Godot

https://vm.tiktok.com/ZGddCbbBb/

My new project based around trains. What do you think about it? [Streamable.com alternative link](https://streamable.com/ongwpc)

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nishchalb.github.io

Here's a tutorial I wrote on using components to help keep your code organized.

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fennecs.tech

*(this is my first post on lemmy, I hope this works like I expect it does. critique and advice are very welcome and appreciated)* ![a cartoon fennec swinging a giant brush, painting a rainbow](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Fprogramming.dev%2Fpictrs%2Fimage%2Ff4a437a6-1415-4c37-811b-16b35b6e35d1.png) # [**fenn**ecs 🔗](https://fennecs.tech) Hello, I'm tiger (aka jupiter), and since earlier this year I've been working on a free, libre, and open source Entity-Component System in pure C# that aims to minimize boilerplate and dependencies, works without code generators, and give decent flexibility and performance. ## Who is it for? ECS are an architecture to apply game or other logic to large numbers (ballpark: tens and hundreds of thousands) of objects or actors in an interactive game or simulation, and ECS libraries usually enable expressive composition that go beyond the the intrinsic optimizations of keeping data close together in memory. fennecs is lightweight and works well with Godot 4.x, The NuGet package is going into its 0.6.0 release soon (about 20 releases so far - [see the roadmap](https://www.fennecs.tech/misc/Roadmap.html)) fennecs is made to operate in just about any sufficiently advanced .NET environment (.NET 8 or later), sadly this precludes using it with Unity for about another two years - but it was created after I spent around five years working with DOTS and coming to the conclusion that it is just too heavy on boilerplate for small teams or solo developers. There are two simple demos for Godot, a demo for the Stride engine, and when I or one of the other contributors get around to it, demos for raylib_cs, Flax, MonoGame, and others are coming, as well as more demos for Godot. Possibly ShapeEngine and especially Murder Engine are first in line, though. ## What would I like? Easy - I'd love to hear your thoughts or questions about it if you find the time. It means the world to me to hear other viewpoints or discuss features and contributions with the wider public. ## Performance? Funny you should ask. Everywhere I post, somehow with ECS this appears to be the first question. Even though top performance isn't the focus (minimum boilerplate is!), thanks to its compact memory layout, fennecs is doing quite all right in Doraku's synthetic C# ECS benchmarks; of which you can find an [excerpt on fennecs's github](https://github.com/outfox/fennecs?tab=readme-ov-file#-nimble-fennecs-benchmarks). Performance hardliners can rest assured that another optimization pass comes with the 0.7.x release cycle, after the SIMD interfaces are made available. ## Unique traits fennecs is relational, allowing grouping entities by data-backed relations with other entities (`bob owes alice`) that are automatically cleaned on entity despawn; by link objects (`in physics world P`); and soon by arbitrary typed secondary keys (version 0.6.x). Its `Stream Views` allow code to access the contiguous storage components are stored in in various ways (including just the raw memory to submit to GPUs or game engines), Batch operations can modify whole groups of entities or components at once, in a fast and intuitive way. ![a cartoon fennec splashing purple paint onto the screen with the word "BLIT" written into it](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Fprogramming.dev%2Fpictrs%2Fimage%2Fc48eafa1-1a3e-402c-8cfa-6d09a3f32e12.png) The SIMD operators currently in development are likely to keep fennecs at the forefront for a wide variety of typical tasks, such as integrating positions and accelerations, matrix transforms, increments, etc. SIMD ops internally use AVX2, SSE2, and AdvSIMD intrinsics to vectorize their operations where possible, and more complex operations can be composed by sequential ops. This field is where fennecs' "low boilerplate" design goal doesn't clash with actual high performance and systems programming, and it is great for the optimization stages in game development. Each release has close to 100% unit test coverage, and because it's pure C#, debugging, inspection and refactoring tools work very well with it. One last, hidden advantage of being pure C# is that fennecs keeps its data in the .NET domain. Potential performance drawbacks of this are compensated very well by having to marshal function calls and component data back and forth much less frequently than many native-code ECS with C# bindings would.

