Commit Graph

93 Commits

Author SHA1 Message Date
Shahriar Labib
84ac7b40a6 Add touch screen support for 3d/platformer (#1128)
Update touch_screen_ui.gd
2025-10-02 10:47:00 -07:00
Hugo Locurcio
6424e02ebf Add fallbacks and mention non-working features when using Compatibility or the Web platform (#1132)
- Make 3D lights with shadows darker when using Compatibility to better
  match the appearance of Forward+/Mobile, due to the use of sRGB blending
  for those lights.
- Silence some warnings when running projects with the Compatibility
  rendering method, such as the one about 2D MSAA not being supported.
- Rebake lightmaps in Global Illumination to improve quality and reduce
  light leaking with improvements from 4.3.
  - Increase probe density for dynamic objects, and mark the moving box
    as a dynamic object for GI purposes.

This is done to improve the experience with the web-based demos,
which always run with the Compatibility rendering method.
2025-10-02 10:31:42 -07:00
Hugo Locurcio
a5bce2f144 Fix bright streaks in tunnel in Platformer 3D demo (#1254)
This adjusts reflection probes following the blend distance changes
in 4.4.
2025-10-02 10:15:15 -07:00
Hugo Locurcio
a531235db3 Use Jolt Physics in all 3D demos that use physics, improve physics tests demos (#1195)
- Add options for physics ticks per second, time scale, max physics steps per frame
  and physics interpolation to the 2D and 3D physics tests demos.
  - Physics ticks per second are always multiplied by time scale so that
    time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
  the debug collision fill make these unnecessary.
  - Switch to the Mobile rendering method in the 2D physics tests demo
    to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
  for better visibility. Each PhysicsBody type now has its own collision
  shape color.
2025-04-21 21:59:31 +02:00
Hugo Locurcio
819d201cc4 Enable physics interpolation in all 3D demos (#1074)
This makes use of the new built-in 3D physics interpolation
added in Godot 4.4.
2025-04-15 16:54:41 +02:00
Hugo Locurcio
90617ba1e8 Fix camera colliding with the player in 3D platformer demo (#1187)
This was most common at low physics tick rates like 20 TPS.

This also fixes an issue with the RigidBody character demo having
movement speed depending on the physics tick rate.
2025-04-14 17:05:50 +02:00
Hugo Locurcio
4d49bbd1b8 Update demos for Godot 4.4
- Resave all files with Godot 4.4 to make use of script/shader UIDs.
- Use AgX tonemapping in all demos that used a tonemapper other than Linear.
2025-03-21 02:00:41 +01:00
Aaron Franke
5646c6a7a8 Open and save 3D demos in Godot 4.3 stable (#1109) 2024-08-27 13:40:06 -07:00
ShatteredReality
b4c73f4888 Fix README links to asset library (#1078)
This updates all links to point to the 4.2 demos instead of the 3.5 ones.

Co-authored-by: A Thousand Ships (she/her) <96648715+AThousandShips@users.noreply.github.com>
2024-06-24 19:29:58 +02:00
Hugo Locurcio
bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00
Hugo Locurcio
31d1c0c112 Remove old and unused project settings, update various demos for 4.2 (#1024)
- Move all demo projects that don't require Forward+/Mobile-only features
  to the Compatibility rendering method. This improves performance significantly
  on low-end devices and ensures visuals are identical to a web export
  of the demo.
- Set deadzone on all inputs to 0.2 for better gamepad usability.
- Remove reliance on `default_env.tres` to use built-in Environment
  resources in the main scene instead (which follows the preview environment
  workflow).
- Remove notices pointing to GDNative or VisualScript, since both were
  removed in 4.0.
- Various bug fixes and usability tweaks to 10+ demos.
2024-03-26 18:01:58 +01:00
A Thousand Ships
82913393a8 Improve code style (#1021)
* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
2024-03-25 17:06:52 +01:00
Hugo Locurcio
2a962929f3 Update demo files for Godot 4.2.1 (#1013)
All demos were opened with Godot 4.2.1, with the mesh format
upgraded for 3D demos.

