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- 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.
Run-time File Saving and Loading
This project showcases how to load and save various file types without going through Godot's resource importing system.
This is useful to load/save images, sounds, 3D scenes and ZIP archives at run-time such as user-generated content, without requiring users to generate a PCK file through Godot.
Can be loaded and saved at run-time:
- Images (JPEG, PNG, WebP)
- 3D scenes (glTF 2.0)
- ZIP archives
- Plain text files1
Can be loaded at run-time:
- Images (TGA, BMP, SVG2 )
- Audio (Ogg Vorbis)
- Fonts (TTF, OTF, WOFF, WOFF2, PFB, PFM, BMFont)
See the Saving and Loading (Serialization) demo for an example of saving/loading game progress.
Language: GDScript
Renderer: Compatibility
Screenshots
Licenses
- Files in
examples/3d_scenes/plastic_monobloc_chair_01_1k/are copyright Poly Haven and are licensed under CC0 1.0 Universal. - Files in
examples/audio/are copyright Red Eclipse and are licensed under CC BY-SA 4.0 International.
