Skip to content

Instantly share code, notes, and snippets.

belzecue /
Last active August 29, 2023 20:51 — forked from bojidar-bg/
Linked List for Godot
# Linked List
# from
# Example use
var my_linked_list =
func _ready():
var ll = my_linked_list
belzecue / DoomGlow.cs
Created April 25, 2023 02:34 — forked from TiliSleepStealer/DoomGlow.cs
Doom glow - fake volumetric light glow effect in Unity by Tili_us
View DoomGlow.cs
// This file is in the public domain. Where
// a public domain declaration is not recognized, you are granted
// a license to freely use, modify, and redistribute this file in
// any way you choose.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Unity remake of a fake volumetric light glow effect
belzecue /
Last active August 14, 2023 18:36
The ONLY guaranteed solution to physics body jitter in Godot - separate your physics body from its visual representation. Works with 3D too, but smoothing is now built into Godot for 3D (not yet built in for 2D).
class_name CharRigidBody extends RigidBody2D
# Your visual representation node, e.g. Sprite
export(NodePath) var visual_body_path: NodePath
# For RigidBody tweening
var physics_body_trans_last: Transform
var physics_body_trans_current: Transform
var debug: bool = true
belzecue / gist:4e4f64a579037e5b9c1088a9b7e82a1a
Created February 9, 2023 04:06 — forked from WolfgangSenff/gist:0a9c1d800db42a9a9441b2d0288ed0fd
GDScript 1.0 to 2.0 Beginner Friendly Conversion Guide
View gist:4e4f64a579037e5b9c1088a9b7e82a1a
Beginner-friendly GDScript 1 to GDScript 2 Conversion Guide
First and foremost, this should not be considered a replacement for the official migration guide,
found at!
Instead, this document is intended to be a friendly guide to helping you upgrade your projects from
GDScript 1 to 2. To do this, I'm going to list the most common conversions I've run into while upgrading
a few of my games and tools. This document is written as of the first release candidate version of Godot 4.0.
The first thing to do when converting a project (no need if you're starting from new) is to either have your
project in source control, or make a duplicate of your entire project's folder and rename it. This will
belzecue /
Created January 7, 2023 18:55 — forked from rosswd/
Install Quake and the Arcane Dimensions Mod on a modern Windows system

How to Install Quake and the Arcane Dimensions Mod


This guide assumes you're using Windows 10 and the Steam version of Quake. Although it might work for other systems I don't have access to said systems. We will use Quakespasm as the Quake Engine.

Install Quake

  • Download and Install Quake from Steam
  • You can also install Mission Pack 1: Scourge of Armagon and Mission Pack 2: Dissolution of Eternity, if you like. Scourge of Armagon is seen as the better of the two.

Install the Soundtrack

belzecue /
Created January 7, 2023 14:57 — forked from imjp94/
Build script to help exporting Godot project.
extends SceneTree
const PLATFORM_ANDROID = "Android"
const PLATFORM_IOS = "iOS"
const PLATFORM_LINUX = "Linux/X11"
const PLATFORM_MAC = "Mac OSX"
const PLATFORM_WINDOWS = "Windows Desktop"
belzecue /
Last active December 19, 2022 00:15 — forked from anthonyec/
Godot gamepad input visualisation for debugging (GDScript 2)
# Godot 3.x version of a Godot 4 script written by anthonyec at:
# This Godot 3.x version available at:
# Attach script to a Control node.
extends Control
export var device: int = 0
belzecue /
Created November 2, 2022 14:07 — forked from jasonwinterpixel/
Godot Match Rect Size
extends Node
class_name MatchRectSize
onready var parent := get_parent() as Control
export(NodePath) var target_control
onready var target := get_node(target_control) as Control
export var match_x := true
export var match_y := true
extends Camera
Space/Enter - capture cursor
Escape - free cursor
WASDQE - move
Shift - fast movement
Ctrl - slow movement
belzecue /
Created October 24, 2022 12:15 — forked from Garmelon/
Godot perspecive projection shaders
extends TextureRect
export var sensitivity: Vector3 = Vector3(0.005, 0.005, TAU/4)
var euler: Vector3 = Vector3.ZERO
func _init() -> void:
sensitivity.x *= -1
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):