
A simple demo showcasing isometric 2D point and click movement in Godot v4.3.
A simple demo showcasing isometric 2D point and click movement in Godot v4.3.
Example of using 2D navigation using the following classes: - NavigationRegion2D - NavigationPolygon - NavigationAgent2D Language: GDScript Renderer: Compatibility
This demo includes many sphere-like objects with complex materials, for the purpose of showcasing Godot's rendering capabilities. This demo was featured at the beginning of the Godot 3.0 trailer: https://www.youtube.com/watch?v=XptlVErsL-o Language: GDScript Renderer: GLES 3
This demo showcases various OS-specific features in Godot. It can be used to test Godot while porting it to a new platform or to check for regressions. In a nutshell, this demo shows how you can get information from the operating system, or interact with the operating system. Language: GDScript and some C# (Mono is NOT required to run this demo) Renderer: GLES 2 How does it work? The OS class provides an abstraction layer over the platform-dependent code. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc. The buttons are connected to a node with the actions.gd script, which perform actions using the OS class. The text on the left is filled in using the `os_test.gd` script, which gathers information about the OS using the OS class. On a Mono-enabled version of Godot, Godot will load MonoTest.cs into the MonoTest node. Then, information determined by C# preprocessor defines will be added to the left panel.
A tool for testing joypad input. Language: GDScript Renderer: GLES 2
This is a WebSocket signaling server/client for WebRTC. All of it is implemented in Godot, though the signalling server has an alternative implementation using Node.js. Language: GDScript Renderer: GLES 2
A simple Pong game. This demo shows best practices for game development in Godot, including signals: https://docs.godotengine.org/en/latest/getting_started/step_by_step/signals.html How it works: The walls, paddle, and ball are all Area2D nodes. When the ball touches the walls or the paddles, they emit signals and modify the ball. NOTE: There is a C# version available here: https://godotengine.org/asset-library/asset/2796 Language: GDScript Renderer: Compatibility
This is an example of Godot's volumetric fog capabilities with the Vulkan renderer. Showcased features are: - Positive/negative density volumes that affect albedo (incoming light) and emission. - Box/ellipsoid shapes, height falloff, and density modulation using a 3D texture. - Temporal reprojection for greater stability and avoiding flickering. The difference is demonstrated with a moving fog volume. - Global density adjustment. With FogVolume nodes that have a positive density, it's possible to apply volumetric fog only in specific areas. - Custom FogVolume shader with real-time 3D noise. Shader provided by alghost: https://godotshaders.com/shader/moving-gradient-noise-fog-mist-for-godot-4/ Language: GDScript Renderer: Forward+
This is a minimal sample of using WebRTC connections to connect two peers to each other. Language: GDScript Renderer: GLES 2
This is a demo of a simple chat implemented using WebSockets, showing both how to host a websocket server from Godot and how to connect to it. Language: GDScript Renderer: GLES 2
This is a minimal sample of connecting two peers to each other using websockets. Language: GDScript Renderer: GLES 2
This is a demo showing how the audio output device can be changed from Godot. Language: GDScript Renderer: GLES 2
Very simple demo showing a hexagonal TileMap and TileSet. Language: GDScript Renderer: Compatibility
A demo showcasing drag and drop functionality. - Drag and drop the color buttons to copy their colors over. - Click on the buttons to manually adjust their color. Language: GDScript Renderer: GLES 2
An example showing how to take screenshots of the screen. Language: GDScript Renderer: Compatibility
This project showcases how to use variable rate shading (VRS) in 3D to improve performance: https://docs.godotengine.org/en/latest/tutorials/3d/variable_rate_shading.html Performance metrics are also displayed to evaluate potential performance gains. Language: GDScript Renderer: Forward+
RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody. How it works: This demo uses a RigidBody3D node for the player, and StaticBody3D node for the level. Each has colliders, the player moves itself via `apply_central_impulse()` in `_physics_process()`, and collides with the level. The ShapeCast3D node is used to detect whether the player is able to jump (i.e. touching the floor). Compared to a RayCast3D node which is infinitely thin, this allows for more reliable checking if the player is standing over an edge or corner. Language: GDScript Renderer: Forward+
This project showcases various 3D particle features supported by Godot, for both GPU-based and CPU-based particles. This includes particle collision, attractors, trails and subemitters. Language: GDScript Renderer: Forward+
A demo showcasing the support for rich text and BBCode via RichTextLabel. Language: GDScript Renderer: GLES 2
GD Paint is a simple image editor made using Godot and GDScript. It supports different types of "brushes": a basic pen/pencil and eraser, as well as a rectangle and a circle brush. Language: GDScript Renderer: Compatibility
A demo showcasing drag and drop functionality. - Drag and drop the color buttons to copy their colors over. - Click on the buttons to manually adjust their color. Language: GDScript Renderer: Compatibility
This is a demo of Multi-channel Signed Distance Field fonts in Godot. The technique used allows the text to remain clear under arbitrary zooms and rotations. The "multi-channel" part refers to the font texture being generated in a way that allows for higher precision when rendering the font. This allows MSDF fonts to be more readable at small font sizes compared to single-channel signed distance field fonts. Language: GDScript Renderer: Compatibility
A demo showing how to build an input key remapping screen. - Click the buttons to change the bound keys. - Persists the keys to disk, so they are preserved after the project is restarted. Language: GDScript Renderer: Compatibility
Showcases various Control nodes with their names affixed for easy recognition. This demo is inspired by similar "control gallery" demos found in GUI toolkits such as GTK. The 3 main panels ("Basic controls", "Numbers" and "Lists") are separated using HSplitContainer and VSplitContainer nodes. This makes their individual size adjustable. Drag the empty space between panels to resize them. Language: GDScript Renderer: Compatibility