Pro-tip for #Mastodon (web client): you can *pin* basically anything to add new columns to your dashboard.
On mastodon.gamedev.place, I highly recommend to pin the "Local timeline", which will be the gem of this instance.
You can also pin hashtags if you want, or your favourites (yeah, it's back to proper favourites you can check back later, and not "likes" as on Birdsite).
Let's get #introductions rolling in our local timeline!
I'm a French guy living in Germany. I'm a free and open source software (#FOSS) developer on my free time, energy engineer on $dayjob.
Here's #GodotEngine 4.0 alpha 8!
Two weeks more of progress, including the merge of Text-to-Speech support! (Not used by the editor for now, but you can use it from the DisplayServer API.)
Also a lot of internal changes and bugfixing.
I wanted to have some sort of hose/mechanical tentacle legged enemy in Fist of the Forgotten. I thought I could use some splines and pass the data to a shader, but #GodotEngine 3 doesn't have a way to pass arrays to a shader. It *does*, however, let you create a texture and set that, which is basically an array! Colors show the texture generated by interpolating on the curve in this path. #gamedev
New release of our voxel editor Avoyd:
- Transparency in export to polygon mesh
- Improved graphics level of detail
- Better file handling with drag & drop and .awvr file association
#Liblast is an not4profit open-source multiplayer FPS game built with a fully open-source toolchain, starting with Godot 4 game engine.
We're looking for Godot programmers, who'd like to help create a modern, crazy fun and inviting multiplayer FPS game that's also fully open-source.
More on libla.st
Here's how the game plays in it's current state:
If you want to learn about the long term goals for Liblast:
Godot Engine review (very long)
@noelle It's definitely a box of small legos with no defined structure. There's no distinction between a scene, an object, a character, or a 3D model imported from Blender -- Godot treats them all as the same type of "Node tree", and can instance any one of them into any other one, at any time. (eg. creating seamless transitions from one map to the next are just as effortless as spawning a single entity; you would load and spawn the entire next room the exact same way.)
So the main source of issue is generally just figuring out how to set up effective ways for one object to find another outside of collision testing. 😅 You can hardcode a path in the scene editor, or link up signals to parent functions, or write a relay script... There's guidelines and tutorials on how to do it effectively, but it's really up to you.
As far as what those individual lego Nodes can do for you, each one has a very specific purpose: The Sprite node displays a single graphic, the AnimatedSprite node has systems to automatically change the sprite's texture for you for simple sprite animations, and the AnimationPlayer node can animate literally every property in the entire engine over time -- sprite frames, object positions, rotations, and scale, and even function calls.
With clever use of the AnimationPlayer, connecting Signals in the editor (eg. on animation finished), and understanding the best way to organize all of the different Node types at your disposal, very few things need to actually be programmed in their scripting language (the esoteric GDScript, or its VisualScript counterpart) to accomplish what you want to happen in the game -- mostly just physics movements (eg. controlling the player pawn), changing scenes, and delaying before starting the next animation that controls everything.
That kind of power lends itself to making rapid janky hack games very easily once you learn how to use it, and in the long-term it can do basically anything Unity can -- It has both 2D and 3D rendering and physics engines built in, can switch between them and mix them freely, handle online connections and make HTTP requests, and even handle AR and VR devices.
The entire editor for Godot Engine itself is built inside of Godot Engine, so (almost) anything you can do in the editor, you can do for your players in realtime; You could just as easily make Tabletop Simulator or VRchat in Godot Engine, no problem, and the game assets it packages for your project are 100% cross-platform OpenGL (Vulkan coming soon in Godot 4.0) and open source, with simple exports to specific platforms an easy push of the button that uses prebuilt official executables or any optimized custom build you care to make.
10/10, there's very little incentive left for me to use anything else ever again. 🤔
After a long time that should've been far shorter, version 0.4.0 of #Librerama has been released! 🎉
Using the new 3.3 version of the #GodotEngine, this release comes with 5 new nanogames, music, and lots of QOL improvements! 🛠️
Have fun, folks!
Here comes #GodotEngine 3.3, paving the way for many exciting 3.x updates while we wait for Godot 4!
This release has countless bugfixes and new features to make Godot 3 a stable, reliable and high-performance #opensource game engine.
So many wonderful new things to see in the universe of NMS!
That was the idea of the Origins update, and my conclusion is that they succeeded pretty well considering the constraints: they chose not to reboot the universe completely, but create a % of new planets and stars, and sow as much variation as possible across new and existing places.
My first trips were to see the entirely-new stuff: massive terrain worlds! Volcanoes! Lightning storms! Tornadoes! Massive buildings! Swamp worlds!
Here are the slides of my presentation, for anyone who wants to copy the code: https://georgemarques.com.br/functional-gdscript.pdf
Next up at #GodotCon, we have @email@example.com talking to us about functional programming applications on GDScript.
Tune in to the livestream on https://www.youtube.com/c/GodotEngineOfficial/live
And the Oculus Go/Quest plugin for #godotengine has been officially released. Coming to the godot asset store near you soon!