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- 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.
Squash the Creeps (3D)
This is a simple game where your character must move and jump to squash as many enemies for as long as possible. You gain 1 point for every enemy squashed.
Controls:
- Up Arrow, W, Gamepad Left Stick: Move up
- Down Arrow, S, Gamepad Left Stick: Move down
- Left Arrow, Gamepad Left Stick: Move left
- Right Arrow, Gamepad Left Stick: Move right
- Space, Right Mouse Button, Gamepad A/Cross: Jump
This is a finished version of the game featured in the "Your first 3D game" tutorial in the documentation. For more details, consider following the tutorial in the documentation.
This demo covers:
- Handling player input.
- Moving and jumping in a 3D game.
- Spawning enemies randomly around the game arena.
- Using the built-in animation editor to breathe life to your game.
- Creating a complete game loop with lose conditions, score, and the ability to restart.
Language: GDScript
Renderer: Forward+
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2751
Screenshots
Copying
art/House In a Forest Loop.ogg Copyright © 2012 HorrorPen, CC-BY 3.0: Attribution. Source: https://opengameart.org/content/loop-house-in-a-forest
Font is "Montserrat Medium". Copyright 2011 The Montserrat Project Authors. Details are in fonts/LICENSE.txt.
