popcar2@programming.devEnglish · 12 days agoJolt Physics is now merged into the Godot engine!plus-squaregithub.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkJolt Physics is now merged into the Godot engine!plus-squaregithub.compopcar2@programming.devEnglish · 12 days agomessage-square0fedilink
popcar2@programming.devEnglish · 12 days agoPublish Your Godot Engine Game to Flathubplus-squarecassidyjames.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkPublish Your Godot Engine Game to Flathubplus-squarecassidyjames.compopcar2@programming.devEnglish · 12 days agomessage-square0fedilink
FencerDevLog@programming.devEnglish · 14 days agoGodot 4: Earthquake shader (tutorial)plus-squarewww.youtube.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkGodot 4: Earthquake shader (tutorial)plus-squarewww.youtube.comFencerDevLog@programming.devEnglish · 14 days agomessage-square0fedilink
toxic_cloud@lemmy.world · 15 days agoGodot Mono tool script and Build Project button in editor.plus-squaremessage-squaremessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1message-squareGodot Mono tool script and Build Project button in editor.plus-squaretoxic_cloud@lemmy.world · 15 days agomessage-square0fedilink
Jozzo@lemmy.world · 15 days agoTyped dictionaries now available in the latest 4.4 dev snapshot!plus-squarebsky.appexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkTyped dictionaries now available in the latest 4.4 dev snapshot!plus-squarebsky.appJozzo@lemmy.world · 15 days agomessage-square0fedilink
Ategon@programming.devM · 16 days agoDaily Godot Tip #18: If you are using floats but want to make sure value checks aren't messed up by floating-point precision, godot has a built in is_equal_approx(float, float) functionplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #18: If you are using floats but want to make sure value checks aren't messed up by floating-point precision, godot has a built in is_equal_approx(float, float) functionplus-squareprogramming.devAtegon@programming.devM · 16 days agomessage-square0fedilink
Ategon@programming.devM · 17 days agoDaily Godot Tip #17: If you need to test your game on web, instead of exporting and uploading to something like itch.io, Godot has a built in Run in Browser buttonplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #17: If you need to test your game on web, instead of exporting and uploading to something like itch.io, Godot has a built in Run in Browser buttonplus-squareprogramming.devAtegon@programming.devM · 17 days agomessage-square0fedilink
popcar2@programming.dev · 17 days agoDev snapshot: Godot 4.4 dev 6plus-squaregodotengine.orgexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkDev snapshot: Godot 4.4 dev 6plus-squaregodotengine.orgpopcar2@programming.dev · 17 days agomessage-square0fedilink
Zykino@programming.devEnglish · edit-215 days agoDifference between navigation optionsplus-squaremessage-squaremessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1message-squareDifference between navigation optionsplus-squareZykino@programming.devEnglish · edit-215 days agomessage-square0fedilink
Ategon@programming.devM · 18 days agoDaily Godot Tip #16: If you need to debug collisions, theres a setting under Debug at the top called "Visible Collision Shapes" that show you all the collision shapes and thus when they would intersecplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #16: If you need to debug collisions, theres a setting under Debug at the top called "Visible Collision Shapes" that show you all the collision shapes and thus when they would intersecplus-squareprogramming.devAtegon@programming.devM · 18 days agomessage-square0fedilink
Mars@pawb.socialEnglish · 19 days agoGodot Proposal: Collaborate with other projects to create a new 3D interchange formatplus-squaregithub.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkGodot Proposal: Collaborate with other projects to create a new 3D interchange formatplus-squaregithub.comMars@pawb.socialEnglish · 19 days agomessage-square0fedilink
Ategon@programming.devM · 19 days agoDaily Godot Tip #15: You can quickly increment or decrement number inputs using modifier keys + the arrow keysplus-squareprogramming.devvideomessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1videoDaily Godot Tip #15: You can quickly increment or decrement number inputs using modifier keys + the arrow keysplus-squareprogramming.devAtegon@programming.devM · 19 days agomessage-square0fedilink
Ategon@programming.devM · 20 days agoDaily Godot Tip #14: If you prefer coding on another monitor rather than within the godot editor, Godot has a button in the top right of the script window to make it floatingplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #14: If you prefer coding on another monitor rather than within the godot editor, Godot has a button in the top right of the script window to make it floatingplus-squareprogramming.devAtegon@programming.devM · 20 days agomessage-square0fedilink
popcar2@programming.devEnglish · 20 days agoGodot Foundation Update December 2024plus-squaregodotengine.orgexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkGodot Foundation Update December 2024plus-squaregodotengine.orgpopcar2@programming.devEnglish · 20 days agomessage-square0fedilink
Ategon@programming.devM · 21 days agoDaily Godot Tip #13: Theres a setting in the Editor Settings called Action on Play that you can change to open the debugger instead of the output when you click play if you find that more usefulplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #13: Theres a setting in the Editor Settings called Action on Play that you can change to open the debugger instead of the output when you click play if you find that more usefulplus-squareprogramming.devAtegon@programming.devM · 21 days agomessage-square0fedilink
FencerDevLog@programming.devEnglish · 21 days agoGodot 4: Radial blur shader (tutorial)plus-squarewww.youtube.comexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkGodot 4: Radial blur shader (tutorial)plus-squarewww.youtube.comFencerDevLog@programming.devEnglish · 21 days agomessage-square0fedilink
MarshReaper@lemmy.worldEnglish · 22 days agoFOSS Smash Bros, would like ideas.plus-squarelemmy.worldexternal-linkmessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1external-linkFOSS Smash Bros, would like ideas.plus-squarelemmy.worldMarshReaper@lemmy.worldEnglish · 22 days agomessage-square0fedilink
Ategon@programming.devM · 22 days agoDaily Godot Tip #12: Turning on "auto switch to remote scene tree" in the editor settings makes it so that when you click play it automatically swaps to the remote tab for debugging purposesplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #12: Turning on "auto switch to remote scene tree" in the editor settings makes it so that when you click play it automatically swaps to the remote tab for debugging purposesplus-squareprogramming.devAtegon@programming.devM · 22 days agomessage-square0fedilink
Ategon@programming.devM · 23 days agoDaily Godot Tip #11: Using prints adds a space separator between things added to the print function while printt adds a tab separatorplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #11: Using prints adds a space separator between things added to the print function while printt adds a tab separatorplus-squareprogramming.devAtegon@programming.devM · 23 days agomessage-square0fedilink
Ategon@programming.devM · edit-224 days agoDaily Godot Tip #10: Godot has a setting in the editor settings called Code Complete Delay that changes how long it takes for auto-complete suggestions to appearplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #10: Godot has a setting in the editor settings called Code Complete Delay that changes how long it takes for auto-complete suggestions to appearplus-squareprogramming.devAtegon@programming.devM · edit-224 days agomessage-square0fedilink