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submitted 3 years ago* (last edited 3 years ago) by to c/godot@programming.dev
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I was working recently on making a fairly simple model in Blender that used a shader for a particular. The core magic of the shader was the Brick Texture node. I tried experimenting with different solutions personally in Godot to recreate it since the export to the engine from Blender looked awful. Unfortunately, I've hit the limits of my limited shader skills. Does anyone know how they would go about recreating the Blender node in shader lang?

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A quick reminder what I’m all about 😊

Hi I’m Phil Strahl, hobbyist game dev, artist, & video creator. I love the #LudumDare game jam, #GameMaker @yoyogames (I’m also new to #Godot @godot) and making video documentaries of my struggles on YouTube; I also stream on twitch.tv/PixelProphecy.

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I'm just getting into godot 4 for the first time and am looking for content I can read/watch/listen to while not at my computer.

Who do you follow for godot tips, tricks and tutorials? Any youtubers/blogs/podcasts you recommend?

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Terrain3D, Memento Mei, conq.io, Shockbot, Turing Complete, Echoes, They Don’t Sleep, Canvas of Kings, Farm Keeper, Espiocracy

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Cyberway (ggbot.itch.io)
submitted 3 years ago by to c/godot@programming.dev
 
 

Cyberway is an endless driving game made with Godot. It is available for free on Itch.io. Try the game and enjoy the aesthetics!

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A new batch of backported fixes for Godot 4.0 is ready for testing! Even if you aren't able to move to Godot 4.1 just yet, we can't leave you without support and improvements.

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I have two positions, my cameras, and one from an object. I want to be able to move the camera smoothly from on position to the other. Since the positions are always different, animation players don't work(as far as I know).

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godot 4 web export (lemmy.world)
submitted 3 years ago by to c/godot@programming.dev
 
 

Godot 4.0 broke web exports without a webpage having certain headers(over my head content), but sites like itch have those things. I believe the explanation was because of having mulit-threaded support in the engine.

I have held off upgrading from 3.5 because my games I publish on my simple github page and that change on 4.0 would not work on my github page.

There was rumor of providing a single threaded web mode in future releases(4.1 was mentioned), but don't know if this happened. I check release notes every few months but haven't seen if this change has been made.

Are web exports fixed for godot now?

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submitted 3 years ago by [B] to c/godot@programming.dev
 
 

We are ready to share the first batch of improvements coming to Godot 4.2 later this year with the release of the first dev snapshot!

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While the forums are down, I have spawned an instance in a 3D world and would like to execute a function one the instance when I click it with my mouse. How would I do that?

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We are happy to announce that we are going to be hosting the 2023 GodotCon in Munich, Germany.

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I started to work a lot with low res textures and "clever" uv mapping for creating 3d models in my game and was frustrated by manually editing my texture atlas after editing one texture.

So I created this small tool to automatically create the texture atlas from a set of given low res textures. Next step would be to make this callable from command line without the GUI.

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I'm making a game that takes heavy inspiration from Zelda games like Ocarina of Time, Wind Waker, and Twlight princess, i.e. OoT-lineage Zelda as opposed to BotW & TotK and games that stem from Link to the Past. It's not a fan game, of course, but if you like OoT/MM/WW/TP/SS, then you'll (hopefully) like my game.

One central aspect to nail is the camera system these games use. There's some variation, so I've picked one to "clone." I'm basing this camera off of Wind Waker's. It has a default mode where Link runs around the camera with left and right and pushes/pulls the camera with up and down. If you wait long enough, the camera will move to be behind him, and of course there's a Z-targeting mode that will force the camera to move behind him and let him strafe. Finally, there's a free camera mode that works like the camera in a lot of modern third person games.

In terms of movement, there's walking and running, but jumping is relegated to hopping across short gaps in these games, and I've implemented that system as well.

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submitted 3 years ago by [B] to c/godot@programming.dev
 
 

Hot on the heels of its parent release, here's Godot 4.1.1 — the first maintenance release of the 4.1 branch, with more stability and workflow improvements.

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Prop Game, Chelesste, 3D Adventure Minigolf, Astrobrawl, Aether, AXIAL: Prototype, Barkelona, Knights of the Road, Bunker 21 Extended Edition

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