Organizers greeting attendees
Since its inception as an in-house engine, to its growth as FOSS project, the very low amount of resources available (in money and people) made the task of designing a game engine that compares to commercial offerings seem impossible. Despite this, it happened.
This talk describes the prioritization process, design and community decisions that allowed Godot to exist and thrive. It is intended for the future generations that will eventually take over the project (or start new ones!) to help them understand what makes Godot development tick.
Do you want to learn how to generate meshes, levels, worlds or other things in Godot using procedural generation algorithms?
This workshop aims to introduce basic techniques like mesh generation in GDScript, simplex noise, using noise in shaders and then let the participants create their own small projects based on a list of guided example projects (infinite terrain generation using warped simplex noise, generating flying islands using composable modifiers, wave function collapse (WFC) applied to a grid map.
A crash course on what do indie publishers actually do, how to find the right partner for your game and avoid common pitfalls.
It's been a year since I started using Godot Engine for my first commercial game, Wax Heads, at Patattie Games. I'm excited to share everything I've learned along the way. You might find common ground in my challenges and share in my successes, or maybe you can learn from my mistakes so you don’t have to. Expect a straightforward talk about my experiences - some things were a pleasant surprise and others I wish I had known from the start.
General-purpose engines have great flexibility, but taking advantage of this power is time consuming. Building from scratch is limited as it takes a long time and we can't compete on all aspects, so is there a way to harness engines in a focused way for our projects?
This talk goes over how to do so by specializing Godot, and asks you the important questions to help you drive your development. We will also go over the techincal choices, the advantages of godot, and how to integrate it in your development cycle, as well as give specific examples through Castagne: a fighting game creation framework for Godot!
We will host multiple 7 minute lightning talks in this time slot.
4 years and 2 many protoypes - Anthony Cossins
7 Design Patterns in 7 Minutes - André Buse
A Multiplayer Networking Workbench - Julian Todd
A trip from Unity to Godot in Enterprise - Dinesh Kumar
Automating material assignment for large batches of objects - Oliver Van Houtte
Building a 3D game using the real geodata - Alexander Pantiukhov
Giving a nuke to a Fish: Modding a Godot Game in 7 Minutes - Steen
Godot Developer Groups - Joseph Hill
I made a Godot 4 multiplayer game in all the wrong ways, so you don't have to. In this talk, I will give you practical tips to make multiplayer game development easy and fast.
I will talk about running multiple instances in Godot, changing scenes, managing your bandwidth, and deploying your game server to the cloud.
Modern education is shifting from traditional lectures to fostering vital competencies and skill sets through engaging, experiential learning. Serious games are at the forefront of this transformation, blending fun and emotional engagement with effective education. At the heart of this innovation are open and beginner-friendly game engines like Godot, which simplify the creation and deployment of educational games.
Speaker Tobias Baumeister is a researcher at Friedrich-Alexander-Universität Erlangen-Nürnberg, who successfully integrated serious games into the curriculum for computer science courses. These games have shown to not only captivate students but have also led to higher student engagement and improved learning outcomes. Tobias and his team are passionately working on the development of new simulation games for higher education, with a new prototype being born roughly every two months.
Open source software is often misunderstood. This talk will give a short, practical and accessible introduction on some legal aspects to keep in mind, with a special focus on third party agreements, including 'work for hire' and publishing contracts. The purpose of this talk is to give some tools to make sure that these agreements are sound when using Godot.
In this talk I am going to talk about the development of PVKK: Planetenverteidigungskanonenkommandant.
I am Raffaele Picca, part of Bippinbits and the main developer that worked of the game.
In the talk I will be covering different topics.
A short introduction where the idea came from, the first prototype, the transition from prototype to the main project, how we established an art style and then continued with the project.
Then I want to talk a bit about how Godot helped us during development and where we had some challenges.
I will then cover some more technical topics, like the whole scene setup in Godot (outside/inside in different worlds), post-processing, some basic optimization topics and atmosphere/mood techniques.
When creating plugins, publicly available tools, or in-house one off fixes, it can be easy to shoot for only exactly what the tool is supposed to achieve. However, this can have unforeseen consequences when the tool achieves exactly what it needs on its own, but does not fit within the other workflows that users are working with. The user experience as a whole is important to consider, especially for publicly available tools.
In this workshop, we will go over key things to know about when you are designing the user experience (UX) of workflows, while keeping in mind the user interface (UI) of their tools.
Only previous experience with game development in general will be necessary. Godot itself will not be used for this workshop, so no laptop is necessary. The lessons we will go over are generally applicable for all toolsets and 3D workflows.
