Some of my 2D/3D/VR/UI experiments in Godot.
Icon | Type | Tittle | Description | Status |
---|---|---|---|---|
2D | mobile_ui | trying the Godot's UI node on mobile | DONE ✔ | |
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 ✔ | |
2D | android_accelerometer | trying to use the accelerometer to set the gravity | DONE ✔ | |
3D | android_maze_accelerometer | control a maze's orientation with the phone's acceleromter | DONE ✔ | |
3D | area_gravity | a simple test using the gravity of an area | DONE ✔ | |
3D | balloon_deploy | recreating just cause balloon deploy mechanic with physics | DONE ✔ | |
3D | camera_wall | wall hiding to reveal player to the camera | DONE ✔ | |
3D | car | a test with godot vehicle body physics and trial-like terrain | DONE ✔ | |
3D | control_remedy | mechanic re-creation from control remedy: grabbing and throwing object through telekinesis | DONE ✔ | |
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 ✔ | |
3D | hoverboard | a physics based hoverboard, inspired by Codeer. | DONE ✔ | |
3D | inverted_pendulum | a test with bullet's physics. An inverted pendulm with an inertia wheel | DONE ✔ | |
3D | mirrors | two ways of faking mirrors | DONE ✔ | |
3D | plane | plane controller | WIP 🛠 | |
3D | procedural_animation | prodecural animation of a spider-like (or robot) model, with inverse kinematics | WIP 🛠 | |
3D | robotic_arm | computer vision + IK test with a robotic pick and place arm | WIP 🛠 | |
3D | spectrum_analyzer | simple spectrum analyzer moving 3d objects | DONE ✔ | |
3D | tv | displaying a video or frames on a crt tv | DONE ✔ | |
3D | valheim_tree_chop | recreating the Valheim tree chop mechanic | DONE ✔ | |
3D | wheelBot | a robot rolling on one wheel | DONE ✔ | |
VR | quest_playground | a project testing various things in VR for the Oculus Quest: handtracking, handtrackings physics | WIP 🛠 | |
VR | table_tennis | trying to use Godot's physic to recreate a table tennis game | WIP 🛠 | |
VR | bow_and_arrow | bow and arrow mechanic | WIP 🛠 | |
VR | control_like_interaction | trying to recreate CONTROL like movement, and messing with area's gravity | WIP 🛠 | |
MISC | audio_visualizer | represent the audio magnitude against time both left and right channel. Drawn as the song plays | DONE ✔ | |
MISC | slow_down_sound | showcase an effect where the pitch and volume of the music is decreased with a tween. Useful for a "loosing" effect, when a player dies for example | DONE ✔ |
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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
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[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
Icon background color: #022C4D
Software engineer & gamedev. 3D, 2D & VR.
This project is distributed under the MIT license, which it's free to use, modify and redistribute, for both personnal and commercial projects. For more information see LICENSE.md.