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I'm trying to make a 3d flight controller with a more arcade feel (think Ace Combat or Rogue Squadron). I'm somewhat new to working in 3d in Godot though and I don't really understand what methods I should be using to achieve this.

I want up and down to control pitch and left and right to be something of a hybrid roll/yaw. I'm setting direction to -transform.basis.z and multiplying that by speed, but when I use rotate_x() with the pitch, the plane itself rotates, but I only move flatly across the world plane rather than climbing up or down as I'm attempting to achieve.

What am I missing here?

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Post originally by Majestic_Mission1682 titled

I like how Hyper Light drifer hides its ui automatically. So i did that to my game.

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Shafted (By: sundowns) (files.catbox.moe)
submitted 3 years ago by to c/godot@programming.dev
 
 

Shafted is a free first-person puzzle game made by sundowns using the Godot engine. It contains 7 levels to complete.

Play it here: https://sundowns.itch.io/shafted

YouTube Mirror

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submitted 3 years ago* (last edited 3 years ago) by to c/godot@programming.dev
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Title. I plan on making something using vector graphics, to simulate the old Flash style, stretching to accommodate any screen size and zooming in and out without losing fidelity is something I'd like.

Now, I know that I can import a svg file into a TileMap node, but it'll be rasterized and act just like a png. Searching around YT and google aren't yielding many results about using vector graphics with Godot.

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Godot at Gamescom 2023 (godotengine.org)
submitted 3 years ago* by [M] to c/godot@programming.dev
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(For TL:DR just read the docs)

So you might know Godot has the ability to import blender files directly. (If not, well now you know!) This is nice, but I was trying to make some large levels and I found the workflow less than ideal. The import dialogue is a bit clunky, so it's hard to specify what objects have collision if there's a lot of objects.

Import hints help a lot. Basically, in blender, for each object you want to have collision, you can append -col or -convcol to the end of the object name and Godot will add it automatically!

You can use -colonly or -convcolonly to make the geometry only import as collision. This isn't even limited to geometry - you can add it to empty objects and it will create primitive collision shapes.

-noimp can also be used to simply skip importing an object. I actually found a really cool workflow tip with this: Lets say you have a large level file, and maybe you want to split it up into multiple .blend files for organization or convenience. (For me, it was due to lightmaps. I wanted to separate far detail so I could lower the lightmap resolution.) In Blender, for each file, you can go to File->Link, select the other blend file, and add its main collection containing everything else. Then, add -noimp to that linked collection. Now, you can view the entire level in blender but Godot will keep them all separate on import!

There's a few other hints and I recommend you check out the documentation for all the details.

Hopefully some of you found this useful!

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I'm trying to run Godot 4 with the Forward+ Renderer on an older Thinkpad (T420 i5 2520M). So far I've installed vulkan-intel, lavapipe (vulkan-swrast) and vulkan-ultis for vulkaninfo. Now I don't get the "missing drivers" errors anymore, but now it just crashes. The console output is this:

handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.dev3.official (013e8e3afb982d4b230f0039b6dc248b48794ab9)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x3e710) [0x7f0529df1710] (??:0)
[2] llvm::CmpInst::getInversePredicate(llvm::CmpInst::Predicate) (??:0)
[3] [0x7f05140264c0] (??:0)
-- END OF BACKTRACE --

Is vulkan just not supported for older intel CPUs, or am I doing something wrong?

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https://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.

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Nice app I saw shared

Source: https://github.com/MakovWait/godots

Download Links (Win, Macos, Linux): https://github.com/MakovWait/godots/releases/tag/v1.0.stable

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CBT Panic Emulator is a very short walking simulator about someone who experiences panic disorder.

Play it here: https://vaporshark.itch.io/cbt-panic-emulator

YouTube Mirror

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I know that motivated people can generally crack encrypted saves, but in general, if I have some saved dictionaries which I don't want the player to be able to access directly, is an encrypted save the best way to handle this, or is there a better way?

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Military Conscription Simulator is a satire clicker game made by Skinner Space.

Play it: https://skinner-space.itch.io/military-conscription-simulator

YouTube mirror

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MMM (By: KiKO TOMAZ) (files.catbox.moe)
submitted 3 years ago by to c/godot@programming.dev
 
 

MMM is a first-person turn-based shooter made by KiKO TOMAZ.

Download: https://kikotomaz.itch.io/mmm

YouTube mirror

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Verses of Enchantment

Koi Zen: Opposite Colors

SokoSolitaire

Vanaris Tactics

Broken Lens

Endless Adventure

Gozen Video Editor

Death Unphased

Maces and Dices

Engine Roar

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Continuation of lukky's fps tutorials. First one was posted here https://programming.dev/post/1433628

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

Yay for 2D HDR! Shame it isn't for the compatibility renderer, though.

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Nice multiplayer tutorial

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Once it gets to ~5 it gets to be a lot to scroll through on some UIs 🥲

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