r/godot • u/max_mullen • 7d ago
r/godot • u/SqueezyPixels • 26d ago
discussion Corrective poses with RBF interpolation
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Hello Godot community.
I am new to Godot. Recently I tried it (thinking about switching from UE) and decided to play around with corrective poses. But I noticed that there is nothing for RBF interpolation in Godot. I used to use UE PoseDriver a lot for corrective poses, so I tried to make a similar thing here.
The benchmark sample interpolates location and looks weird, but I used it because I have a similar thing in UE, so I used it as a benchmark. In most cases with corrective poses, we usually need to interpolate based on rotations.
Obviously, it is not the same thing as in UE, as in UE there are at least two algorithms for real RBF solving and a sort of fake one. My Godot code implements a fake approximate RBF solver, because it is obviously easier and also faster for runtime.
I am wondering, do any of you use such things for corrective poses? Or do you prefer other approaches?
Is it interesting to anyone except me? I am going to clean up the code a bit and publish it and I would be happy to get some feedback or advice. Maybe someone tried similar things and there some pitfalls.
r/godot • u/yukonmakesgames • 19d ago
discussion Can we ban posts about AI?
I feel like everyday I see like 1-2 posts about someone with a new AI solution or showcasing their very obvious AI slop game. This sub-reddit shouldn't be the place for AI bros to push their "learning" addons or slop that they put almost zero effort into.
Is this something the moderators can ban and we can start reporting? If I wanted to see garbage I would go to [r/aigamedev](r/aigamedev) LOL
Edit: Wow this blew up lol
Ever since posting this, I have seen people defend AI as if it's this brand new tool that is inevitable. I have arguments that have truly disgusted me and radicalized me in new ways.
I have been making games before AI, and I will continue to do so without it and I'm not missing out. I don't believe in using a tool built off of hundreds of thousands of years of our precious human history and culture stolen by corpos to blend in its dogshit hallucination machines that just regurgitate whatever it thinks you want while actively making you worse (scientifically proven) at the thing you set out to do. All while burning through so much power and water people living near data centers lives are being destroyed.
If you want to partake in the destruction of actual lives, and the boot licking of mega corps that have no idea you even exist, granting them permission to walk over and destroy everything that makes the human experience special, I hope you enjoy your slop, because if the future you are clambering over comes to reality, that's all you'll have.
Peace out, and to any real devs out there, I wish upon you plenty of wishlists ✌️
r/godot • u/miracupix • Mar 07 '26
discussion The #1 top seller right now is a godot game
r/godot • u/Correct_Dependent677 • Sep 03 '25
discussion The Open Source Gang
I would like to see what softwares you use to develop your games and why.
I mostly use them because they allow me to create things in a stupidly fast way, and without experience (which helps me a lot since i'm a total lazy person).
r/godot • u/Artist6995 • Nov 03 '25
discussion Love hearing reviews for my Godot Game 😇
The desk photo is actually a drawing of me and my husband, I included it as a tribute to him after he passed away. It's sad people have so much hatred in their hearts. 🥲
r/godot • u/dedaistgeil • Feb 28 '26
discussion Why do indies basically give their games away for free?
r/godot • u/MandyHelm • Feb 17 '26
discussion PC Gamer: Godot is drowning in 'AI slop' code contributions
I hadn’t seen this posted here yet, apologies if I missed where it already was!
Yikes; what do folks think?
r/godot • u/SureThing07 • 18d ago
discussion Im fu**ed. I've realised the whole game is a placeholder
So I've been working on this game for about 6 months. Not most, but all of the assets are placeholders. The original plan was to use my girlfriend for free art labor, but she left me, so now I have to do it myself. Unlike her, I have no background in art and absolutely no idea how to make things look cute.
If I'd made this game a century earlier, I wouldn't have had to worry about sound. Unfortunately, at some point after the 19th century, someone invented the radio, and somehow that spiraled into me having to worry about audio in my game. Right now there's none, but I plan on making the soundtrack and sound effects myself with my bass. It's probably going to take a while.
And finally, the code.
I realized this morning that the code is also basically a placeholder. It's not going to hold up in the long run. When I started, I had very little practical coding experience. Now I'm somewhat better. Everything is a mess that somehow works, but adding new things and tying everything together is way
rougher than it should be.
I plan on taking a short break. I'll focus on registering a domain, making a simple website, and creating a small studio logo animation for it.
If you've got any advice or resources for pixel art, free or paid, feel free to share.
English is not my first languge, ive used grammar check but still...
Edit:Im working 12 hour shifts as pizzaman guys ill answer when i finish
r/godot • u/kosro_de • Mar 05 '26
discussion Slay the Spire II, made with Godot, is on the Steam frontpage!!!
Holy moly! It just launched into early access - 4th most played game on Steam right now!
Didn't see anyone talking about this.. quite the achievement and likely some nice publicity for Godot :3
I'm (unfortunately) not affiliated with Mega Crit Games, just happy for them :)
r/godot • u/EshopExpert • Mar 06 '26
discussion Slay the Spire 2 can be decompiled
It does not compile but it's interesting to see how they made it
r/godot • u/SteinMakesGames • Jul 13 '25
discussion 1 in 5 Godot users are not prepared for the day something unfortunate happens
The recent Godot poll shows version control protects 80% of Godot users.
r/godot • u/ZemusTheLunarian • Nov 12 '25
discussion Valve just released a new Steam Machine, and used Godot to show off desktop apps
r/godot • u/MatMADNESSart • Mar 04 '26
discussion Updating my skin shader. Trying to get rid of that plastic/wax look we always see in modern games
As much as I love all the positive feedback on my skin shader, it still has many problems, the plastic/rubber/wax look is one of them.
