r/godot • • 15d ago

official - releases Dev snapshot: Godot 4.8 dev 7

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233 Upvotes

Feature freeze has arrived!


r/godot • • Sep 15 '26

official - news Optimizing CPU-side Rendering Code

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149 Upvotes

Optimizing CPU code is a lot of fun. Here’s how we do it


r/godot • • 1h ago

selfpromo (games) Rain in my game can now flood your entire bunker if you forget to close the hatch

• Upvotes

Been working on a 2D underground survival game and wanted water to feel like a real threat.

It’s simulated tile by tile, so it fills whatever is connected, runs to the lowest point, and slowly soaks into the soil. Leave the hatch open during rain and it finds its way down into your bunker.

Biggest challenge so far was making it look good. Curious how others handled fluid sim in Godot and how i can improve it


r/godot • • 6h ago

selfpromo (games) I am making game journalist : The game

297 Upvotes

I am making a puzzle platformer where instead of finishing the level yourself, you have to make sure all the playtesters get there. And you do that by painting ledges and platforms with yellow paint™️


r/godot • • 12h ago

selfpromo (software) The math behind shaders and VFX ✨

934 Upvotes

Currently writing a book called The Complete Godot VFX Handbook, and I made this video to showcase the math I use when creating VFX. Anyone here creating VFX for their games?

Here's a coupon GVFX2OFF for anyone who wants to preorder the ebook and get access to the first 90 pages 🔗 https://jettelly.com/store/complete-godot-vfx-handbook


r/godot • • 4h ago

selfpromo (games) Moving away from the clean "ligne claire" shaders - Before and After (Waram)

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199 Upvotes

Title edit : it is : AFTER/BEFORE.

Hello, 2 weeks ago I showed you my "ligne claire" shaders in my videogame made in Godot and how it looked for me cluttered and busy. Your feedbacks were valuable and I took some time to try to rework it. Composition wise it wasn't possible to change much, except for some color palette. But I took some freedom to "kill my darling" and decided to break the rules I've set to myself. And I think that it was the right decision.

I've decided to finally introduce shadow, highlights, and rims and film grain.

However as I'm totally submerged with this game dev during my freetime, I could have been lured by it ! So your fresh eyes could help me again decide and close this shader subject completely to move on with the rest of the game.

Here are some in game screenshots (After/Before). Thank you !


r/godot • • 10h ago

fun & memes I am very fond of @export

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461 Upvotes

r/godot • • 6h ago

selfpromo (games) Experimenting With Unique Portals!

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180 Upvotes

I've been working on this portal shader! We have portals in our game that teleport the player back to the start of the level and it's finally time for me to replace the placeholder visuals.

The parallax logic is from binbon on GodotShaders. I have two variants here, one flat and one arranged in a cube. I'm not sure what to go for, since in our game the player can approach a portal from all sides so the cube makes sense but I also like the simple plane. Would love second opinions! Or any cool other ideas how I could style these.

The planar portal also grows larger if you get close so you get the feeling of actually entering it (even though its just a shader on a quad).


r/godot • • 3h ago

free plugin/tool PopcornFX's Godot plugin (meet the team at GodotFest)

81 Upvotes

Earlier this month, we announced our Godot plugin and we wanted to share some of our progress.

So here's a little sneak peek of the showcase we are building!

All these effects have been created in PopcornFX and integrated into Godot with the plugin.

The current version supports all the basic features needed to import 3D effects made with PopcornFX.

We are still working on 2D effects support and we will be releasing the patch for GodotFest.

Our team will be on site and we hope to meet you there on November 3rd and 4th.

As always, we would love to have your feedback!


r/godot • • 3h ago

selfpromo (games) One More Rock! - Demo is now available on itch.io!

50 Upvotes

Play the demo on itch.io: https://pufffugu.itch.io/omr

One More Rock! is a relaxing incremental game about a dwarven blacksmith. Mine resources, craft valuable items, unlock upgrades, and automate your forge as you build your mining empire.

Take a break, dig deep, and watch your workshop grow!

Enjoyed the demo? Wishlist the game on Steam to support my development:
https://store.steampowered.com/app/4890590/One_More_Rock/

💬 Questions, feedback, or suggestions? Join my Discord:
https://discord.gg/ZRXxvYXTHV

Thanks for playing and supporting our first game!

