mastodon.ie is one of the many independent Mastodon servers you can use to participate in the fediverse.
Irish Mastodon - run from Ireland, we welcome all who respect the community rules and members.

Administered by:

Server stats:

1.5K
active users

#godotengine

57 posts38 participants7 posts today
Armoured Wizard<p>Hawk Hill Manor<br>Struggling with Data Structures.<br>Gatherables (Trees, Rocks, Mines) hold data on what resources they supply, how much they hold, and how much can be gathered at once. This is held in a Dictionary [Good, Total], and an int amount_gathered.<br>But a few locations (Ruins, Rubble) have multiple Goods, and I might want differing amounts gathered.<br>Is there an easy way to put it all in one variable?<br>Type, Total, Gathered<br>Stone, 1000, 5<br>Logs, 200, 10</p><p><a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a> <a href="https://dice.camp/tags/gdscript" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gdscript</span></a></p>
Yo Soy Freeman<p>Hi there! I'm freeman! And i'm developing a first person adventure horror game in <a href="https://mastodon.gamedev.place/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a> </p><p>For the longest time i been focusing 100% on giving back to the community, and now that i'm working on a proper game i could really do with a little help!</p><p>You can support me here!:</p><p><a href="https://ko-fi.com/yosoyfreeman" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">ko-fi.com/yosoyfreeman</span><span class="invisible"></span></a></p><p>I'll keep posting frequent updates and thinking about ways to give something back to the community. If you don't feel like supporting me, checking my work would be cool too!</p><p>boost appreciated.</p>
Armoured Wizard<p>Hawk Hill Manor<br>Scavenger recovering useful materiel from Ruins.<br>I think I've converted all the Gatherables so that the Target Location holds more of the data (What it supplies, how much it holds, how much to gather at a time)</p><p><a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a></p>
bram dingelstad :nb_flag:<p>here's some dialogue testing for <a href="https://gamedev.lgbt/tags/BattleOfTarot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>BattleOfTarot</span></a>! </p><p><a href="https://gamedev.lgbt/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a> <a href="https://gamedev.lgbt/tags/IndieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieDev</span></a> <a href="https://gamedev.lgbt/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a></p>
Godot.Berlin :godot:<p>Join us tomorrow for our Godot Meetup @ c-base!</p><p>Thursday, 14 Aug 2025, 19:00-21:00<br>c-base e.V.<br>Rungestraße 20, Mitte, 10179 Berlin</p><p><a href="https://www.meetup.com/godot-user-group-berlin/events/308569453/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">meetup.com/godot-user-group-be</span><span class="invisible">rlin/events/308569453/</span></a></p><p><a href="https://discord.gg/Sm3CgrqqQa" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">discord.gg/Sm3CgrqqQa</span><span class="invisible"></span></a></p><p><a href="https://mastodon.gamedev.place/tags/Berlin" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Berlin</span></a> <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a> <a href="https://mastodon.gamedev.place/tags/OpenSource" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenSource</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/Meetup" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Meetup</span></a> <a href="https://mastodon.gamedev.place/tags/Hackspace" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Hackspace</span></a> <a href="https://mastodon.gamedev.place/tags/Makespace" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Makespace</span></a> <a href="https://mastodon.gamedev.place/tags/Godot4" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot4</span></a></p>
Cecelia<p>It’s time for me to come back to this project to implement a new feature. I’m currently looking up the math on light and viral irradiation to approximate disinfecting lamps.</p><p>I’m learning all kinds of stuff about science math which is kinda neat: inverse square, log reduction, watt-hour to joule conversion.</p><p><a href="https://tech.lgbt/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a> <a href="https://tech.lgbt/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://tech.lgbt/tags/AirborneVirus" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AirborneVirus</span></a> <a href="https://tech.lgbt/tags/science" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>science</span></a> <a href="https://tech.lgbt/tags/math" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>math</span></a> <a href="https://tech.lgbt/@helianthropy/114171486749868489" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">tech.lgbt/@helianthropy/114171</span><span class="invisible">486749868489</span></a></p>
elFlashor<p>I just learned about Redot, which seems to be just a fork of Godot with.... changes? <br>I have no idea what changes, couldn't find any info as to what is actually different between the two.<br>The docs seem to just be a copy paste of Godot's with a "CTRL+F replace Go with Re"?<br>I don't know, but... what? 🤨 What's the point?</p><p><a href="https://mastodon.gamedev.place/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a></p>
Armoured Wizard<p>Hawk Hill Manor<br>Need a massive refactor!<br>1) Tidy up Workers' State Machines. Each Type (Gatherer, Manufacturer, Food Producer, etc) has their own Machine, and they are inconsistent. Can't see how to run them all off 1.<br>2) Move Gathering code to Gatherable Object, from Worker. Include Gathering Time, Goods, Amount, Total Before Exhausted etc.<br>3) Add Ruins. Not so much a refactor, but the reason it's needed!</p><p><a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a></p>