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https://www.youtube.com/watch?v=Atu_Keasbjk

Hi everyone! In this video, I would like to show how we can create a shader that works like a fish-eye camera or deforms part of the image using a magnifying glass. The shader will be fully configurable, so we'll be able to adjust the magnifying glass's radius, the level of distortion, or crop the edge to simulate looking through a peephole in a door.

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https://files.catbox.moe/klzcdc.mp4

::: spoiler Video description User selects code and presses a shortcut (Shift+Alt+E) and window pops up with the selected code on the left, and empty code box on the right and another text box on the bottom. The user types "Please separate the code into more managable chunks" and magically, chunked code appears on the right bit by it. The user presses on a button "Accept Changes", the window closes and the chuked code replaces the originally written code in the script editor. ::: Easily clean up your code with GoPilot. GoPilot available some time soon on the AssetLibrary! This is kinda a crosspost to [Mastodon](https://mastodon.catgirl.cloud/deck/@smorty/113296243505616762) EDIT: Updated the video description EDIT 2: Added info to crosspost

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store.steampowered.com

After working on it for two years, I've finally released **Minimal Slide** on [Steam](https://store.steampowered.com/app/3163570/Minimal_Slide/). When I started making it, Godot 4 was almost out, but I wanted to made the game with Godot 3 not only because I already had a bit of experience with it, but also to celebrate what I thought was already a very cool engine. If you're interested, I've made a [thread](https://bsky.app/profile/pexmake.bsky.social/post/3l66hady3l625) on my BlueSky account to show the numbers a game with little to none advertisement can pull (spoiler: I'm far from earning enough the recoup the Steam Direct fee). Anyway, thanks for reading. Let me know any thought you have about the game!

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https://www.youtube.com/watch?v=bu0Rie7cHXI

Hi everyone! Welcome to the second part of the tutorial, where we create a space sky shader in Godot 4. In the previous video, we made a skybox with a generated sun that illuminates half of the surface of a rotating red planet. This time, we'll continue by adding clouds above the planet's surface, and finally, a moon that will orbit it and cast a shadow.

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www.w4games.com

There's been surprisingly little fanfare for this but I guess most of the Godot community are hobbyists anyways. Prices: https://www.w4games.com/w4consoles

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https://www.youtube.com/watch?v=tbpXDWVzVqQ

Hi everyone! What you're seeing in the background now isn't a typical shader, for which I usually create tutorials here. This time, I took a little detour, and I'm presenting the first sky shader in Godot Engine on this channel. Since it's a pretty handy effect that we might use in our next game, I'll show you how such a sky shader works.

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It all started with the [unofficial godot discord admin](https://lemmy.dbzer0.com/post/28755832) dealing with some chuds and people turning their ire towards the Godot Foundation staff instead. Since Godot has stubbornly remained on the Xitter nazi bar as a valid space for PR and social media interaction and dared to promote the [Wokot hashtag](https://x.com/godotengine/status/1839656658932306395) and reiterate their progessiveness, the reactionaries infesting that space are now piling on their socials and harassing [everyone they can get their eyes on](https://x.com/hashtag/Godot). Examples * https://x.com/LifeArtStudios/status/1840230152254509067 * https://x.com/Grummz/status/1840162056928145740 * https://x.com/madewithgodot/status/1841118786964840618 Anyway, solidarity with the targets of harassment. I hope they finally realize that Xitter is a lost cause. Update: Godot is being review-bombed ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.dbzer0.com%2Fpictrs%2Fimage%2F7bef8699-c4ae-4e91-add7-9dcc3641828a.webp) Fortunately the reactionary backlash seems to be having the opposite effect ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.dbzer0.com%2Fpictrs%2Fimage%2Ff77934b3-5be5-4543-a19a-c50483477db8.webp)

