r/godot

▲ 95 r/godot+2 crossposts

Hey everyone! I’m a student developer working solo on my first big project, Axe and Claw. I’ve spent way too much time over the of this rail scene, but it’s finally at a point where I’m proud of it.

You play as a father searching for his son on a mountain that was never meant to be climbed. I would love to hear your feedback on the atmosphere!

You can play the free Demo and add it to your Wishlist here: https://store.steampowered.com/app/4466830/Axe_And_Claw/

Every wishlist helps a solo dev like me reach the 150 goal!

u/Samed_WildtoothSt — 8 hours ago
▲ 112 r/godot

I swear I did this exact same change on nodes at least 1000 times already

Every single control (or control heir) of my UI brings me closer to feel like I'm working on an assembly line. At least I can select several of them all at once from time to time.

Any tip? I would prefer the mouse to be ignored by default on most Controls (except buttons and stuff like scroll containers), maybe there's an approach for that?

EDIT: putting this as solved: do not overuse basic Control Node, as other child types like VBoxContainer default to "pass" mouse filter. Also plugins or tools should be able to do so automatically

u/BaptisteVillain — 10 hours ago
▲ 54 r/godot

In Frost Kin you bind your brother’s soul to temporary bodies to survive… Steam page is finally up!

Last weekend I went to GodotCamp 2026 and I have been told many times I need a steam page. So I finally finished it! Here are some impressions of Frost Kin, a game where you survive by binding your brother's soul to temporary bodies, fully made in Godot 4.3. Thanks to the kind people of Reddit and GodotCamp for all the help and inspiration!

u/FancyWrong — 9 hours ago
▲ 450 r/godot

I built a Native C++ Object Pool for Godot 4 to eliminate GC spikes (15k objects at 60FPS)

Hello everyone!

Like many of you working on object-heavy genres (bullet hells, massive swarms, dense particle logic), I kept hitting a wall with GDScript when handling thousands of concurrent entities. Frequent `instantiate()` and `queue_free()` calls inevitably trigger Godot’s Garbage Collector, causing those annoying micro-stutters that ruin fluid gameplay.

To solve this for my own projects, I went under the hood and wrote ZeroAllocPool, a native C++ GDExtension focused entirely on high-performance object pooling.

Technical Breakdown:

  • Architecture: It utilizes a Static Index Free-List Pool structure handled entirely in native C++.
  • Zero Runtime Allocations: Memory is allocated linearly upfront during initialization. No heap fragmentation during gameplay.
  • True O(1) Complexity: Grabbing an available object index via `obtain()` or returning it via `release()` takes constant time, completely bypassing sequential array lookups.
  • Production Ready: It compiles with clean separation between Debug (with boundary/error checks) and Release (optimized for maximum speed) binaries.

Performance Demo:

I put together a stress test spawning 15,000 active nodes. As you can see in the attached clip, standard high-frequency allocation causes the engine to chug down to ~20 FPS. Switching to the C++ native pool instantly stabilizes the frame rate back to a buttery-smooth, locked 60 FPS.

I’ve officially packaged it as a drop-in addon for Godot 4.6+. If your game is bottlenecked by dynamic memory management, feel free to check it out!

I would love to hear your thoughts on the architecture, or answer any questions about the GDExtension binding process!

Link: [https://elbranda.itch.io/zeroallocpool-native-c-performance-optimization-for-godot-4]

u/ElBranda — 12 hours ago
▲ 175 r/godot+1 crossposts

With Godot, you can replace a 2D decor with a 3D one without even switching scenes.

Here's what it looks like in Nova Impact. The player is completely taken by surprise.

u/yuri000 — 10 hours ago
▲ 72 r/godot

My word game roguelike Lexispell releases on May 29!

Lexispell finally has a release date: May 29!

I'm super excited and I can't wait to get players to try all the things I've fixed, modified and added! Lexispell is a word game roguelike with a physics twist. The letters fall down the cauldron and merge when similar. You buy scrolls to twist the rules and score more but also runes, echantments, potions and wands to help you get the letters you want.

I wanted to make a word game that felt fun and not too nerdy and I think I managed to do something pretty cool!

Thanks for your support in the Godot sub, I posted many times and always got lots of positive feedback from you guys :)

u/MrEliptik — 9 hours ago
▲ 52 r/godot

Help getting a "worm on a string" kind of movement

Im doing some kind of 2D worm/grub character in an aerial view. I want to control the movement moving the head with wasd and I want the different body segments to follow allong, curving it a little.

