My Buoyancy System for Godot Ocean Waves

My Buoyancy System for Godot Ocean Waves

I built a buoyance system for Godot Ocean Waves.

I implemented Archimedes’ principle, which is a law of physics fundamental to fluid mechanics. Archimedes’ principle states that the upward buoyant force that is exerted on a body immersed in a fluid, whether fully or partially, is equal to the weight of the fluid that the body displaces.

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Dungeon Crawler Game Jam 2025

Dungeon Crawler Game Jam 2025

I had so much fun developing my game jam entry for the annual Dungeon Crawler Game Jam.

In one week I built an inventory system, a gear system, skills tree, spell bar, vendor system, a combat system and a loot system.

In addition, I experimented with multiple lights and shadows. I also used my own A* search pathing algorithm instead of a navigation mesh.

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From Mixamo to Godot: An Easier Approach

From Mixamo to Godot: An Easier Approach

I created a video tutorial that explores the integration of Mixamo animations into the Godot game engine, focusing on the specific challenges users face especially with custom 3D character models. I made this tutorial and it uses a simplified approach.

I tried using other Mixamo to Godot tutorials with a custom rigged characters which resulted in poor results. I made this tutorial and it uses a simplified approach. This solution does not need Blender or any other tools other than Mixamo and Godot 4.3+.

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Godot Vertex Animation Textures Plugin

Godot Vertex Animation Textures Plugin

I created a plugin that extends the MultiMeshInstance3D node to support instanced vertex animations using vertex texture data.

My plugin is designed to simplify the process of animating meshes using VATs, providing a seamless integration with the Godot workflow.

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Skeletron 2084

Skeletron 2084

I made a 3D remake of the 1982 classic arcade game: Robotron 2084 using Godot for a recent retro style game jam. This game’s goal was to test my vertex animation textures solution inside a real game.

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Godot Ocean Waves

Godot Ocean Waves

An open ocean rendering experiment in the Godot Engine utilizing the inverse Fourier transform of directional ocean-wave spectra for wave generation. A concise set of parameters is exposed, allowing for scriptable, real-time modification of wave properties to emulate a wide-variety of ocean-wave environments.

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Godot Boat Waves

Godot Boat Waves

Using compute shaders, I have made a basic speed boat demo showing a (Kelvin) wake pattern on a water shader. This demo is based off of the Compute Texture demo from the official godot-demo-projects

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Little Jaina

Little Jaina

This is my first game jam entry using the Godot game engine.

The game jam was for Pirate Software – Game Jam 14, which had over 7800 participants, and 1400 game entries.

The theme of the game jam was:

It’s Spreading

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Godot GridMap for libGDX

Godot GridMap for libGDX

I have created a solution that takes a 3D GridMap from Godot and uses it in my custom libGDX game engine. libGDX unfortunately does not come with a 3D Editor, more importantly, it does not have any 3D grid editors like libGDX has for 2D tile sets.

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libGDX MeshOptimizer Tool

GLTF Mesh Optimizer Tool

I developed a tool that allows easy creation of LODs from your GLTF models with only a few clicks.

The tool allows you to save each LOD as a separate GLTF file.

Models are automatically optimized and LODs are generated on import.

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