Technical notes for Godot game engine
Understanding Node Process Mode mechanics and configuration. Usage examples for pause functionality and dialog displays
How to configure VSCode or Cursor as external editor in Godot to leverage AI completion and extensions
The relationship between Scenes and Nodes—the first concepts to learn when starting game development in Godot
Differences between Godot's input detection methods and when to use each. Implementation examples for jumping, movement, and charged attacks
A system to abstract and manage keyboard and gamepad inputs. Supporting multiple key assignments and key configuration
How to efficiently manage collision detection using layers and masks. Properly separating player, enemy, and weapon collisions
How to switch physics behavior between top-down and side-scrolling games. Differences in gravity handling and floor detection
How to combine move_and_slide and move_toward in CharacterBody2D movement processing. Knockback effect implementation examples
How to implement globally persistent data and singletons. Managing treasure chest states and player information across scenes
Two methods for efficiently creating variations from a base scene. When to use mob NPCs vs functional NPCs
Managing game logic with lightweight nodes that have no physical presence. Ideal for GameManager and PuzzleManager implementations
A system for tagging nodes to identify types. Useful for enemy detection and managing interactable objects
Understanding the differences between the two animation systems and when to use each. Implementing sprite animations and complex animations
How to make characters flash white using CanvasItem modulate. Implementing damage feedback effects
Easy implementation of value changes over time using create_tween() for UI effects, visual effects, and moving platforms
Automatically detect tile boundaries and place appropriate tiles. Enables efficient map creation
Godot's signal system for loosely coupled component design without direct references
Simple state machine implementation using enum and match. A design pattern for organizing complex character behavior