
This is a demo showing how the audio output device can be changed from Godot. 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
This is a minimal sample of connecting two peers to each other using websockets. 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 using WebRTC connections to connect two peers to each other. 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 tool for testing joypad input. Language: GDScript Renderer: GLES 2
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.
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 is a minimal first-person voxel game, inspired by others such as Minecraft. Language: GDScript Renderer: GLES 2 How does it work? Each chunk is a StaticBody with each block having its own CollisionShape for collisions. The meshes are created using SurfaceTool which allows specifying vertices, triangles, and UV coordinates for constructing a mesh. The chunks and chunk data are stored in Dictionary objects. New chunks have their meshes drawn in separate Threads, but generating the collisions is done in the main thread, since Godot does not support changing physics objects in a separate thread. There are two terrain types, random blocks and flat grass. A more complex terrain generator is out-of-scope for this demo project. The player can place and break blocks using the RayCast node attached to the camera. It uses the collision information to figure out the block position and change the block data. You can switch the active block using the brackets or with the middle mouse button. There is a settings menu for render distance and toggling the fog. Settings are stored inside of an AutoLoad singleton called "Settings". This class will automatically save settings, and load them when the game opens, by using the File class. Sticking to GDScript and the built-in Godot tools, as this demo does, is quite limiting. If you are making your own voxel game, you should probably use Zylann's voxel module instead: https://github.com/Zylann/godot_voxel
This demo contains a series of tests for the 3D physics engine. They can be used for different purpose: * Functional tests to check for regressions and compare the behavior between physics engines * Performance tests to evaluate and compare performance between physics engines Language: GDScript Renderer: GLES 2
A demo showing the various window management features available through the OS singleton. - Moving the window. - Making it resizeable / nonresizeable and setting its size. - Minimizing and maximizing. - Moving the window around. - Capturing or hiding the mouse. - Getting various information about the screens, including DPI. Language: GDScript Renderer: GLES 2
An example using a thread to load an image. Language: GDScript Renderer: GLES 2
This is a demo showing how one can generate and play audio samples from GDScript. It plays a simple 440 Hz sine wave at 22050 Hz. Language: GDScript Renderer: GLES 2
A multiplayer implementation of the classical bomberman game. One of the players should press "host", while the other should type in his address and press "play". Language: GDScript Renderer: GLES 2
Simple debugger for multitouch input. Shows red dots everywhere you press. Language: VisualScript Renderer: GLES 2
Demo of a simple game using visual script. You must click the circles to "pop" them in order to stop their invasion of the screen. Language: VisualScript Renderer: GLES 2
3D Platformer demo using a KinematicBody. It uses similar code to the 2D platformer, but implemented in 3D. It also features audio reverberation (it sounds echo-y). Language: GDScript Renderer: GLES 3
A demo showing how a 2D scene can be shown within a 3D one using viewports. Language: GDScript Renderer: GLES 2