Examples Gallery¶
Browse every SimVX example. Use the checkboxes to filter by category and the search box to narrow by title or tag.
Animated Sprite
Frame animation from a procedural spritesheet via AnimatedSprite2D.
Area2D
A trigger zone that fires body_entered / body_exited.
Bloom 2D
glow on a pure-2D scene via WorldEnvironment.
Bunnymark
a sprite-renderer stress test
Camera2D
follow a target with smoothing, zoom, and edge limits.
Collision Shapes
A circle and a box body falling onto a static floor.
Blend Modes
Multiply day/night overlay + additive flash via Draw2D.
GPU Particle Fireworks
a sequential burst show of every spread_pattern.
GPU Particles 2D
A GPU-driven particle fountain with gravity and colour fade.
2D Joints
a swinging pendulum chain built from PinJoint2D constraints.
Game feel
composing shake, hitstop, punch, flash and particles
Layer post
per-CanvasLayer post-processing (bloom the world, keep the HUD crisp).
2D Lighting
Coloured point lights with shadow-casting occluders.
Line joints and caps
Every Line2D joint, cap and gradient side by side.
Navigation
grid-based A* pathfinding with a click-to-move character.
NinePatchRect
9-slice panel scaling.
2D Path Follow
A circle follows a figure-8 bezier curve.
Post shader
full-screen user GLSL over a pure-2D scene.
Procedural dungeon
rooms and corridors on a TileMap
Screen Effects 2D
CRT, pixelate, and blur on a pure-2D scene via WorldEnvironment.
Skeleton2D
bone hierarchies, rest poses and two-bone IK.
Sprite
Render textured quads via Sprite2D.
Texture resource
reassignment and live pixel updates.
TileMap
GPU-batched tiles with a player-follow camera.
Timer
run code on a delay or at a repeating interval.
2D Trail
Colour-gradient trails behind moving objects.
Triangle
Minimal custom-draw example.
Tween
animate any property over time with easing.
Animated Model
load a rigged glTF and play its skeletal animation.
Animation Blend
BlendSpace1D, crossfade, and keyframe events.
Chase Camera
3rd-person lag-and-spring follow camera.
Physics Raycast Sandbox
drop bodies into a PhysicsRoot and raycast against them.
Compressed texture
load a UASTC .ktx2 onto a 3D mesh via Material.albedo_map.
CSG
Constructive Solid Geometry boolean operations on 3D shapes.
Custom post-process
a user GLSL effect runs on the TAA-resolved image before tonemap.
Custom Shader
ShaderMaterial with inline GLSL and animated uniforms.
Custom Shader Textures
sampling a texture and blending from a ShaderMaterial.
Cutout shadows
an alpha-tested material casts a holed shadow.
Decals
projecting textures onto surfaces with Decal3D.
Dynamic procedural sky
a Preetham analytic day-night sweep driving IBL.
Extrude Path
sweep a profile along a 3D centerline.
First-Person Camera
WASD movement + mouse-look.
Fog
Distance-based fog via WorldEnvironment.
GPU Particles 3D
compute-shader-driven particle simulation.
IBL
Image-based lighting on metallic spheres.
3D Joints
A pinned chain and a hinged door, built from PinJoint3D and HingeJoint3D.
3D Lighting
Directional and orbiting point lights.
LUT Grading
3D-LUT colour grading via WorldEnvironment.
Transform Hierarchy
MeshInstance3D follows any parent transform.
Model Viewer
Load glTF models with PBR textures and orbit camera.
Motion Blur
Camera-based motion blur orbiting a scene of cubes.
MultiMesh
1600 cubes rendered via MultiMeshInstance3D instancing.
3D Navigation
NavigationMesh3D pathfinding with obstacle carving.
Noise
Perlin, Simplex, Value, and Cellular noise side by side.
Normal mapping
vertex-tangent TBN with a derivative fallback.
Occlusion culling
a Hi-Z GPU cull drops objects hidden behind a near wall.
FFT ocean
an open sea driven by a Tessendorf spectrum, not analytic waves.
Particles
CPU ParticleEmitter: sub-emitters, collision, trails, and deterministic seeding.
3D Path Follow
camera rail fly-through around scattered geometry.
Mouse Picking
click cubes to change their colour.
Planar reflection
a mirror floor reflecting the scene above it.
Planar water
a Gerstner sea reflecting the world above it with a true mirror.