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## Foundation's Reply ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Fprogramming.dev%2Fpictrs%2Fimage%2F9da75be3-f44b-442f-b156-9e75b7bdc7fc.jpeg) On Friday, we made a tweet that unexpectedly led to a wave of harassment directed at our staff and community. We unequivocally condemn this abuse. The volume of negative engagement overwhelmed our moderation efforts. While attempting to protect the Godot community we mistakenly blocked individuals who were not participating in the harassment. The Godot Foundation Board takes full responsibility for these moderation actions. If you believe you were blocked in error and have not violated our Code of Conduct, please contact us with the form linked below. We are committed to swiftly rectifying any mistakes. We firmly stand by our mission to keep our community spaces free from hate, discrimination, and other toxic behaviors. - The Godot Foundation Board ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Fprogramming.dev%2Fpictrs%2Fimage%2F1dad4bac-6bad-4c11-8a6d-2af9a1e4b09e.jpeg) **On community moderator Xananax** We strongly condemn the harmful language used by Xananax, moderator of an unofficial Godot-related Discord server. We want to clarify that Xananax is not hired by nor a spokesperson for the Godot Foundation. As an organization, we have our own official Discord server, moderated together with new volunteers vetted by our team. ## Context - Link to the tweet that was the nexus for this event - https://xcancel.com/godotengine/status/1839656658932306395 - What the tweet above was referencing: - ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Fprogramming.dev%2Fpictrs%2Fimage%2F1010aed2-16a0-47e6-ac80-e305e7581778.png)

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https://x.com/RealTankTheta/status/1840548281853882602

Gets caught being racist in the past People in turn thought it was the official discord server and that Xananax an official member, and started harassing the actual Godot staff. They are forced to ban people who appear to be harassing them for no reason. Today [they posted a statement to clarify](https://x.com/godotfoundation/status/1840721449364988300) Update: [Statement from Xananax](https://x.com/xananax/status/1840721610321297615) Looks like this is actually a reactionary response to them stopping hate speech in their server.

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https://www.youtube.com/watch?v=W5Pbk_12gh0

Hi everybody! This time, I would create another 2D post-processing filter that could be useful if, for example, we want to display a newspaper article with a color image in our game, which should look like it was printed on an inkjet printer. In other words, we'll convert the image into a four-color raster in CMYK coding.

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https://files.catbox.moe/kihrn7.mp4

::: spoiler video description The video shows the Godot code editor with some unfinished code. After the user presses a button offscreen, the code magically completes itself, seemingly due to an AI filling in the blanks. The examples provided include a print_hello_world function and a vector_length function. The user is able to accept and decline the generated code by pressing either tab or backspace ::: This is an addon I am working on. It can help you write some code and stuff. It works by hooking into your local LLMs on [ollama](https://ollama.com), which is a FOSS way to run large language models locally. Here's a chat interface which is also part of the package ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Ffiles.catbox.moe%2Fzy0c31.mp4) ::: spoiler video description The video shows a chat interface in which the user can talk to a large language model. The model can read the users code an answer questions about it. ::: Do you have any suggestions for what I can improve? (Besides removing the blue particles around the user text field) **Important**: This plugin is WIP and not released yet!

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github.com

cross-posted from: https://piefed.jeena.net/post/51348

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https://www.youtube.com/watch?v=ut8rm1XRmo4

Hello everyone! This time, let's try something really simple. I didn't have time for anything more complicated because we're right in the middle of releasing our game, which is quite a time-consuming activity. But who knows, even a simple effect can end up being useful. Let's take a look at how we can implement such a digital burn.

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https://www.youtube.com/watch?v=GMSKFZ-T6iU

Hello everyone! We already have one rain shader, so why not add another one? This time it will be based on a slightly more complex algorithm, but it will allow for much more customization and won't suffer from visual artifacts. Let's get to it.

