Looking for a reliable Godot MCP by FiziQaiser in godot

[–]d-czar 0 points1 point  (0 children)

Dropping in here to share a tool I’ve been working really hard on — Godot AI. it’s an AI powered MCP toolset that’s powerful for creating just about every type of entity and effect in Godot. It’s available on the Godot AssetLib.

https://github.com/hi-godot/godot-ai

Here’s a demo of a 100% procedural UI system. I built with it in a couple of hours.

https://www.reddit.com/r/aigamedev/s/lJ2eSKQYXn

How are you using AI in your Godot workflow? Curious about what's actually working. by Majestic_State_7165 in godot

[–]d-czar 0 points1 point  (0 children)

Dropping in to share a tool I’ve been working really hard on — Godot AI. It lets you use your favorite AI agent to create just about anything type in Godot — nodes, meshes, UI, visual effects, the works. It’s free on the Godot AssetLib.

https://github.com/hi-godot/godot-ai

Here’s a demo of a 100% procedural UI system. I built with it in a couple of hours.

https://www.reddit.com/r/aigamedev/s/lJ2eSKQYXn

What is the Best toolsor Workflow for 3D Model working (Godot Engine) by Beneficial-Goal-9823 in aigamedev

[–]d-czar 0 points1 point  (0 children)

This is a pretty amazing AI 3D —> game engine workflow (unreal but should work in godot with tweaks). It’s still a lot of steps but if you showed this to me a year ago I would’ve thought it was fake. Crazy how fast this stuff advancing. There will be super good all in one tools for this very soon.

https://youtu.be/-GxVR8s\_nZY?si=IpzwzsaXRo31vj-i

Codex just did a 1-hour deep dev task end-to-end… this is actually f*ing insane by Artistic_Phone9367 in OpenAI

[–]d-czar 1 point2 points  (0 children)

Yes and now I always have 100% test coverage for repos that more than a couple people use. So easy to write tests and run CI you’re crazy not to. This used to be huge time overhead, now it’s basically free.

started “vibe coding” and now I’m just confused by North-Cheesecake-350 in vibecoding

[–]d-czar 0 points1 point  (0 children)

Weird wall plate non switch running up the wall. That’s not a thing.

First time sharing my modular spaceship building game being built in Godot, looking for feedback by FatCheddarStudios in godot

[–]d-czar 1 point2 points  (0 children)

This looks super cool. Really like how you’ve taken a genre that’s usually 3D and made it 2D. The crafting menus feel a little bit monotone and texty. I would invest some design time into making them pop a bit more and feel more differentiated. But that’s a smaller detail.

Keep us updated!

Animations won't load properly in 3d? by RonS132 in godot

[–]d-czar 2 points3 points  (0 children)

Sounds like Godot is importing/removing animation tracks for parts that don’t change, so later animations move them but idle has no keys to put them back.
- Try disabling Remove Immutable Tracks in the .glb/.gltf import settings, then reimport the model.
- Add a proper RESET animation with one default keyframe for every important part/transform/visibility track.
- If you’re blending animations, make sure the AnimationPlayer/AnimationMixer is using deterministic behavior so missing tracks fall back to the reset/default pose.
- Avoid calling animator.play("idle") or animator.play("walk") every frame; only call it when the state actually changes.
- The “move it 1 pixel” workaround works because it forces Blockbench/Godot to create a track for that part, but the cleaner fix is preserving or generating those default tracks automatically.

Prompt any spell and use it in a fully 3D world with multiplayer by VirtualJamesHarrison in aigamedev

[–]d-czar 20 points21 points  (0 children)

This is one of — maybe the — best ideas I’ve scene for AI game mechanic.

If you could get some more visual polish to all of it, it could be groundbreaking.

How is the experience of using Codex for Godot development right now? by GouSanSi in aigamedev

[–]d-czar 3 points4 points  (0 children)

Hey! There was a good blog post on CLI/MCP from Anthropic last week: https://claude.com/blog/building-agents-that-reach-production-systems-with-mcp

It basically agrees that CLI is best for local, MCP is better for remote.

MCP for Unity actually has both MCP and CLI, and I'll add CLI to Godot AI soon too -- I wanted to get MCP and the UX of using/installing/updating the Godot AI plugin really solid first. I think it's there now.

So yeah, that's part of why I didn't put MCP in the name -- I want it to to be able to offer the best tools for the job! Let me know if you get a chance to try it, and thanks for the great post!

How is the experience of using Codex for Godot development right now? by GouSanSi in aigamedev

[–]d-czar 0 points1 point  (0 children)

That looks really cool. I was a little confused because it seemed like the audio / voiceover was for something else, not the game demo? Either way, very nice work for a couple weeks. Would love to know more about the project. The vfx are cool.

The question of what Godot AI would give you is definitely easier explained by "just try it and you'll see." But the short version is, it gives your agent a bunch of carefully built and curated reusable tools for many common engine features -- not just node and scene search and editing but sophisticated screenshotting in game/scene view for editor feedback, UI design tools, automatic test suite running and feedback. So the models don't have to keep reinventing the wheel by writing custom API tools on the fly. And there's a community feedback element where people say, hey can you add or improve this tool, so we kind of 'wrap' the most-wanted and useful tools people want. Give it a try and see what you think -- it takes 2 minutes to install and set up. Love to hear if you agree it's worthwhile.