The 3D antialiasing demo now uses Extra Cull Margin on the last
object to prevent it from disappearing too early when the camera
rotates (due to its use of shader-based animation).
2024-02-01 17:30:08 +01:00
MotH
0a84347d11 Sorted tags 2023-06-28 21:27:10 +02:00
Hugo Locurcio
18c76b6dae Add tags to all demo projects
This makes sorting them in the project manager easier, as you can
click tags in the project manager to filter to a specific tag.
2023-06-26 18:03:50 +02:00
Hugo Locurcio
7cd99ae192 Fix particles in Platformer 3D demo, add coin glow (#908)
- Add a visible coin glow around coins to make them more noticeable
  at a distance.
- Enable Billboard Keep Scale material property on particle draw
  materials that required it.
- Use transparent additive shading as intended for the bullet trail.
- Tweak blob shadow texture and decal to be slightly more subtle.
2023-05-05 15:47:10 +02:00
Jonathan Nicholl
3696e43696 Fix 3D platformer (#872)
Also converted the PNG files to lossless WebP and removed an unused .import file while I was at it.
The rest of the changes were done automatically by the editor when I opened the files.
2023-03-03 22:56:03 +01:00
Hugo Locurcio
1d5184e235 Update most demos for Godot 4.0.beta10 (#782) 2023-01-05 16:50:17 +01:00
Jonathan Nicholl
35f9517ea8 Update 3D Platformer for 4.0 (#770) 2022-12-13 16:51:20 +01:00
Aaron Franke
cb52878006 Use StringName literals with Input methods 2022-03-27 19:19:09 -05:00
Aaron Franke
ab0816a44e Rename RigidBody -> RigidDynamicBody 2022-03-27 19:06:05 -05:00
Aaron Franke
bbe50fc9da Convert demos to Godot 4 using regular expressions in a script 2022-03-26 16:09:10 -05:00
Aaron Franke
b7e0a470c7 Update demos to Godot 3.4 2021-11-05 11:48:47 -05:00
Hugo Locurcio
cbb5c94c6f Allow 3D demos to fallback to GLES2
A GLES2-specific tweak is now documented for the GUI in 3D demo.

This also tweaks shadow quality and performance to find a better
balance and result in smoother shadows, including when using GLES2
(thanks to the use of PCF13 shadow filter mode).