Point and spot shadows
PointLight3D and SpotLight3D with shadows=True.
Post-processing
SSAO, tonemapping, FXAA and depth of field via WorldEnvironment.
Irradiance probe volume
baked diffuse GI colour-bleed onto a moving object.
Rain and wetness
a GPU downpour over a rain-slicked courtyard.
Raycast
click a cube in the grid to highlight the ray hit.
ReflectionProbe3D
Local cubemap reflections inside a probe box.
Screen-space refraction
a glass slab reads the scene behind it and bends it.
Render Layers
3D object visibility via render layer bitmasks.
Render scale
the 3D scene at half resolution, the UI at native resolution.
RenderView
the main scene from a second camera, shown on an in-world monitor.
Rotating Cube
Smallest 3D scene.
Shadow caster budget
several point lights casting at once.
Shadow Quality
cascaded shadow maps and the cascade debug view.
Skeletal Animation
articulated arm with bone-driven wave motion.
Split Screen
two players in one 3D world, each with their own RenderView.
SSAO
Screen-Space Ambient Occlusion visualization.
Screen-space global illumination
coloured light bleeding between surfaces.
Screen-space reflections
a glossy floor mirroring the scene above it.
SubViewport
render a live 3D scene to a texture, shown on an in-world monitor.
Per-view occlusion
a SubViewport runs its own Hi-Z cull for its own camera.
TAA
Temporal anti-aliasing stabilises a high-frequency scene under an orbiting camera.
TAAU
temporal upsampling reconstructs a sharp image from a half-resolution render.
Rendering text
2D overlays, 3D billboards, text baked onto surfaces, and CJK fallback.
Procedural textures
numpy RGBA arrays passed straight to Material.albedo_map.
Volumetric Fog
Ray-marched single-scatter fog + localised FogVolume3D.
Water surface
an animated Gerstner sea refracting the scene below it.
World 2D in HDR
2D that tonemaps and blooms with the 3D scene.
Agent Playtest
an LLM agent drives a running SimVX game, headless.
LLM NPC Flavour
a night guard whose barks come from a low-frequency LLM brain.
Node-Gen
generate a Node subclass from a description, validate in isolation, run it.
AI state machine
a classical patrol / chase / attack / return enemy
Steering behaviours
Agents that seek, flee, wander, arrive and flock
Audio Playback
AudioPlayer with procedurally generated tones, volume, and pitch.
Audio Buses
per-bus volume, mute/solo, and bus effects
Music Streaming
file-backed loops that crossfade and duck under dialogue.
Spatial Audio
3D positional sound that pans as the source orbits you.
Audio Spectrum
FFT bars over a synthesised arpeggio
Lifecycle
the order node hooks fire, made visible.
Properties
editor-visible, validated, range-bounded node values.
SaveManager
Save, load and migrate persisted Properties
Scene files
a node tree saved as Python source and loaded back
Signals
typed events, Connection handles, once-listeners and weak cleanup
Debug Draw
Wireframe boxes, spheres, axes, and rays.
Debug Overlay
the engine’s built-in on-screen diagnostic HUD.
Python Console
Embedded interactive Python REPL in a terminal widget.
Terminal
Interactive terminal emulator running your login shell.
Named input actions
one intent bound to keyboard, mouse and gamepad
Gamepad tester
direct polling with string names
Input Remapping
rebind actions at runtime through InputMap.
Body and World Knobs
damping and gravity scale per body, the rest per world.
Character Platformer
CharacterBody2D with gravity, jump, and platforms.
Character Presence
a character body is an ordinary kinematic body.
Character Push
a character shoves what it walks into, as hard as you say.
Scaled Colliders
one shape resource, many sizes, and the collider matches the mesh.
2D Physics Playground
rigid bodies, a character, one-way platforms, and joints.
3D Physics Playground
falling bodies and a walking character.
Sleeping Bodies
what wakes a settled pile, and how to edit one without waking it.
Dialogue Box
branching NPC dialogue with selectable choices.
Touch Gestures
tap, long press, swipe, pinch, rotate, pan.
Health bars
world-space bars over enemies, damage numbers, and a fixed HUD
HUD Anchors
a game HUD pinned to screen corners that scales with the window.
Internationalisation
switch UI language and watch plural rules update live.
Grid Inventory
a 4x3 grid of selectable item slots.