I really like the idea of rhythm games but I'm terrible at playing them. Making a rhythm game should be easier than playing it, right? Right???
This talk is a summary of my explorations and learnings of how to make a rhythm game in Godot without any prior knowledge!
Godot packs so many features that, even as a professional, it's hard to keep track of them all. In this rapid-fire interactive workshop, we will share all sorts of cool tricks and tips to make your Godot development faster, easier, and more fun. Little tidbits of knowledge that will make you go, "Oh, you can do THAT?!"
Here's the deal: I'll share my favorite tips and tricks, but I want you to share yours too! We'll bounce ideas off each other, and by the end of the workshop, we'll have a cheatsheet and Godot code to take home and use in your projects.
This workshop is for anyone with some Godot basics. Everyone's welcome, whether you're a beginner or a power user. We'll have something for everyone. If not, coffee's on me!
Talk will showcase and explain shaders used in games like Voice of Flowers, Enterprise - Space Agency Sim, Aquabyss. I'll go over the code and discuss the why and the how. Some examples: distort, refraction, single swipe, planets, agents, pathfinding, and other witchcraft. Come to think of it, might take longer than 25 minutes.
Based on their research in comic language, the narrative studio Shaman Garage ofers their vision of world building as a narrative engine.
Hybrid worlding is a workshop designed to collectively build a playable digital environment. To do this, in each edition of the workshop, all the participants will model a world using clay in order to digitalize and adapt it to be played in.
This activity is an opportunity to approach the concept of worlding for videogames or any kind of immersive 3D installation in the most ludic way possible: playing with clay.
The result of the workshop becomes a piece of living art that reflects the instant of a meeting point between all the creatives who have participated in the workshops.
The founders of W4 Games discuss the need for a new approach to support developers to benefit from growing video game markets, while reaffirming their commitment to the open source philosophy.
The reveal of new market data and announcements around three highly anticipated products will make this session one you don’t want to miss at this year’s event.
Discover what's new in XR for Godot developers.
We'll share some demos and present new and relevant features Godot developers can leverage to build and polish their XR apps and games.
Would you like to integrate your game with a third-party C++ library? Or, extend Godot engine at a fundamental level without having to modify its source code? Or, just need some code to run faster than GDScript can handle? You can do all these things (and more!) using GDExtension. In this workshop, we’ll go step-by-step through the process of writing your first GDExtension in C++ using godot-cpp. If you want, you can bring your laptop and follow along!
Bringing Godot to the iPad has been a fabulous and fun adventure.
In this talk I will discuss both the technical challenges imposed by the platform as well as the user experience challenges posed by the platform and what a compiler engineer learned about developing user interfaces that meet the expectations of modern touch users.
Godot on iPad blends two worlds together with Swift: the world of Godot as expressed by the SwiftGodot binding with the user experience expected by iPad users using SwiftUI.
Aspiring game creators face multiple challenges getting into Godot - including having to learn programming for the first time. This new Block Coding plugin provides an on-ramp for such learners, enabling games to be built using a high-level visual programming language, without writing any GDScript.
We will discuss the motivation, concept and design behind our learner-friendly block language, and then live-demonstrate creation of a basic game built exclusively with block code.
Endless Foundation is a non-profit dedicated to empowerment through education and access to technology. The Block Coding idea originated from our experience engaging youth from underserved communities in game creation learning experiences, where we witnessed learners becoming overwhelmed by the simultaneous challenges of having to learn their way around the intricacies of the Godot UI while also learning programming & GDScript for the first time. With our Block Coding plugin, the challenges of learning GDScript can be deferred or avoided, greatly reducing the cognitive burden placed on beginner game creators. The Block Coding plugin is open source and is available via Godot AssetLib.
Endless brings a decade of experience in diverse digital empowerment projects, driven by highly experienced and passionate educators, technologists, and philanthropists. We are eager to collaborate around improving Godot’s accessibility for learners. Please drop by our exhibition booth so that we can help you integrate block coding into your project, demonstrate our other learning tools, and chat about our ideas for building a scalable, collaborative game-making community for aspiring game creators.
Realism isn't fun: Double jump, coyote time or rubber banding – games are about what feels right! But how does one add fun and quirky gameplay to a realistic physics engine?
Join me for fake soft bodies, breakable objects and the many collision layers of our 2D adventure game “Ghosty Paw”, where all interactions are physical: Pulling levers, swinging swords, ripping plants or flipping cabbage carts.
Gameplay teaser: https://youtu.be/YxwzHwKFPW4
During six months our team at Epictellers worked hard on creating a fully functional demo of a cRPG. Creating most of the systems from scratch, we will talk about our journey in working together to have a content rich hour of gameplay, with turn based combat, dialog system, cutscenes, etc. all in a beautiful 3D environment.
