoping for people to playtest and give feedback on the build, or just tell me what you think about it from the video!

Much love!

You can play the game here

Feedback form is here

Join the discord! https://discord.gg/fD5syruMc

u/wissah_league — 12 days ago
▲ 217 r/godot

PopcornFX's coming to Godot

PopcornFX is a separate VFX solution, and we've been hard at work on a Godot plugin for the past 6 months!

It's available for free right now (for non-commercial use), and we would love to have your feedback on it.

We released a first functional version allowing you to import your PopcornFX 3D effects inside Godot.

There is still a lot to be achieved but we will keep you updated of new releases, the next big milestone will be 2D support.

Docs: https://documentation.popcornfx.com/PopcornFX/v2.25/plugins/godot-plugin/index.html
Editor Download: https://popcornfx.com/download/
Plugin Download: On the AssetLib/AssetStore! Or our Github

u/Official_PopcornFX — 13 days ago
▲ 197 r/godot

Godot height map sucks

Left - custom shader from internet Right - Godot Standart Material 3D

Issues in Godot: the normal map makes the surface too glossy (regardless of metallic or roughness settings), the cutout effect is missing at the edges, and the effect itself is weak.

u/GreatRash — 13 days ago
▲ 64 r/godot+1 crossposts

Procedural Pixel Creatures – pure code creature generator, animation framework, and genetics system

I present a pure code pixel creature generator, animation framework, and genetics workshop in Godot 4.5 (.NET / C#).

Everything is generated procedurally from seeds: body shapes, limbs, faces, markings, rigs, and multi-directional animations (idle, walk, run, hit reactions). There are no pre-rendered sprite assets involved. Anatomy, color, pattern, and motion use separate seed streams to keep generations fully deterministic.

It features 9 creature families (quadrupeds, humanoids with equipment, dragons, arthropods, aquatics, etc.) and a full genetics mode where you can edit individual genes, lock specific traits, tweak mutation rates, or breed parents. You can also view up to 100 creatures roaming a terrain with slopes and ponds, or export everything to transparent PNGs, JSON presets, and animated sprite sheets with metadata.

The C# core is engine-independent, so the generation logic can be extracted outside Godot.

GitHub Repo:https://github.com/idlerunner00/procedural-pixel-creatures

u/Novaleaf — 12 days ago
▲ 45 r/godot+1 crossposts

C# autocomplete plugin for Godot - alpha coming soon

A quick preview of my Godot C# plugin that I've been working on for the past few months. It currently supports C# autocomplete and formatting, with plans to add Go to Definition and refactoring tools later. Alpha coming soon.

u/Sufficient-While8344 — 11 days ago