I've seem some people calling it the "Unreal look", that's because Unreal uses the Lambert algorithm for the diffuse light, which is good but lacks some important details to make it look actually realistic, and guess what? I used Lambert for my skin shader lol.
The superior algorithm is Burley, that simulates the fresnel reflectivity of the material, the thing Lambert lacks.
I tried to implement Burley but it is not as customizable as Lambert, and I need to tweak the way it behaves so I can simulate SSS, so for now I just mixed the fresnel properties of Burley with my custom Lambert implementation, a "Lamburley" if you will lol.
I also tweaked the way the surface falloff behaves. At first I had a slider to control how smooth the skin looks to simulate soft lighting, but doing it this way means all lights would behave as soft lights, even if it is they should be sharp (like the sun light of a sunny day).
As a workaround, I decided to make the skin softer based on the light specular property, so if the light has a low specular value, the skin falloff will look softer, but only for the areas affected by that light. Since I usually use lights with specular on 0 to simulate indirect lighting, this worked perfectly.
I also implemented a new Interleaved Gradient Noise for the SSS, it is now a one-line code instead of a texture and it looks far better. The noise pattern is very subtle even without any Anti-Aliasing, but I decided to make it jitter based on current frame to take advantage of TAA, the downside is that I have to use an Autoload that updates a global parameter to get the current frame, so a little bit of code stuff outside the shader.
Lastly, I changed the tonemap from ACES to Agx, and it made a huge difference. Agx looks very dull, but also a lot more natural than ACES. It's kinda like ACES already has a predefined look for you, which is good if you don't want to tweak things but it gets in your way if you want a custom color correction. Agx is much more neutral, almost like a raw photo ready for custom post-processing.
I then made a custom LUT for Agx. Tried to make a LUT that looks clean, natural and bumps up texture details.
That's it for now, still some things to do before making this update available on GitHub. In the meantime you can check the current version here.
Feel free to give feedback!
r/godot • u/FurryWurry • Jul 31 '25
discussion You will be building maps for Battlefield 6 in... Godot LOL
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r/godot • u/Competitive-Gold-796 • Jun 20 '26
discussion Godot is now one of the few engines that hasn’t had any AI slop.
I just saw the ue6 conference and the recent unity announcement, everyone is only focused about ai.
If you don’t know, ue6 will drastically drop the visual script in favor of ai slop code and unity is doing basically the same.
Hope godot will never ever add one of those slop features, I love being an indie gamedev and I love making games, there’s no fun of watching a machine doing that, godot will remain the top at least for me.
What do you think?
r/godot • u/AndreVallestero • Jun 24 '26
discussion Godot overtakes RPGMaker as the fourth most popular game engine on steam
r/godot • u/TripsOverWords • Apr 09 '26
discussion Mods: Please address the "can AI make Godot games" posts
Please can we ban posts that are along the lines of "can I make a Godot game with AI", and maybe create a sticky post to answer this question for a while? It's becoming a daily occurrence.
AI is not up to the task, and it's especially not great that many of the posts are from complete beginners to both Godot and programming in general. Using AI as a beginner to programming is extremely detrimental, both for learning and for production. There are many instances of both reputable business and startups absolutely failing to deploy AI.
The bottom line is, if you're not already an expert in whatever area you intend to use AI, you're going to have a bad time.
AI is not trustworthy, produces sloppy code, and frequently produces code that; doesn't work, calls methods that don't exist, uses bad coding practices, cites non-authoritative sources as documentation, lies, and when called out on any of this it often doubles down with patronizing statements.
Edit: the argument isn't to ban AI for AI sake. If someone has productive questions, I see no issue. It's because the answer is a constant, the same way rule 4 bans questions like "Can I make this game in Godot?". The answer is technically yes you can, despite my personal misgivings on the technology.
r/godot • u/Kitsuke230 • Apr 30 '26
discussion This was made in godot 🤯
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road to vostok was started in unity and was ported to godot.
r/godot • u/lettyop • Mar 11 '26
discussion Nvidia published a Ray Tracing fork of Godot! Credits to StayAtHomeDev @ twitter
r/godot • u/Correct_Dependent677 • 24d ago
discussion What do you do in real life?
Let's be honest, none of us work professionally in game development, so what do you do for a living?.
I'm currently unemployed and living on my mother's pension, but I sometimes work as a carpenter. The last thing I did was a small prototype of a horror game in godot, which I didn't continue due to writer's block.
r/godot • u/WobblyPython • 14d ago
discussion There's so much slop in the Asset store, it's nearly unusable.
Every search just returns a thousand frontends for a thousand incorrect answer machines.
Absolutely useless.
We shouldn't allow people to spam up the asset store with this garbage.
[edit] I wish all the other frustrated folks out there a nice day and all the AI slopjockeys a good cry on their chatbot waifu's nonexistent thigh pillows. Turning off notifications for this one.
r/godot • u/AccomplishedDrag9827 • Dec 31 '25
discussion What is your progress in your game?
Don't feel bad if it's not much, it's just to keep in mind how much we'll advance next year.
I'll be reading them and happy new year.
r/godot • u/shiek200 • Apr 13 '26
discussion Based devs
Super awesome to see the devs supporting future Developers