
Audio synthesis engine for procedural SFX and music. https://eclipsinglines.github.io/GodotSynth/
Audio synthesis engine for procedural SFX and music. https://eclipsinglines.github.io/GodotSynth/
Music conductor for track mixing and syncing game events to music beats.
An addon including a class that provides various functions that go beyond randf() and randi() to provide various kinds of RNG. The highlight is the Dynamic Wheel of Fortune, introducing weighted randomness with weights calculated based on the contents of a collection: requirements, limits and buffs. Perfect for games presenting a selection of random upgrades which may require other upgrades to provide any use! The `DynamicWheelItem` allows defining the item's weights, categories/tags, conditional weight bonuses and count limits. Includes classes (each instantiated through `Class.new()` unless a Resource): - `FortuneWheel`, a class providing the above described feature as well as simple weighted RNG; - `DiceArray`, a class taking several of an `AdvancedDie` Resource to roll them and tally up the symbols that were rolled (as in the game https://store.steampowered.com/app/1893620/Circadian_Dice/ or whatever else has different symbols on one die face); - `CardDeck`, a class that emulates drawing from a pile of cards. Implementation close to https://store.steampowered.com/app/646570/Slay_the_Spire/ - when you draw from `PILE_DRAW`, cards go to `PILE_IN_PLAY` until you move them to `PILE_DISCARD`. More custom piles can be added and existing ones reconfigured. Check out the `example` folder for uses of these features.
Branch is a super super simple addon for Godot to show the current git branch you are working with. It shows a button with the current branch name. Clicking on the button refreshes the branch name.
This plugin provides methods for creating MQTT clients. MQTT is a lightweight and widely used network protocol based on publisher-subscriber principle. This plugin is based on Paho lib which is a wildly used MQTT library (https://projects.eclipse.org/projects/iot.paho). This plugin is part of a collection of plugins for communication in Godot (https://github.com/GDWired). Runs on Windows, Linux and macOS for Godot 4.1.
This is a Godot addon designed to make using the Kenney Game Assets All-in-1 pack easier. You can: - Select any type of asset you need. (2D/3D asset, audio, ...) - Select any collection you need. (filtered by asset type) - Open the collection folder directly. - Show the preview of the collection. - Open the collection's asset folder. - Automatically import it into your project. Only works with the Kenney Game Assets All-in-1 zip archive version 1.8 (not included).
A collection of devblocks that use Kenney's prototype textures. Textures are also aligned and scaled properly. Original Kenney's prototype textures can be found here: https://www.kenney.nl/assets/prototype-textures
Layered Sprite is a Godot tool to easily divide a sprite in layers. It can be used for customizable characters.
A new customizable cursor! Edit an AnimatedSprite2D and thats it! Install once and no further configuration! Features * Animation support
PACGD is a Point and Click system built with the user in mind. Our main goal is to make a FAST, LIGHTWEIGHT, and DEV-FRIENDLY system. The complete documentation alongside examples can be found on the website: https://gagdiez.github.io/PACgd/
Supports Godot 4.1/4.2 With .Net Based on .Net, GD AtlasTexture Creator provides a handy editor window that resembles the SpriteEditor from UnityEditor for ease of AtlasTexture creation.
A fork of (https://godotengine.org/asset-library/asset/472) for Godot 4.0 ## Usage Create a new "FontAwesome" Node and configure it's values. To change color, simply go to theme overrides and change the font color.
This demo demostrates how different forces act upon a simple vehicle. This can be used to figure out your NPC AI, Particle movement or for education purposes. The project is based on "The Nature of Code" by Daniel Shiffman and I encourage you to read it and support the original author: https://natureofcode.com/ Forces implemented in this demo are: *A simple Target-seeking force without pathfinding *group forces like separation, alignment and cohesion, which are important for flocking behaviour *mass-based forces like wind or gravity *a random-movement-force based on Perlin-Noise *friction/velocity-loss over time. Feel free to use the project however you please. I tried to comment the code as much and as unerstandably as possible.
+//Procedural Terrain Generation: The terrain is generated procedurally using Perlin noise. This means that the terrain is different every time you run the game, but remains consistent across play sessions if you use the same seed. +//Chunk-Based Loading/Unloading: The terrain is divided into chunks, and only the chunks within a certain distance of the player are loaded. This helps to reduce memory usage and improve performance. +//Different Terrain Types: The terrain includes different types of blocks, including dirt, rock, sand, and water, which are placed according to the noise values. +//COOL PICKAXE INCLUDED.
Useful templates for creating games with Godot Engine. It is intended to expand and modify the toolset to your needs. It is high customizable and offers a simple, but efficient base. Features - jSaveManager: Stores values easily - jTable: Advanced Tables for Godot. For your needs - jList: Adds powerful and customizable lists. - jAudioManager: Play music and sounds with a single line of code. Everywhere. - jSettings: Basic Settings Manager - jEssentials: Simple but efficient functions For more information visit https://github.com/Jean28518/Godot-jTools
A simple implementation for the abstract class AStar2DGrid, used for a better performance pathfinding.
This tool allow you to create swarms, flocks and multiagent systems using a behavior tree. You can easily design collective behaviors without any code by adding groups to your nodes. Several examples, in 2D or 3D, are available.
GPU-accelerated cellular automata template in Godot. Language: GDScript Renderer: GLES 3