HungryProton<p>If you're looking for a cheap way to break texture repetition (and keep the texture seamless), I got something for you <br><a href="https://mastodon.gamedev.place/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a> <a href="https://mastodon.gamedev.place/tags/shaders" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>shaders</span></a></p>
Armoured Wizard<p>Hawk Hill Manor<br>"Well, the manor is still standing, and I think we can make the Station serviceable, but there's precious little left of the row-houses. Maybe we can salvage some lumber and masonry, and rebuild something habitable before long.<br>I'm less optimistic about the mines, though - they look thoroughly caved in!"<br>"We need the mines! We can't afford to import coal forever!"</p><p><a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a></p>
WuotanStudios ©️<p><a href="https://mastodon.gamedev.place/tags/RIAD" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RIAD</span></a> [WIP]</p><p>Well, the monster ai is still very stupid, but at least i have implemented a "visual acuity" for the ai, which also works with the chains in the way.<br>-&gt; they see between the chain, not through them by layer or so</p><p><a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a></p>
Armoured Wizard<p>Hawk Hill Manor<br>New idea, that fits with my original vision:<br>Game-World is a blasted landscape. Rubble, dead trees etc.<br>Space must be cleared, ruins recovered, land made good for crops.<br>Not sure how it will be implemented yet.<br>New building types: Rubble-Clearer (picks useful materials from ruins), Land-Reclaimer (turns bad land into fertile areas), Forester (plants saplings to grow in to harvestable trees...</p><p><a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a></p>
Armoured Wizard<p>Hawk Hill Manor<br>Still wondering whether to put more data in the Huts rather than the Workers.<br>Currently, the Huts don't do a lot apart form hold Inventory, and Recipes (for manufacturers - Raw materials data are held on Worker)<br>Workers are locked to Huts, so there isn't much difference, but I'm considering making them a bit more independent (See: Timberborn)</p><p><a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a> <a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
GameFromScratch<p>It's time for free <a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a> assets everyone! Three FREE <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> assets from August 12 to 26 (as well as a <a href="https://mastodon.gamedev.place/tags/Unity3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Unity3d</span></a> / <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a> / etc werewolf asset) Yours to keep forever once "bought" (for $0).<br><a href="https://gamefromscratch.com/fab-august-free-asset-giveaway-aug-12-aug-26/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">gamefromscratch.com/fab-august</span><span class="invisible">-free-asset-giveaway-aug-12-aug-26/</span></a></p>
Armoured Wizard<p>Hawk Hill Manor<br>I have some buildings, made by importing a .glb and copying the Mesh into a Scene.<br>Is there a way, in the Scene, of finding measurements? How big is the Mesh, the Collider, the overall footprint?</p><p><a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a></p>
Armoured Wizard<p>Hawk Hill Manor<br>Not sure if it's worth converting to GridMap. I had a quick look, and game lags for several seconds to rebake NavMesh each time a Building is placed.<br>Is there a recommended max size for gridMap? Or ways to optimize?<br>Map is about 128x128 blocks (500m split into 4m grid).<br>If I import a glb made in Blender it seems smooth enough.</p><p><a href="https://dice.camp/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://dice.camp/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://dice.camp/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a></p>
〽️ɪɢᴜᴇʟ<p>Such a cool <a href="https://mastodon.gamedev.place/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> addon</p><p>This needs to become default functionality imho</p><p><a href="https://godotengine.org/asset-library/asset/4217" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">godotengine.org/asset-library/</span><span class="invisible">asset/4217</span></a></p><p><a href="https://mastodon.gamedev.place/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Godot Digest<p>Godot Digest 26</p><p>Godot 4.5 is in Beta 5, more GodotCon videos released, and Battlefield uses Godot…wait, what?</p><p><a href="https://godotdigest.substack.com/p/godot-digest-26" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">godotdigest.substack.com/p/god</span><span class="invisible">ot-digest-26</span></a></p><p><a href="https://mastodon.gamedev.place/tags/godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godot</span></a> <a href="https://mastodon.gamedev.place/tags/godotengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>godotengine</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
JohnGabrielUK<p>I know it's usually not a good idea to spend a significant chunk of your limited time during a game jam working on a setpiece moment... but setpiece moments are really fun to work on!</p><p><a href="https://mastodon.gamedev.place/tags/GodotWildJam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotWildJam</span></a> <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/gamejam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamejam</span></a></p>
zinnschlag<p><span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@godotsteam" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>godotsteam</span></a></span> Wondering what the chances of <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a> itself moving off of GitHub are.<br>The chances of my contributing to the development were always only ever moderate (for various reasons). But right now GitHub is a dealbreaker.</p>