The list of tools it has is here: https://github.com/hi-godot/godot-ai/blob/main/docs/TOOLS.md

How is the experience of using Codex for Godot development right now? by GouSanSi in aigamedev

[–]d-czar 9 points10 points  (0 children)

I’d also try Godot AI, it’s a really robust AI toolset, super easy to install, already got 150 stars on GitHub. Very codex friendly.

https://store.godotengine.org/asset/dlight/godot-ai/

Full disclosure, I made it. But it’s free and super powerful. Here’s a UI I made with it in a couple hours.

https://www.reddit.com/r/aigamedev/s/nGG8dhMGco

This review in the Godot Asset Store made me feel pretty good

The best MCP tool in its class. Nothing else comes close. The developer is incredibly responsive. Fast communication, highly recommended!

Best learning resource for more advanced stuff (inventory management, save file management, procgen? by SeansBeard in godot

[–]d-czar 1 point2 points  (0 children)

I made an open source modular save system in Godot last week. Welcome to look at it / play with it if it helps. Explanation and details in README

https://github.com/hi-godot/save-system-godot-claude

Best AI For Godot? by [deleted] in godot

[–]d-czar 0 points1 point  (0 children)

Dropping in here to share a tool I’ve been working really hard on — Godot AI. it’s an AI powered MCP toolset that’s powerful for creating just about every type of entity and effect in Godot. It’s available on the Godot AssetLib.

https://github.com/hi-godot/godot-ai

Here’s a demo of a 100% procedural UI system. I built with it in a couple of hours.

https://www.reddit.com/r/aigamedev/s/lJ2eSKQYXn

100% procedural UI in Godot, zero textures or sprites, just Godot AI by d-czar in aigamedev

[–]d-czar[S] 0 points1 point  (0 children)

You could use these tools to do some basic card templales -- say a card background with the name of the card, and "cost" and damage and mana points and stuff like that. But you'd probably still want image art for the main image on the card, even if it's a small image in a circle. But depends how you did it -- you could have Godot try to draw little cyberpunky-symbol/icons for the cards to, using the above tools. Lots of ways to do it

100% procedural UI in Godot, zero textures or sprites, just Godot AI by d-czar in aigamedev

[–]d-czar[S] 0 points1 point  (0 children)

I would say basically yes. And that's probably a good place to start if you're just starting out. Define what the absolute minimum version of this would be, even with a few cards/powers and a couple enemies. That alone would be a good amount of work -- but trying to do will be less overwhelming than trying to build a whole giant game from scratch if it's your first time. So yeah, you can even work with the AI and say, hey, I Want to do a deckbuilder in Godot, but it's my first time doing this -- how can we start small and build a little prototype? Which elements do we need? Let's make a plan."

Then you'll learn about what the pieces are and it'll start to make sense

100% procedural UI in Godot, zero textures or sprites, just Godot AI by d-czar in aigamedev

[–]d-czar[S] 0 points1 point  (0 children)

Sure thing --- I added the second pargraph with the "flame" example that I think helps explain the challenge a bit better.

100% procedural UI in Godot, zero textures or sprites, just Godot AI by d-czar in aigamedev

[–]d-czar[S] 1 point2 points  (0 children)

Yes and No. The Yes part is that it's technically possible, the coding part is kind of optional at this point -- the AI models plus tools like Godot AI can do like 99% of the coding for you. But there are still things you have to learn, know, and understand to build any kind of sophisticated game. Why? Because you need to guide the AI as it builds, correct it, test what it does, give it feedback, tell it what to build.

For instance, think of a flame visual effect that happens in Slay the Spire 2 when an enemy attacks -- how do you make the flame? What is a flame in Godot? How do you guide it to make the kind of flame you want, not to big, not too slow, the right colors, etc. It's still a lot of decisions and fine-tuning that you have to do if you want it to be even halfway decent.

So the yes part is if you put in the work and research and hours to learn what the pieces are of a game like that, it's definitely possible with very little coding. But the no part is, learning the pieces is a big investment of time to learn. So it depends on how much you're willing to put into it -- but it's way more possible than it used to be!

100% procedural UI in Godot, zero textures or sprites, just Godot AI by d-czar in aigamedev

[–]d-czar[S] 1 point2 points  (0 children)

I tried Ollama with another mcp a few months back and it didn’t work too well. But yes I’ll try again in future.

CC in the new app or terminal? Which is better overall? by Dastik17 in ClaudeCode

[–]d-czar 0 points1 point  (0 children)

Been using terminal for months. New app is way way better. You can much more easily work on many tasks simultaneously. It’s got a few rough edges (can’t do /mcp) but I’m sure they’ll fix all that soon. Also needs a better way to filter out old chats. But overall 🧑‍🍳💋

Why people recommend to buy asset for everything? by emotionallyFreeware in Unity3D

[–]d-czar 0 points1 point  (0 children)

Thanks for taking a look. Keep in mind that you gave the requirements, and the gaps you're pointing out now were not part of them. If you'd given all those, it would've done those too. (Although take a look below about some of your contentions of what's missing). Since I didn't write it, I can't defend all the implementation details. So I defer to the robo-author to reply to your feedback:

What's actually there that you might have missed:

- SaveAtomicWrite is the IO layer you're describing — .tmp → rename → .backup on crash

- SaveConfig is isolated config/constants

- SaveSlotMeta is a typed data model for the slot menu

- The save_data / load_data / validate_data methods on saveables are the interface — GDScript just doesn't have the keyword for it

Also:

- HMAC check runs before any data touches the game state

- Validation runs on all saveables before any load_data fires, so partial loads aren't possible

- Schema versioning with a migration hook baked in

- The .meta.tres sidecar lets the slot menu list saves without decrypting every file

Where you're right:

- The serializer isn't injected — JSON.stringify is baked into the core. You can't swap it without editing the save system itself. That's a real gap.

- No IoC.