Working on a hitbox editor rn
This oneβs not done in Godot though, it uses Raylib!
#gamedev
@amiicli.bsky.social
Working on a hitbox editor rn
This oneβs not done in Godot though, it uses Raylib!
#gamedev
Continuing work on the angelscript GD Extension. I polished a bunch of stuff up, binded a lot more functions and classes, added bindings for the Camera3D node, and got a spring-dampened camera system working
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Code syntax for angelscript plugin for Godot. The following is the code in the screenshot: RayHitComplex rayhitcomplex(); if(Physics::SphereCastComplex(self.GetGlobalPosition(),Vector3(0,0,0),4,1,rayhitcomplex)) { for (int i = 0; i < rayhitcomplex.Length; i++) { RayHit hit = rayhitcomplex.GetComplexHit(i); Gizmo::DrawLine(col,self.GetGlobalPosition(),hit.position,0); } Gizmo::DrawLine(Color(1,0,0.6,1),self.GetGlobalPosition(),rayhitcomplex.AveragePoints()); } Gizmo::DrawWireCube(col2,pos,Vector3(0,Time::ElapsedTime,0),Vector3(scale,scale,scale),1);
Syntax is still a work in progress but I was thinking something along the lines of this
07.01.2025 15:55 β π 1 π 0 π¬ 0 π 0Working on a Godot GDExtension to add AngelScript support. I've binded most of the input system and basic structure types, added my own debug gizmos, and added basic collision support
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