I want to make an FPS controller that feels realistic, like when you move you really feel that your character has mass. In Unity I would’ve done that with RigidBody, but how do I do that in Godot 4.3.1 with CharacterBody3D? I know that RigidBody3D is not suitable for character controllers. May anyone show me the direction in...
I had this issue back in Godot 3.5 and hoped that it’d be gone, but Panels and some other Control Nodes still resize magically when executing another scene. This is such weird behaviour, that I have no idea where it might come from. Has anyone ever seen such a thing happen before? Here is a video of the bug in acton:...
I have had this happen with two scenes by now. These scenes consist of a large tilemap with multiple layers, a player and thats it. The scenes inherit from a LevelBase class I wrote, but that is so simple. that it can’t be the problem. LevelBase just has a open_pause_menu() function and nothing else. Does anyone know why this...
So I’ve been working on this concept for a bit. The goal here is to make my game’s terrain and roads in-engine, so that geometry, object spawns, traffic paths, and such are generated automatically. I’m posting this both because I wanted to share this, and to get opinions and advice....
Wildmagic Wizardry is a Spell Mixing, Dice Rolling, Strategy roguelike where you Mix the elements from your magical dice to create powerful spells and fight your way through groups of enemies....
Runs at around 300 FPS on my RTX 3060, WITH realtime global illumination enabled (sdfgi). Sadly still not fast enough for the scene to be playable in VR on my hardware - at least not at native resolution....
As an experiment, I’m trying to create a Viewport of a 3D scene, to be rendered on a ViewportTexture, which will be displayed in a 2D scene. (Specifically, it’ll be displayed as a scene tile that’s part of a TileSet.)...
github.com/BenjaTK/Criss-Cross. A simple addon that adds 2 nodes: Grid2D and Grid3D, which contain cells and its values, and can be infinite or based on regions.
I am happy to announce that Rider supports more autocompletion types for Godot. We have implemented NodePath and input action completion in the godot-support Plugin....