Become a game developer with the Godot game engine!
Hundreds of free tutorials and open-source demos: http://gdquest.com
Yes! You can message [email protected] and let us know your country.

@gdquest.bsky.social
Become a game developer with the Godot game engine!
Hundreds of free tutorials and open-source demos: http://gdquest.com
Yes! You can message [email protected] and let us know your country.
Tibo (@heytibo.eurosky.social) made a refined version of Your First Shader from Zero to show what an experienced artist can achieve from the course's result.
It uses polar coordinates to make this circular motion.
You can grab it here: www.gdquest.com/library/firs... (go to Download Files in nav.)
Hopefully, this helps ease the process of getting started for you. If you go through it and have feedback or need extra explanations, don't hesitate to join our Discord. There is a channel dedicated to this series linked from within the page.
We made a free shader series, Your First Shader from ZERO in Godot 4:
You will create an animated portal step by step and learn reusable techniques like drawing procedural shapes, create masks, use smoothstep() to control transitions, draw gradients, animate, and more.
The free intro to shaders guide we're working on for @godotengine.org is shaping up well. It should amount to about 1/5th of a book in size.
We're making sure all the techniques covered (masking, warping, procedural shapes, etc.) are common building blocks directly applicable to many game shaders.
In the meantime we released some cool shader guides with techniques that apply to all sorts of shaders like: www.gdquest.com/library/cont...
My teammate @cashewolddew.bsky.social made this interactive shader preview for the upcoming free lesson to get started with shaders from zero in the Godot game engine. Coming soon to our free library!
I checked earlier today, and it seems UIDs are applied only to tool scripts, so only when saving from the editor but not at runtime/externally. Then Godot falls back to using file paths exclusively.
I'd personally still take the full type validation and being able to directly save and load my in-game data structures like player stats, inventories, etc. without having two parallel serialization systems if possible. I imagine there are plugins these days that also provide a simple solution.
Interesting. So, still today, externally saved resources don't use the UID system. I'm used to not moving things having used Godot for a long time because everything used to be referenced by path in your project (Godot 3 and prior).
You store your saved data into a single variable like a dictionary, and then you use this function to save it as binary data. But it does not support saving and loading objects directly, just like JSON.
Everything like scenes in Godot are resources, and you can see it supports saving and loading large amounts of data.
If you are worried and would still like to use something else, I recommend the Godot native FileAccess.store_var() feature.
It's okay, just make sure to put them into a specific folder. They can also be referenced by UID in which case you can move them around, and you just have to make sure to only extend their code and not rename variables to make your life easier.
We've rewritten Learn GDScript From Zero in Godot 4, fixing many issues along the way.
Please help us test the beta release! gdquest.github.io/learn-gdscri...
You can report any issue you encounter from within the app.
For the upcoming RPG modules of the course (yes this will be included in Learn 2D Gamedev From Zero for all early access students at no extra cost).
We've been working on something special for you, GDLibrary: a completely free library for Godot devs Think of it as your go-to place whenever you need help: tutorials, guides, a glossary to look up terms, and open source demos and assets to use in your games! Here's a quick peek at what's coming.