Menu Bar
a desktop-style menu strip with dropdown menus.
Minimap
a corner overview of a scrolling 2D world
Pause Menu
a full-screen modal overlay with stacked buttons, toggled by a key.
Settings Screen
centred panel with slider, checkbox, and dropdown controls.
Splash Screen
the branded boot splash and a reusable loading screen.
Text Input
single-line TextEdit fields with focus routing, submit and activation.
AppTheme presets
every built-in theme shown side by side.
TreeView
live scene tree inspector with expand/collapse.
Undo/Redo demo
move cubes and rewind with Ctrl+Z / Ctrl+Shift+Z.
Widget Showcase
Tour of every major UI widget category.
Bouncing Balls
Properties, velocity, and screen-edge collision.
First Scene
Open a window and add a node.
Gem Collector
your first 3D game.
Input and Movement
Drive a node from the keyboard with input actions.
Monolith to Composed
Structure a game as small, single-purpose nodes.
Nodes and Signals
build a scene tree and wire nodes together with signals.
Pong
Complete two-player game in ~150 lines.
Testing Your Game
a coin collector built to be tested.
Balatro Feel
A card hand with hover lift, drag-to-reorder, and punchy selection juice.
Casual Crusade
a card-laying dungeon crawler with path-walk scoring.
Claustrowordia
Port of Antti Haavikko’s LD50 jam winner, with procedural audio and word scoring.
Clear Code Zelda
top-down ARPG with sword combat, magic, enemy AI and stat upgrades.
Clumsy Bird
Flappy-style endless flyer with audio, score and restart.
Dodge the Creeps
Godot’s first 2D tutorial, wandering mobs, top-down dodge.
GDQuest Open RPG
Overworld exploration with turn-based party combat.
HeartBeast Action RPG
sword-and-roll combat port of the classic Godot tutorial.
HexGL
3D anti-grav racer, Catmull-Rom banked track, lap-attack, AI ghost.
Hextris
Rotate the hexagon to line up falling colour blocks.
Mr. Rescue
Arcade firefighting in a procedurally generated burning building.
PirateMaker
An in-game level editor and the level it builds, in one process.
Procedural Planets
quad-sphere terrain built from layered noise and shaded by a biome ramp.
Q1K3
first-person Quake-style FPS with three weapons and five enemy types.
Asteroids (raylib classic)
vector ship physics, screen wrap, splitting rocks.
Snake (raylib classic)
Grid logic, tap-to-turn touch controls, resize-aware HUD.
Tetris (raylib classic)
Grid logic, rotation, line clears, score HUD.
SNKRX
Wave-based arena, particles, screenshake, slow-motion, bloom.
Klondike Solitaire
drag-drop cards with springy motion, undo, and save/load.
Squash the Creeps
a 3D arcade port of Godot’s first 3D game tutorial.
Tanks of Freedom
Isometric turn-based strategy, three units, four buildings, AI opponent.
Tiny Yurts
Isometric grid, BFS path-following agents, drawable routes.
Tower Defence
waves, tile-aligned turret placement, upgrades, and a shop panel.
Pixel Runner
Clear Code’s Pygame endless runner, with Timer signals, flipbook sprites and synthesised audio.
You’re the OS
schedule processes, swap memory pages, and keep the user calm.
Afterglow
an original precision platformer.
Asteroids 2D
The classic arcade shooter in one small, idiomatic file.
Bloom
Grow your colour, starve theirs. One tap a turn.
Deep Sea Aquarium
bioluminescent tank with flocking fish and a synthesised score.
Dungeon Explorer
a 100-floor action-RPG descent with loot, skills, and a village hub.
Pad Grid
A playable synth instrument with record, loop, and training modes.
Physics Sandbox
stack-toppling cubes and bouncy balls in a walled 3D arena.
Planet Explorer
Infinite procedural flyover with terrain, weather, and a day/night cycle.
SHRIKE
top-down 3D space survival roguelike.
Space Invaders 2D
the arcade classic rebuilt on nodes, signals and synthesized sound.
Space Invaders 3D
the arcade classic rebuilt with the 3D pipeline.
Squad Commander
an RTS where an LLM commander re-prioritises a classical squad.
Tic Tac Toe
Classic two-player game built entirely from UI widgets.
Tidewater
an FFT sea meeting a mirror-calm river under golden-hour rain.