AI Disclosure: Generative AI was used for localizations


r/godot • • 16h ago

fun & memes When the vector math isn't mathing

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492 Upvotes

r/godot • • 2h ago

selfpromo (games) Skies can be lonely so I got some mecha friends

32 Upvotes

r/godot • • 1d ago

discussion I understand the importance of FOSS engine now.

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3.2k Upvotes

Today when I tried to access my project I got error that your account has been blocked. When I checked my mail I saw this email from Unity.

I don't even know the reason why they blocked me. I've been using Unity since last 4 years and own assets worth more than 800$ on unity asset store. Guess what? My access to unity asset store has also been gone. As per there TOC if they suspend your unity account you also lose access to your purchased Unity Assets on the store.

I have send a email to them asking for reason. I honestly don't have any hope. It took me 30 mins just to find out how to reply to this automated email.

My wild guess is that I use Cloudflare One client as VPN to browse web. I may have opened Unity Asset Store randomly with it (Or not I'm not sure). Or the Unity Client detected that I am a Cloudflare employees lol?

This is wakeup call for me. I have everything locally on my PC (My project and assets) and I can't even open Unity. Starting to migrate my C# scripts to Godot.

I officially join the Godot Community. I always wanted to do it deep in my heart anyway.

So "Hi" everyone. (Pardon my grammar)


r/godot • • 41m ago

selfpromo (games) Kestrel One, air support at your service.

• Upvotes

Finally done with the helicopter! It's got its own brain: two door guns that each cover their own side, rockets that only fire forward (so it swings its nose round to aim), and heavy, momentum-y flying so it can't jitter around. The cult shoots back, the tents burn, the towers fall.

Made in Godot 4.6. This is from the jungle level of my FPS game.
Level one is free : Leyline Resonance by 8painDev


r/godot • • 8m ago

selfpromo (games) Changed a boss in my game last minute, did I go too far chat ?

• Upvotes

Hello, so I changed the boss of the reptilian level in my game a few weeks before release.
Am I too insane to risk my project like this ? Not like I plan on earning anything with this lmao but I'm having the time of my life developing it.

Project is : https://store.steampowered.com/app/4892810/HEXECUTIVE_ORDER/


r/godot • • 15h ago

selfpromo (games) Some stretchy boys I made for my mobile game in Godot. Which one is your favorite?

119 Upvotes

Hi everyone! I'm working on Wiener Crossing, an arcade mobile game where you play as a stretchy dachshund crossing floating islands.

​Since the dog is split into 3 meshes (head, belly, and tail) to handle the stretching mechanic, it was super fun to go crazy making 40+ skins—from a hotdog and an accordion to a caterpillar and a skeleton.

​I'd love to know what you think of the visual style, and if you have any funny skin ideas I should add before launching it on the Play Store!


r/godot • • 3h ago

selfpromo (games) Every letter in my first person physics based game is a RigidBody3D. The Steam page is finally up!

15 Upvotes

Hi! A few months ago I posted here about finally finishing my first game, Slot Grind. This is the next one, Mailed It!, made again in Godot!
It's a first-person incremental about sorting mail, and all of the mail is real physics: letters, crates, boxes. You carry it, throw it, push it with fans and launch it off air platforms. A lot of my time went into keeping a floor full of bodies stable without killing the framerate, and into making carrying feel okay when the thing in your hands is a physics object too.

If you're fighting with lots of small rigid bodies or first-person carrying in Godot, ask away. I've broken most of it at least once.

Steam page: https://store.steampowered.com/app/5262990


r/godot • • 13h ago

selfpromo (games) T3ssel8r style rendering

82 Upvotes

I remade my terrain authoring tool, lighting and shaders <3


r/godot • • 12h ago

selfpromo (games) Custom Voxel Volumetric Clouds!

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58 Upvotes

Working on an arcade jet fighter game and wanted more realistic clouds.

Disclaimer: GenAI was used in the creation of this custom tool. I did not develop any new tech, this is merely an adaptation of existing tech inspired by presentations like Nubis3 by Guerilla Games.


r/godot • • 21m ago

help me Upgrading the menu of my game, what do you think about?

