#godot
20
2026-09-26
xrarlenal/godot-lunastream
A
Godot 4 GDExtension: play rtsp:// / http(s):// / local files through VideoStreamPlayer — FFmpeg demux, hardware decode, GPU zero-copy, no external runtime.
2026-08-23
GamePhanes/GamePhanes
B
An open-source game coding agent environment and benchmark for Godot.
2026-09-28
idlerunner00/cartoon-terrain-studio
A
Godot Tool to create 2,5D stylized cartoon terrain.
2026-09-16
ismailivanov/TressFX-Godot
A
Real-time hair and fur for Godot 4: a native GDExtension port of AMD TressFX
2026-08-24
zimo-xiao-zheng/godot-ui-integration
A
A Codex skill for building Godot UI from approved designs with editor-visible scenes and runtime visual-parity checks.
2026-09-14
nemo22/skynet-godot
B
A Godot 4 port of Bethesda's 1996 XnGine shooters SkyNET and Future Shock - plays your own copy of the original game data.
2026-10-02
idlerunner00/procedural-pixel-creatures
C
Godot Tool to create procedural pixel creatures
2026-09-22
Mantimestwo/Light-sprite-renderer
B
Simple Godot-based tool for procedurally creating and rendering sprites to be used by Godot's light-nodes
2026-10-07
TypeRajaRevere/godot-engine-download
D
Godot Engine v3.6.3-stable — Godot is a powerful cross-platform game engine. Info page and download link. Third-party software; all rights belong to the original authors.
2026-11-06
LucasJRamos/spritekiln
未评级
Animated pixel-art sprites (8-direction top-down or side view) from procedural 3D models in YAML, built to be driven by coding AIs. Exports to Godot, Unity, MonoGame or any engine.
2026-10-16
GamePhanesStudio/GamePhanes
未评级
An open-source game coding agent environment and benchmark for Godot.
2026-09-18
Show HN: WFCLab – Interactive Wave Function Collapse Explorer (With Source)
未评级
Author here. WFCLab is a desktop app I built in Godot 4 for experimenting with example-based procedural generation, specifically wave function collapse. The workflow is: load a source image, decompose it into tiles and constraints, review the resulting tile set and constraints and make a limited set of changes, then run synthesis to generate new layouts that follow the same local rules without copying the original. Some context on why I built it this way: Most WFC implementations I found were either libraries you call from code or one-shot scripts that take an image and print an output. I wanted something where the intermediate steps were visible, so I could examine them and mess around with them. Thus, when synthesis fails or produces garbage, you can go looking for the cause and mess around with the settings until you figure it out, and can better track down the source instead of leaving it hidden away inside a huge function. So WFCLab exposes each stage as a separate view you can inspect and tweak. Current state: the full pipeline works end to end, and there are sample images and saved projects in the repo so you can try it without your own art. It is very much a work in progress. The UI is functional rather than polished, and I have not tested it on a wide range of source images. Known limitations: - Performance drops on large output sizes, especially with backtracking enabled - Constraint editing is list-based, not a visual graph editor yet - Only 4-way and 8-way adjacency, no custom direction sets - No built in image editing at all. - Can't actually export output images yet. Is anyone interested in this? Should I dedicate additional effort to developing it, or focus my efforts elsewhere? If you have used WFC before, what would you want to be able to control or inspect that this does not expose?