If you are a team questioning the amount of complexity Godot can handle, we will talk about the pain and relief points of Godot, since our experience has been primary in making AAA games with Unreal in the past.
Kamaeru was launched on June 8 and has succeeded in sustaining the production of a small studio, sell it on PC / Switch & Xbox and provide funds for the next game. How was this success organized ?
Yes, Godot is a game engine, but a fairly capable UI framework for making non-game software as well! A frequently cited fact is that the engine's editor itself is written in Godot. So in this talk, I want to shine some more light on this, and share what I have learned while using Godot to make my (free and open source) to-do list app Habituary. I'll cover the fundamentals of working with Control nodes (including topics like responsive UI and theming), but also point out certain showstoppers and annoyances, and present my custom-made solutions to some of those.
Ever wonder how to start contributing to the Godot Engine? Or what you can do to help? Then this talk is for you! We're gonna be discussing the many different ways you can contribute to engine, beyond code changes alone. There are multiple avenues to become a contributor and we're gonna explore them here so you can find your own way.
Godot leverages the multi-processing capabilities of modern CPUs by using OS threads (a.k.a., subprocesses) extensively. There is a number of different approaches that the engine uses internally and also exposes to userland in some cases, such as a global pool of worker threads and synchronization primitives. In addition, certain key elements of the engine must have a notion of multi-threaded processing so that operations are coordinated and synchronized properly. This is especially tricky in features such as resource loading and interaction with the scene tree.
This talk will go over all these topics, explaining where each fits in the global picture, how the engine and user projects can benefit from them as well as certain interesting implementation details. Despite the most natural audience seems to be engine contributors, this talk is also meant to be enjoyed by curious users of the engine that want to understand how stuff works and also those that want to learn how to make a good usage of multi-threading in their games.
Strap in and prepare for a journey: We're going to take an exhaustive look at all aspects of the Godot asset pipeline and animation system.
The first half of the talk will focus on the import system, including the advanced import dialog, post-import plugins, ImporterMesh and the rendering server, formats, the GLTFDocument API and extensions, including officially maintained physics import&export, as well as V-Sekai and community-made plugins, the ins-and-outs of the FBX and glTF formats, and a few tidbits about UIDs and the internals of Godot's EditorFileSystem.
The second half of the talk will focus on skeletal animations, including the 3D skeleton class, skeleton modifiers, retargeting via the advanced import dialog, animation import, root motion, further going into using AnimationPlayer and AnimationTree, and finally a little detail about the internals of Skeleton, Skin and animations.
This is a dense talk, but there should be a little of something for everyone to learn. It will be recorded, so don't be intimidated by the scope and feel free to re-watch parts as needed.
Hey! I’m Renato Meyer: Argentinian Game Designer, Internet creature and Godot Developer, but above all that, I’m an artist, which means I’m basically a caveman trying to lit a fire when it comes to tech stuff or coding.
BUT I managed to plant my head into the Spanish game industry after immigrating from Argentina, with tech falling apart, a computer that took 43 minutes to turn on, a laptop lacking several keys, and no coding experience.
As an unexperienced artist (caveman) I managed to build a small community as a solo dev, win multiple game jams, and get a cool job thanks to Godot, and because of that I would love to talk about how this engine makes the world of game development way more accessible for multiple profiles that would not otherwise have the necessary means to enter.
AWS for Games is a dedicated AWS team focusing on gaming customers. In this session we will explain how game developers can quick start a game with the Godot Engine on AWS. AWS Amplify is everything you need to build web, mobile apps and more. Easy to start, easy to scale. We will explain how you can use AWS Amplify to build, deploy and run a Godot Game on AWS in less than 5 minutes… and it is all open source!
A junior game programmer, lots of free time, and even more ambition: Join me on this talk as I share my experiences working on my own dialogue tool for the better part of a year.
In October 2023 I joined a 2-month game jam. Naturally, I first spent 1.5 months making a bespoke dialogue tool. Almost a year later, this tool has grown into my own, first, large-scale pet project. In this talk, I will share my approach to software development, my motivations, and my learnings for future projects.
An update on how the Godot renderer has improved in the last year and what to look forward to next year.
This talk will introduce some technical details in a way that is approachable for all audiences and should be accessible for most Godot users.
We are Frog Collective, a new indie game studio based in Paris. We started working on Coldridge, a turn-based exploration game set in the mystical Wild West.
We decided to start our indie adventure with Godot. In this talk, will speak about this choice and how we explored Godot and its possibilities to make our game.
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