Godot

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Best practices

Introduction

Applying object-oriented principles in Godot

Scene organization

When to use scenes versus scripts

Autoloads versus regular nodes

When and how to avoid using nodes for everything

Godot interfaces

Godot notifications

Data preferences

Logic preferences

Project organization

Version control systems

Editor introduction

Using the Project Manager

The Inspector

Project Settings

Default editor shortcuts

Customizing the interface

Using the Android editor

Using the Web editor

Command line tutorial

Using an external text editor

Managing editor features

Migrating to a new version

Upgrading from Godot 3 to Godot 4

Upgrading from Godot 4.0 to Godot 4.1

2D

Canvas layers

Viewport and canvas transforms

2D lights and shadows

2D meshes

2D sprite animation

2D particle systems

2D antialiasing

Custom drawing in 2D

2D movement overview

Using TileSets

Using TileMaps

3D

Introduction to 3D

Using 3D transforms

Procedural geometry

3D text

3D rendering limitations

Standard Material 3D and ORM Material 3D

3D lights and shadows

Using decals

Physical light and camera units

Particle systems (3D)

High dynamic range lighting

Global illumination

Introduction to global illumination

Using Voxel global illumination

Signed distance field global illumination (SDFGI)

Using Lightmap global illumination

Reflection probes

Faking global illumination

Environment and post-processing

Volumetric fog and fog volumes

3D antialiasing

Using MultiMeshInstance3D

Mesh level of detail (LOD)

Visibility ranges (HLOD)

Occlusion culling

Resolution scaling

Variable rate shading

Prototyping levels with CSG

Using GridMaps

Animation

Introduction to the animation features

Animation Track types

Cutout animation

2D skeletons

Using AnimationTree

Playing videos

Creating movies

Assets pipeline

Import process

Importing images

Importing audio samples

Importing translations

Importing 3D scenes

Retargeting 3D Skeletons

Exporting 3D scenes

Blender ESCN exporter

Materials

Physics properties

Lights

Mesh

Skeleton

Animation

Audio

Audio buses

Audio effects

Audio streams

Sync the gameplay with audio and music

Recording with microphone

Text to speech

Export

Exporting projects

Exporting packs, patches, and mods

Feature tags

Exporting for Linux

Exporting for macOS

Running Godot apps on macOS

Exporting for Windows

Changing application icon for Windows

Exporting for Universal Windows Platform

Exporting for iOS

Exporting for Android

Custom builds for Android

Exporting for the Web

Exporting for dedicated servers

One-click deploy

File and data I/O

Background loading

File paths in Godot projects

Saving games

Binary serialization API

Internationalization

Internationalizing games

Localization using gettext

Locale codes

Pseudolocalization

Input handling

Using InputEvent

Input examples

Mouse and input coordinates

Customizing the mouse cursor

Controllers, gamepads, and joysticks

Handling quit requests

Math

Vector math

Advanced vector math

Matrices and transforms

Interpolation

Beziers, curves and paths

Random number generation

Navigation

2D Navigation Overview

3D Navigation Overview

Using NavigationServer

Using NavigationMaps

Using NavigationRegions

Using NavigationMeshes

Using NavigationPaths

Using NavigationPathQueryObjects

Using NavigationAgents

Using NavigationObstacles

Using NavigationLinks

Using NavigationLayers

Navigation Debug Tools

Connecting NavigationMeshes

Support different actor types

Support different actor locomotion

Support different actor area access

Optimizing Navigation Performance

Networking

High-level multiplayer

Making HTTP requests

HTTP client class

SSL certificates

WebSocket

WebRTC

Performance

General optimization tips

Optimization using Servers

CPU optimization

GPU optimization

Optimization using MultiMeshes

Optimizing 3D performance

Animating thousands of objects

Using multiple threads

Thread-safe APIs

Physics

Physics introduction

Using RigidBody

Using Area2D

Using CharacterBody2D/3D

Ray-casting

Ragdoll system

Kinematic character (2D)

Using SoftBody

Collision shapes (2D)

Collision shapes (3D)

Large world coordinates

Troubleshooting physics issues

Platform-specific

Android plugins

Creating Android plugins

Android in-app purchases

iOS plugins

Creating iOS plugins

Plugins for iOS

HTML5

HTML5 shell class reference

Custom HTML page for Web export

Console support in Godot

Plugins

Editor plugins

Installing plugins

Making plugins

Making main screen plugins

Import plugins

3D gizmo plugins

Inspector plugins

Visual Shader plugins

Running code in the editor

Rendering

Using Viewports

Multiple resolutions

Fixing jitter, stutter and input lag

Scripting

programming languages

GDScript

GDScript reference
GDScript: An introduction to dynamic languages
GDScript exports
GDScript documentation comments
GDScript style guide
Static typing in GDScript
GDScript warning system
GDScript format strings

C#

C# basics
C# features
C# API differences to GDScript
C# collections
C# Variant
C# signals
C# exports
C# global classes
C# style guide

GDExtension

What is GDExtension?
GDExtension C++ example

core features

How to read the Godot API

Debug

Overview of debugging tools

Debugger panel

The Profiler

Custom performance monitors

Idle and Physics Processing

Groups

Nodes and scene instances

Overridable functions

Cross-language scripting

Creating script templates

Evaluating expressions

Change scenes manually

Instancing with signals

Pausing games and process mode

File system

Resources

Singletons (Autoload)

Using SceneTree

Scene Unique Nodes

Shaders

Introduction to shaders

Shading reference

Shading language

Shader preprocessor

Spatial shaders

CanvasItem shaders

Particle shaders

Sky shaders

Fog shaders

Your first shader

Your first 2D shader

Your first 3D shader

Your second 3D shader

Shader materials

Using VisualShaders

Using compute shaders

Screen-reading shaders

Converting GLSL to Godot shaders

Shaders style guide

Advanced post-processing

Using a Viewport as a texture

Custom post-processing

Making trees

User interface (UI)

Size and anchors

Using Containers

Custom GUI controls

Keyboard/Controller Navigation and Focus

Control node gallery

Introduction to GUI skinning

Using the theme editor

Theme type variations

Using Fonts

BBCode in RichTextLabel

XR

Setting up XR

Deploying to Android

Introducing XR tools

Basic XR Locomotion

The XR action map

Room scale in XR

The OpenXR hand tracking

The OpenXR passthrough