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Wow the new compositor effects feature for [@godot](https://programming.dev/c/godot) 4.3 seems both very cool and a bit overwhelming :neofox:

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Hello. Gamified Language Learning Tool in Godot 4.x ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.world%2Fpictrs%2Fimage%2F38b9fcfa-7263-4999-870b-15d5f3f9824c.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.world%2Fpictrs%2Fimage%2F7804a9c4-5283-4696-ac3c-a270429a736e.png) ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.world%2Fpictrs%2Fimage%2F55ca7130-6365-47f8-950b-fb979c84640f.png) I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work. Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with Fruity Game. Basically, this is an open source Duolingo styled language learning app. You can create courses/lessons for any language you want. This includes constructed or unofficially recognized languages. The metadata repository comes from just the very basic idea of F-Droid. Here are some examples of metadata: `"course": {"Form basic sentences": {"lessons": [{"challenges": [...]}]}, "Order in a cafe": {...}, "Speak about family": {...}` `{"comment": "", "challenges": [{"type": "choice", "inquiry": "¿Tú bebes agua?", "options": [...], "correct": [...]}]]}` The README goes more in depth on how everything is structured. Forgive me for lack of comments within the code. I wanted to get a quick prototype out to show a friend. I will make everything more readable soon enough. The name probably makes no sense, but I could not find anything else. NOTE: The app currently tries to detect your system language to only download courses from that, but there is only "en_US" available. Web and Desktop versions are planned! As a conlang enjoyer: - not a fan of Anki - polyglot is java - [conlang workshop](https://codeberg.org/MarshReaper/ConlangWorkshop) is in development CODE REPOSITORY: https://codeberg.org/MarshReaper/Labrung METADATA REPOSITORY: https://codeberg.org/MarshReaper/Labrung_CourseMetadata

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There's a wiki or something to learn Godot with a maintained textual resource? Also there are common practice/scripts and tips to learn somewhere?

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https://www.youtube.com/watch?v=kJ7A7TotlLw

Hi everyone! As I promised at the end of the video on advanced post-processing, I'm returning to this technology once again, and this time we'll use it for an alternative method to detect edges in our 3D scene. The result will be an effect that resembles a pencil drawing on paper, which can be a very interesting enhancement for your game. Let's take a look at how something like this works.

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pixel-raven.itch.io

Hello! I just released my first solo game on Itch called "Babel's Echoes"! Typically I work with my team, but for this project I went (mostly) alone which was quite daunting to me. I have been working on this game in my spare time for nearly a year now and am so happy to finally put it out there. It is a 2D puzzle game where the goal is to make it to the end of the level while stepping on each tile ONLY ONCE. I came to Godot from Unity and honestly it is a breath of fresh air. This project was one of the main ways I learned this tool and there are so many things I know I did wrong while I was learning. But that is where all the fun came from! This was also my first project to seriously try localization and do language support. So this game has in game options for English, Spanish, French, German, Esperanto, Hindi, Japanese, and Ukrainian! Granted I don't speak any of these (other than English) so just hoping I got them right enough with online translators haha. If you want to try it: [Find it here on Itch.io](http://pixel-raven.itch.io/babels-echoes)

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https://www.youtube.com/watch?v=fu9QTUKvPys

Hi everybody! A few months ago, I created a tutorial for generating a simple two-dimensional grid, and recently I thought it would definitely be useful if we could do the same as a projection into the third dimension. The algorithm for the grid itself will remain the same, but we will add elements like a 3D camera, projected UVs, and so on. Let's take a look at how such a shader works.

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Two years ago, I learned Godot 3 to make my first game. After releasing it on [Itch.io](https://pmkexpert.itch.io/minimal-slide) last year, I decided to update it and release it to [Steam](https://store.steampowered.com/app/3163570/Minimal_Slide/)! Minimal Slide is a collection of over 100 handmade sliding puzzles with customization options that can be unlocked with coins earned by just playing the game. If you want to see my progress on the games I'm working on, you can check my [Bluesky](https://bsky.app/profile/pexmake.bsky.social) and [Mastodon](https://mastodon.gamedev.place/@pexmake) accounts!

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