Some of my 2D/3D/VR/UI experiments in Godot. You can find some of my tutorials and experiments on my YouTube channel.
If you want shader specific experiments, head to my Shaders experiments repo
Godot 3.x projects
Icon | Type | Tittle | Description | Status |
---|---|---|---|---|
2D | 7 tips 2D look | showing 7 tips to make better 2D visuals | DONE β | |
2D | accelerometer_gamepad_game | simple game with websocket server to be controlled by a smartphone's accelerometer. See MISC/accelerometer_gamepad | DONE β | |
2D | android_accelerometer | trying to use the accelerometer to set the gravity | DONE β | |
2D | connected_dots | dots moving around making connections | DONE β | |
2D | destructible_terrain | simple worms like destructible terrain using the Geometry class | DONE β | |
2D | flag_shader | 2D & 3D simple flag shader | DONE β | |
2D | geometry_class | showcase of what the geomtry class can offer in 2D | DONE β | |
2D | loading_shader | simple loading shader effects, from black and white to rgb | DONE β | |
2D | mobile_ui | trying the Godot's UI node on mobile | DONE β | |
2D | quick_prototype | a small scene with a script to allow quick prototyping. You draw a shape with the line2D, and it automatically add a physics body and a background to your shape. | DONE β | |
2D | rewind_mechanic | time rewind mechanic for all objects, 2D & 3D | DONE β | |
2D | scratch_shader | scratch effect done with by drawing on a viewport and using the texture in a shader | DONE β | |
2D | trajectory_line | trajectory line using maths & a Line2D. Supports collisions! | DONE β | |
3D | android_maze_accelerometer | control a maze's orientation with the phone's acceleromter | DONE β | |
3D | area_gravity | a simple test using the gravity of an area | DONE β | |
3D | balloon_deploy | recreating just cause balloon deploy mechanic with physics | DONE β | |
3D | camera_wall | wall hiding to reveal player to the camera | DONE β | |
3D | car | a test with godot vehicle body physics and trial-like terrain | DONE β | |
3D | control_remedy | mechanic re-creation from control remedy: grabbing and throwing object through telekinesis | DONE β | |
3D | fish_tank_shader | leaky fish tank shader. You shoot somewhere and the water level drops until it reaches the hole | DONE β | |
3D | greenscreen_camera | a greenscreen effect to a camera. The camera only sees an object, allowing you to put something in the background, like an image. | DONE β | |
3D | hoverboard | a physics based hoverboard, inspired by Codeer. | DONE β | |
3D | inverted_pendulum | a test with bullet's physics. An inverted pendulm with an inertia wheel | DONE β | |
3D | mirrors | two ways of faking mirrors | DONE β | |
3D | plane | plane controller | WIP π | |
3D | procedural_animation | prodecural animation of a spider-like (or robot) model, with inverse kinematics | WIP π | |
3D | robotic_arm | computer vision + IK test with a robotic pick and place arm | WIP π | |
3D | spectrum_analyzer | simple spectrum analyzer moving 3d objects | DONE β | |
3D | tv | displaying a video or frames on a crt tv | DONE β | |
3D | valheim_tree_chop | recreating the Valheim tree chop mechanic | DONE β | |
3D | wheelBot | a robot rolling on one wheel | DONE β | |
3D | xray_vision | stting up materials to simulate an Xray/see through effect | DONE β | |
VR | quest_playground | a project testing various things in VR for the Oculus Quest: handtracking, handtrackings physics | WIP π | |
VR | table_tennis | trying to use Godot's physic to recreate a table tennis game | WIP π | |
VR | bow_and_arrow | bow and arrow mechanic | WIP π | |
VR | control_like_interaction | trying to recreate CONTROL like movement, and messing with area's gravity | DONE β | |
MISC | accelerometer_gamepad | use the phone's accelerometer and websockets to control a game. See 2D/accelerometer_gamepad_game | DONE β | |
MISC | accessibility | a few examples of relatively easy things to make your game more accessible. See: https://youtu.be/YVGL3IifhLc | DONE β | |
MISC | audio_visualizer | represent the audio magnitude against time both left and right channel. Drawn as the song plays | DONE β | |
MISC | camera_transition | smoothly transition between two cameras. Works both for 2D & 3D | DONE β | |
MISC | card_game | test using cards to make a UI | DONE β | |
MISC | instagram_ui | recreating some of Instagram's UI | DONE β | |
MISC | everything_particles | turn anything into particles using viewports | DONE β | |
MISC | random | all kinds of usage of random | DONE β | |
MISC | slow_down_time | two ways of slowing down time | DONE β | |
MISC | tinder_ui | recreating some of Tinder's UI | DONE β |
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[3D/android_maze_acceloremeter]:
- GLES2 was buggy for me, some texture were not shown
- Bullet physics has a bug when you change the gravity vector at runtime -> use Godot physics instead
-
[3D/robotic_arm]:
- GLES2 doesn't work correctly with IK, part of the mesh is not moved
- Bullet physics' constant velocity for static body doesn't work -> use Godot physics instead
- The IK target must be high in the tree than the SkeletonIK node, otherwise Godot freaks out
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This project is distributed under the MIT license, which it's free to use, modify and redistribute, for both personal and commercial projects. For more information see LICENSE.md.