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godotengine
tps-demo
GDScript2020–2026
godotengine / tps-demo

tps-demo

Godot Third Person Shooter with high quality assets and lighting

3Distinct people
3Mentions
0Explicit recommenders
1.4KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Godot Third Person Shooter with high quality assets and lighting

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year3 dated mentions

Observed mentions: 2020-04-13 17:15:47 UTC to 2026-04-07 14:04:21 UTC.

012020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20232024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

3 sources
what kind of tools are needed for making these animations They are motion-captured and/or they're animated by hand in your 3D editor, e.g. Blender But much more likely is you won't be making animations, you'll be buying them (or getting them for free). There are many places you can buy these animations already, already rigged to a skeleton. Some examples (I don't endorse them specifically): https://characters3d.com/ https://www.unrealengine.com/en-US/blog/game-animation-sampl... skeletal animation. how are you supposed to think about this Think about giving direction to an actor. You give high-level instructions to the animation system, and it picks the animation based on rules about what animation to use in what situation, that you already set up. It manages the transition to the next animation, all of which are animations of the s
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keleton, that the character model adapts to (including physics-based parts of the character like hair and cloth) Generally speaking, you define animation cycles (e.g. walk cycle, run cycle), and then transition between two different animations that are in phase with each other, but it can be a lot more complicated in order to look more natural. Unity has the Animation Controller. Unreal has "Motion Matching". Godot has Animation Trees. do we need intermediate animations If you want to, yes, but also you can have the game engine interpolate You haven't even mentioned things like having the character's feet stand realisticly on non-level ground. For that you would use inverse kinematics, but not too much of it because it has a tendancy to go wonky are there LLM tools Yes but you'd be better off with animations someone has already created, they tend to look better. Many companies now offering AI-based 3D character generators too. formats like obj, fbx, m3d, glb etc. the same data stored in these files in a slightly different way They all have different purposes. You want glTF/glB (same format but in text vs binary) for most purposes Try out this FPS game project for the Godot Engine: https://github.com/godotengine/tps-demo
In Show HN: M. C. Escher spiral in WebGL inspired by 3Blue1Brown
With regard to 3D indoor scenes, performance is entirely related to the complexity of the scenes & how much effort is put into loading/unloading non-visible areas etc. For a couple of data points, here is the official Godot third person shooter demo: https://github.com/godotengine/tps-demo And you can also find "Platformer 3D" demo here (playable in browser too): https://godotengine.github.io/godot-demo-projects/ The showcase also has some 3D games that have been produced: https://godotengine.org/showcase Also TailQuest in development 3D Platform/Puzzle: https://www.reddit.com/r/godot/comments/gnfjn9/tailquest_so_... Various people have experimented with voxel worlds and other things which push the limits of the engine & are viewable on YT. In short, with 3.0, Godot isn't competing with, say, Unreal in the 3D realism stakes but it still h
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as more 3D capability than most people who start to make a 3D game will actually hit when the scope of the work required becomes apparent. :)
In Godot 3.3

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