In demos that allow falling back to GLES2, ETC1 texture import
is enabled to allow exporting to Android or HTML5 without having
to tweak anything.
2021-11-05 09:57:51 -05:00
Aaron Franke
7e129db12e Use "not" instead of the exclamation mark in GDScript files
Also add String casts
2021-07-04 03:46:21 -04:00
Aaron Franke
e894e4655a Improve performance in GridMap demos 2021-05-04 02:48:32 -04:00
Aaron Franke
814909538f Update projects to Godot 3.3 2021-04-21 19:17:12 -04:00
Aaron Franke
4913cd868a Misc fixes and tweaks 2021-03-03 02:59:17 -05:00
Aaron Franke
fecbed5fb2 Merge pull request #586 from Calinou/improve-demo-configuration
Improve several demos' configuration
2021-03-02 18:25:05 -05:00
Hugo Locurcio
3d6ba65cfc Improve the 3D platformer demo
- Increase gravity, player speed and air acceleration for a less floaty
  feeling.
- Clean up the code to use constants when relevant and remove unused enums.
2021-03-02 19:36:25 +01:00
Hugo Locurcio
aa65867e43 Improve several demos' configuration
- Enable anisotropic filtering in 3D demos, and set the quality to
  16× on desktop and 4× on mobile.
- Enable 4× MSAA on some 3D demos that didn't use it beforehand.
- On GLES3 demos, disable MSAA on mobile as these demos are often
  more demanding.
- Use more conservative framebuffer allocation settings for better
  performance.
- Use PCF13 shadow filtering in GLES2 demos on desktop to benefit
  from soft shadows in Godot 3.2.4 and later.
  In Godot 3.2.3, this will make shadows smoother but still "blocky".
- Use Lossless compression instead of VRAM compression for
  small textures such as the voxel demo texture atlas.
2021-02-28 22:28:44 +01:00
Aaron Franke
918a289ee2 Format files using updated file_format.sh 2020-10-01 14:23:54 -04:00
Aaron Franke
d4bf89d364 Link to the asset library from the README of each demo 2020-09-10 15:37:10 -04:00
Aaron Franke
78fe523b3c Merge pull request #508 from Calinou/3d-demos-tweak-settings
Tweak settings in various 3D demos
2020-08-16 23:44:05 -05:00
Hugo Locurcio
c6163b3d20 Tweak settings in various 3D demos
- Enable 4× MSAA in all 3D demos.
- Enable filmic tonemapping with a whitepoint of 6 in GLES3 3D demos.
- Add subtle fog to the Truck Town demo.
- Use the `2d` stretch mode and `expand` stretch aspect to support
  multiple resolutions and aspect ratios.
2020-08-17 03:25:13 +02:00
Aaron Franke
fcc7d5c723 Optimize PNG images using oxipng 2020-08-16 17:48:38 -05:00
Aaron Franke
c5c5fedec8 Update 3D platformer 2020-06-28 02:23:30 -04:00
Aaron Franke
35d44b5d85 Remove trailing space characters in the formatting script 2020-06-21 23:00:13 -04:00
Aaron Franke
f9e7456b70 Add descriptions to all projects with README files
These show up in the project manager when hovering over projects.
2020-03-16 20:50:53 -04:00
Aaron Franke
7e0032eb8e Add README files to 3D demos 2020-03-09 03:54:32 -04:00
Aaron Franke
399de3e954 Organize 3D platformer demo files 2020-02-19 19:09:55 -05:00
Aaron Franke
486d582802 Update 3D platformer to use AnimationTree 2020-02-19 18:55:14 -05:00
Hugo Locurcio
da374bccda Tweak 3D settings in various demos
- Use 4× MSAA for a better visual appearance.
- Use "3D Without Effects" framebuffer allocation when possible
  for better performance.
- Disable Glow in the 3D Kinematic Character demo for better
  performance. Increase the DirectionalLight strength to compensate.
- Use a non-linear attenuation for the OmniLight in the
  Window Management demo (and increase its range to compensate).
2020-02-15 23:32:00 +01:00
Aaron Franke
9975c95065 Update Finite State Machine demo 2020-02-02 20:28:25 -05:00
Aaron Franke
33494c4592 [3DP] Update to Godot 3.1.2
Conform to style guide, add WASD movement, add controller support
2020-01-29 17:00:07 -05:00
Aaron Franke
76d43cf23a [3DP] Convert SCN to TSCN 2020-01-29 15:58:17 -05:00
Hugo Locurcio
184b0fe5f8 Optimize all images using oxipng -o6 --strip all --zopfli 2019-06-11 16:40:50 +02:00
Thomas Karcher
1cfb3ee621 Small bugfix in 3D platformer
Gravity vector is zero in the first few frames, leading to errors in follow-up calculations expecting a normalized  vector. Fixed by assigning a default gravity in case those cases.
2019-05-15 21:57:35 +02:00
Thomas Karcher
d21936b32d 3D projects converted to and tested with Godot 3.1 2019-05-15 19:26:16 +02:00
Hugo Locurcio
86bf5060b3 Use an higher FOV value in demos
A vertical FOV of 74 degrees is roughly equivalent to a 90 degree
horizontal FOV on a 4:3 display (~106.26 degrees on 16:9), which
is the typical default FOV used in PC games.
2018-05-18 23:16:27 +02:00