#godotengine
26 posts · Last used 4d
Two development snapshots in one week? Such speed! 🚀
#GodotEngine 4.6 dev 6 has arrived, and with it comes the feature freeze. Join us for one last round-up before beta:
Godot 4.6 is out, and all about your flow!
This release puts you and your workflow first with the new Modern theme, flexible docks, and dozens of quality of life improvements. Plus major upgrades: Jolt Physics by default, revamped IK, better reflections, and more.
Less wrestling with UI. More making games. #GodotEngine #Godot
This weekend, for #ScreenshotSaturday, I just wanted to share a decision branch from our upgrade system for #HailOfHexes! Here we see a choice of enhancement for Kess's Arrow spell. Which would you choose?
#indiedev #godotengine
I had some very weird experience with the Godot engine today.
I made a new scene that inherits from Button, and gave it a class_name so I can instantiate it easily from code. And when I do this, connecting the Button's signals to the function inside the code of the extended button scene, the signals don't work. But if I connect it from code from the scene's _ready function, then everything is a-OK.
Is this a #bug or did I miss something in the manual?
This game is different...
Wishlist: https://store.steampowered.com/app/4531430/SUPER_SCORE/
Join the Discord: discord.gg/PzAh8rnvMM
#SuperScore #SteamGames #Game #GameDev #PCGames #WishlistNow #Multiplayer #fps #godotengine #godot4 #madewithgodot #pcgaming #TheFinals #Marathon #Trackmania #IndieGames
Game dev on the go...
What I'm working on: https://store.steampowered.com/app/4531430/SUPER_SCORE/
#GameDev #GodotEngine #PCGaming #SuperScore #IndieGame
I should not be hacking on cloud shaders when I'm tired. Weird stuff tends to happen.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot
Is #Godot navigation intended to work on moving bodies? Docs say it is but I put a navigation region on top of a ship for sailor npcs to walk it and it doesn't work. Does anyone know more about it? #Help #GodotEngine
What is your favorite Godot Engine plugin that is not made by yourself?
I am trying to come to terms with Phantom Camera because it seems powerful and useful. But I keep making my own silly Camera3D nodes with custom controls. Phantom also has a shaker component but I was already using this Shaker plugin which I might try to phase out. Sometimes less is more, as they say.
#GodotEngine
Hotfixes! Hotfixes! Get 'em while they're reheated! 🔥
Our first 4.7 maintenance release, #GodotEngine 4.7.1, features several regression fixes to ensure a safe and seamless foundation for developers!
Our first development snapshot for #GodotEngine 4.8 has arrived!
Docked game view enhancements, pseudolocalization previews, sticky tree items, fuzzy searching, and more await for early testing and feedback:
Thank you to @godotengine@mastodon.gamedev.place for responding to people deluging the #GodotEngine project with #AISlop from #LLMs. Their clear statement of #NoAI policy:
“No autonomous AI agent use or vibe coding. […]
No use of AI to generate substantial pieces of code. […]
No AI-generated text in human-to-human communication. […]
All PRs must be reviewed and approved by a human before merging. […]”
https://godotengine.org/article/contribution-policy-2026/
May more #FreeSoftware projects do the same.
#ArtificialStupidity #HumanLabour #Godot
Boosted by @trending@homestead.social
For years we have been overwhelmed by the volume of code contributions we have to review, especially from new contributors.
AI has made the problem much worse.
That's why we are taking steps to reduce the burden on maintainers while still welcoming new contributors:
#godotengine
These MeshInstance3D are all the same size and at the same level... Understandably, there's an amount of flickering going on when they overlap.
Question for the Godot folks, is there way to tell the Engine how to prioritize the drawing of meshes in order to eliminate this flickering?
Short of making every mesh slightly different, or changing the position by a tiny amount, what's the best way to handle this?
#GodotEngine #SeriousQuestion
Boosted by @trending@homestead.social
#GodotEngine 4.7 is here! 🎉
Like a cult classic movie, Godot 4 has only gotten better with age; the 4.7 Director's Cut offers colors of never-before-reached intensity, helming a bevy of new features to eliminate any remaining friction between you and your vision!
That's strange… The amount of chickens we counted doesn't line up with the number of eggs we had 🤔
#GodotEngine 4.7 beta 5 has arrived, setting the stage for a Release Candidate in the near future (but for real this time)
Boosted by @welcome@friends.deko.cloud
Hi — I'm the engineer behind Vav Labs, an independent practice out of Turin. Writing software since 2001; lately I build production tools for game devs.
Right now that's PathForge (a Godot pathfinding toolkit) and BugLens for Unity. What I'll post here: measured benchmarks, the 1am bug, the tradeoff I didn't see coming. Less launch, more workshop notebook.
If you're into Godot navigation or Unity tooling, say hi.
#Introduction #GodotEngine #GameDev #Unity
Boosted by @GroupNebula563@mastodon.social
I... 👉👈 I made an Open Source. 🤭
It's a C# front-end for #GodotEngine
🦮
(for libgodot, to be specific)
Sill very early, and quite janky. Fun! Take the sad blue robot for walkies!
https://2dog.dev
#GameDev #CSharp #FOSS









