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@andrew-wilkes
andrew-wilkes / spiral.shader
Last active December 9, 2022 02:04
godot spiral shader
shader_type canvas_item;
const float PI = 3.14159265358979323846;
const float w = 0.1; // Width of line
void fragment() {
float dis = 0.1; // Displacement (spacing) of lines
// Get an angle value around a circle of 0.0 .. 1.0
vec2 pt = (UV - vec2(0.5)) * 2.0; // +/-1.0
@pacsui
pacsui / handle_smear.gd
Created September 4, 2022 15:27
Smear effect in godot
extends MeshInstance
var mat;
var prev_position;
var zpos = 10;
func _ready() -> void:
mat = self.get_active_material(0)
prev_position = translation
print(mat)
@NovemberDev
NovemberDev / TransitionPanel.gd
Last active January 8, 2022 20:47
Reusable TransitionPanel-Script for Godot UI
extends Panel
# Add this script to a panel node
# Panel <-- contains script
# |- Page1
# |--Button <-- calls get_node("../../").transitionTo("Page2")
# |- Page2
# |--Button <-- calls get_node("../../").transitionTo("Page1")
var old_ui : Control
@rendyanthony
rendyanthony / Install_ADE_on_Fedora.md
Last active June 15, 2025 17:14
Install Adobe Digital Editions (ADE) and Calibre DeDRM on Fedora
@NovemberDev
NovemberDev / godot_async_scene_loader.gd
Last active March 12, 2025 16:00
Asynchronously loads scenes in godot
# Loads a scene in the background using a seperate thread and a queue.
# Foreach new scene there will be an instance of ResourceInteractiveLoader
# that will raise an on_scene_loaded event once the scene has been loaded.
# Hooking the on_progress event will give you the current progress of any
# scene that is being processed in realtime. The loader also uses caching
# to avoid duplicate loading of scenes and it will prevent loading the
# same scene multiple times concurrently.
#
# Sample usage:
#
@flibitijibibo
flibitijibibo / flibitPackaging.md
Created June 17, 2016 16:00
Hope you like reading ldd output!

A week ago I was CC'd in on a thread about Linux packaging, and how to avoid doing it the wrong way (i.e. RPM, Deb, etc.). I've always used MojoSetup and I've never forced distributions to do any additional work, but this is still a new concept to a lot of people. Additionally, Amos suggested that I expand on Itch's FNA appendix, so here's a guide on how I package my games.

This is a bit of an expansion on my MAGFest 2016 presentation, which you can find here:

http://www.flibitijibibo.com/magfest2016/

https://www.youtube.com/watch?v=B83CWUh0Log

I would recommend looking at that first! After that, read on...