I join everything with bones, but I never worked using bones and idk if i need other kind of node. Right now I can rotate the bones in the inspector and get the kind of movement I want, but this is only for manual animation, I want it to follow the input movement. Can someone tell me what nodes I should use ir where I can reach for a tutorial or information about it? Thank you so much

EDITED, I solved it with code and no special nodes with a function that goes

func (part_that_follows, followed_part): part_that_follows.position = followed_part.position + (part_that_follows.position - followed_part.position).normalized() * part_distance
part_that_follows.rotation = (part_that_follows.position - followed_part.position).angle() - PI/2

I have to adjusts the parts sprites but it works pretty nice like this, enough for a gamejam game

u/Secret_Selection_473 — 12 hours ago
▲ 2.7k r/godot

when you gamedev and have a budget of $0

u/lonku — 1 day ago
▲ 14 r/godot

We are live momora!

Momora,MOMORA IS ALIFE,ALIFE AND LIVE!

We are live momora,my new game,inspired by FunnyPizzaLand,Harold's walk and Sonic 3D Blast, is on itch.io and Gamejolt.com RIGTH NOW!! go play it!

u/SLIVATheTurtle — 12 hours ago
▲ 88 r/godot+7 crossposts

The Sun is dying and humanity lost hope, but Jupiter's ice moon's surface has melted. (early look)

Early Development!
This underwater game takes place on Europa, Jupiter's 4th biggest moon. It is covered with 40km deep, thick ice layer. Maybe something lives there.

In 2043, the Sun began to die - expanding, heating, and slowly destroying humanity.

As Earth collapses, Europa’s 40-kilometer ice shell finally melts open, exposing a dark ocean humanity was never meant to reach.

You are sent alone beneath the ice with one mission: explore the abyss, collect samples, and send humanity a final hope for survival.

Guided only by your Directive Assistant AI, you descend deeper and deeper into Europa’s ocean.

But something beneath the surface is watching.

Something ancient is trying to reach you.

And the deeper you go, the more impossible it becomes to tell whether your AI is protecting you, or hiding the truth.

If you want to stay connected and follow the development, share feedback or just wanna be part of a nice community join my discord, theres a link in the comments.

u/Putrid_Storage_7101 — 22 hours ago
▲ 14 r/godot+1 crossposts

Added drifting and skid marks in my game

i used an immediate mesh for the skid marks.

u/boiiwithcode — 13 hours ago
▲ 26 r/godot

Real-time condition evaluation using resource

so today I'm just playing around with the idea of a no code / minimal code conditional evaluation resource.

basically you can evaluate conditions between 2 variables from 2 different objects in real time without writing or rewriting code every time. just plug and play as a single resource.

thought something like this could be useful for people who want to make pure data driven games, kinda like the Gambit system in FF12 where behaviors are fully driven by configurable rules instead of hardcoded logic.

still just experimenting with the idea but wanted to share it here.

u/kevinnnyip — 15 hours ago
▲ 263 r/godot

Is mentioning godotengine.org/license enough for licensing?

I've recently seen a post asking about whether they need to keep the boot splash image or not. And though I did know the answer to that question as "no you don't need to", I didn't know about the licensing text. Which is explained here: godotengine.org/license

I say explained, however it is not completely clear for me because: "The Godot Engine developers consider that a link to this page (godotengine.org/license) in your game documentation or credits would be an acceptable way to satisfy the license terms." Doesn't feel very assuring to me because it sounds like someones opinion rather than facts (if that makes sense). But I would like to believe just including this link is enough and ask, did you include anything else?

I've also recently updated my game Radiotext's splash screen and would love to get your opinion on that as well. It is played through a terminal (put a gif for reference and context) so the second "after" is made out of binary numbers, which one would you prefer?

I was unsure about using "discussion", "help me" or "self promo" tag, so if that is wrong apologies in advance and thank you for reading.

▲ 26 r/godot

Making my first game 😭

Left(how it’s started) Right(how it’s going)
It’s supposed to be a 2d roguelike game, so far I’m having a blast coding it and seeing it coming to life, have been working on it for a month, It’s my first time working on a game, any tips would be very welcomed!

The Wizard Sprite made by Mattz Pixel Art and modified a bit by me

u/Icy_Cheesecake_7001 — 17 hours ago