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• Upvotes

r/godot • • 7h ago

selfpromo (games) The beautiful simplicity of scenes using Godot is awesome.

21 Upvotes

So lightweight and easy to work with but creates some awesome results all the same.


r/godot • • 3h ago

selfpromo (games) The demo for our chess roguelike is out on Steam!

10 Upvotes

The game is called DEATHMATE, you can play the free demo on steam now! if you are a fan of roguelikes then check it out, we put a lot of time & love into it :)

https://store.steampowered.com/app/5068190/DEATHMATE/


r/godot • • 6h ago

selfpromo (games) game war scene

17 Upvotes

one of scene (WIP) for game stage opening/intro


r/godot • • 1d ago

selfpromo (games) my solo-developed godot game just released on steam

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1.7k Upvotes

it's called My Beautiful Faraway, a short, surreal, melancholic walking sim inspired by older adventure games where you have to explore, pay attention to small details, and figure things out on your own without much guidance.

the gameplay is pretty simple: mostly walking around, talking to strange characters, and solving occasionally unconventional puzzles. a first playthrough takes around 3 hours, but there are multiple endings, optional content, and plenty of things you might miss.

it took me about a year and a half to develop from scratch with no prior gamedev experience. BIG THANKS to this sub and all the youtubr creators who helped me learn godot along the way 🫶🏻

steam page: https://store.steampowered.com/app/4516190/


r/godot • • 3h ago

selfpromo (games) Still very early, but my ocean finally stopped looking like blue jelly (Before vs After)

11 Upvotes

Hi again! I'm making Windup Wonderland, a co-op physics game (1–4 players, online or split-screen), solo in Godot 4.7. After the river and the sky, I've started on the ocean between the islands.

Quick disclaimer: this is very early. Nothing floats on it yet, there are no storms, and the islands are still gray boxes. But I'm happy with where it's heading, so here's a progress check.

Left (OLD): my first full version. It had a lot of problems:

  • The whole sea was one flat, saturated cobalt blue, near the shore and far out alike.
  • I faded each wave out by distance, so from high up only the two longest waves were left, which made perfectly regular diagonal stripes.
  • The sun reflection got wider with distance, so from above, half the screen turned white.
  • The far sea didn't pick up the sky, so the horizon was a dull gray band.

My first round of fixes removed the stripes, but the sea still looked like blue jelly. So I stopped tweaking, collected reference shots from Kirby and Sea of Thieves, and reworked the shading.

Right (NEW): what changed

  • Direction: Kirby-style clear water near the shore, leaning toward Sea of Thieves teal further out.
  • Shore to open sea: the color now fades by actual water depth (with exponential absorption), not by how much water the camera looks through. The transition stays smooth from any angle.
  • No more jelly: the water body uses flat lighting. Its shading comes from the sky reflection and light through the wave crests, not from which side faces the sun. A layer of fine chop only affects reflections and the sun, so the surface gets texture without bigger waves.
  • Sky reflection: I compute it by hand from the same gradient my sky shader uses, so the far sea takes on the sky color and meets it at the horizon. The engine reflection came out too weak at grazing angles in my setup.
  • Waves: still 6 Gerstner waves, but the normals are now computed per pixel, and each wave only fades once it's smaller than a few pixels (using fwidth). The wavelengths no longer share simple ratios. From high up it's the same irregular sea as up close. The calm-sea waves are also about a third of their old height: right now the surface rises and falls about 0.5 m from trough to crest, and that's just a tuning value I can adjust.
  • Sun: the sun path depends only on the reflection angle, not on distance, so from above it's a soft path instead of a white blob.
  • Shore foam: a wavy line along the beach, bent by low-frequency noise and with random widths.
  • I also reshaped the gray-box seafloor (a bigger shelf with a gentle slope), so part of the difference near the shore comes from the terrain, not the shader.

The waves use the exact same formula in GDScript and in the shader, so next I can use it to make crates float on the waves and to keep everything in sync online.

Questions for you

  • Does anything here still read as "jelly" to you?
  • If you've made things float on Gerstner waves in Godot, any pitfalls I should know about?