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.
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.
Layer post
per-CanvasLayer post-processing (bloom the world, keep the HUD crisp).
2D Lighting
Coloured point lights with shadow-casting occluders.
Navigation
grid-based A* pathfinding with a click-to-move character.
NinePatch
9-slice sprite scaling via Draw2D.draw_texture_region().
2D Path Follow
A circle follows a figure-8 bezier curve.
Screen Effects 2D
CRT, pixelate, and blur on a pure-2D scene via WorldEnvironment.
Sprite
Render textured quads via Sprite2D.
Tilemap
GPU-rendered tilemap with multi-layer and 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.
ChaseCamera demo
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 Shader
ShaderMaterial API preview with animated uniforms.
Cutout shadows
an alpha-tested material casts a holed shadow (RM-G11).
Decals
projecting textures onto surfaces with Decal3D.
Dynamic procedural sky
a Preetham analytic day-night sweep driving IBL.
Mesh.extrude_path demo
sweep a profile along a 3D centerline.
First-person camera demo
WASD movement + mouse-look.
Fog
Distance-based fog via WorldEnvironment.
GPU Particles 3D Demo
compute-shader-driven particle simulation.
IBL
Image-based lighting on metallic spheres.
3D Joints
Pendulum chain and hinge door using physics joints.
3D Lighting
Directional and orbiting point lights.
LutGrading
Desktop 3D-LUT colour grading via WorldEnvironment.
Mesh Parenting
MeshInstance3D rendering under different parent node types.
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 demo
camera rail fly-through around scattered geometry.
Mouse picking demo
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 light shadow demo.
Demonstrates: - Point light shadow casting from a central position - Spot light in a corner illuminating a specific area - Multiple objects casting/receiving shadows - Camera orbit controls
PostProcessParity
Desktop parity for WorldEnvironment post-process knobs.
Irradiance probe volume
baked diffuse GI colour-bleed onto a moving object.
Rain and wetness
a GPU downpour over a rain-slicked courtyard.
Raycast demo
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 Demo
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 quality demo
cascade debug visualization and texel snapping.
Skeletal animation demo
articulated arm with bone-driven wave motion.
SSAO Demo
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.
Node tree text demo
3D cubes with text textures + 2D text overlay + Japanese text.
Textured cubes demo
generates checkerboard textures and renders them.
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.
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.
Audio demo
generates and plays test tones using the MiniaudioBackend.
Spatial Audio
3D positional sound with distance attenuation.
Lifecycle
the order node hooks fire, made visible.
Properties
editor-visible, validated, range-bounded node values.
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 Demo
Interactive terminal emulator running bash.
Dialogue Box
NPC dialogue panel with a continue prompt.
Touch gesture recognition demo
tap, long press, swipe, pinch, pan.
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 Demo
MenuBar with PopupMenu dropdowns and z-ordering.
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 Demo
validates character input, focus routing, and scissor clipping.
Visual demo for the StyleBox theming system.
Shows all theme presets side by side. Each column applies its own theme to the widget subtree so backgrounds, buttons, inputs, sliders, checkboxes, and tabs all render with the correct colours. Buttons are shown in every state: normal, hover, pressed, disabled, focused.
TreeView Demo
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.
Balatro-Feel
Card hover / select / drag / play, pure tween expressiveness.
Casual Crusade
js13k card/dungeon, domino-card placement with BFS scoring.
Claustrowordia
LD50 winner, UI tweens, audio juice, 52k-word dictionary scoring.
Clear Code Zelda
Top-down ARPG, y-sort, particles, state machines, upgrade UI.
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 + turn-based combat, party of three vs enemies.
HeartBeast Action RPG
The canonical Godot tutorial port, sword + roll + enemies.
HexGL
3D anti-grav racer, Catmull-Rom banked track, lap-attack, AI ghost.
Hextris
Hex puzzle, engine test for touch input (GPLv3 upstream).
Mr. Rescue
Arcade firefighter, fire spread, rescue civilians, procedural building.
PirateMaker
In-game level editor + play loop, proving editor = runtime.
Procedural Planets
Lague’s quad-sphere tutorial, multi-octave noise, biome ramp, IBL.
Q1K3
First-person Quake-style FPS, 3 weapons, 5 enemy AI states.
Asteroids (raylib classic)
Vector-space rotation, wrap-around physics, score HUD.
Snake (raylib classic)
Grid logic, score HUD, one of three raylib classics.
Tetris (raylib classic)
Grid logic, rotation, line clears, score HUD.
SNKRX
Wave-based arena, particles, screenshake, slow-motion, bloom.
Klondike Solitaire
Full Klondike with drag-drop spring/tilt, undo, save/load.
Squash the Creeps
Godot’s first 3D tutorial, jump on mobs, character controller.
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, placement, currency UI, navigation curves.
Pixel Runner
Clear Code’s Pygame intro, endless runner, sprite + input + collision.
You’re the OS
OS simulation, process state machine, CPUs, RAM/disk swap, I/O queue.
Afterglow
an original precision platformer (SimVX flagship demo).
Asteroids 2D
Classic arcade game with wrap-around physics.
Asteroids 3D
Top-down arcade game with 3D objects.
Bloom
Grow your colour, starve theirs. One tap a turn.
Deep Sea Aquarium
Bioluminescent underwater world with boids and bloom.
Dungeon Explorer
2D top-down dungeon crawler.
Pad Grid
Pad instrument with recording, loop, and training modes.
Physics Sandbox
Visual demo of the SimVX physics engine.
Planet Explorer
Infinite procedural flyover with terrain and day/night cycle.
Platformer
CharacterBody2D with gravity, jump, and platforms.
Space Invaders 2D
Rows of enemies, bullets, and wave progression.
Space Invaders 3D
Classic arcade game with 3D meshes.
Squad Commander
a hybrid RTS where a low-frequency LLM commander re-prioritises a classical squad.
Tic Tac Toe
Classic two-player game built with UI widgets.
Tic Tac Toe 3D
3D board with animated X and O pieces.
Tidewater
an FFT sea meeting a mirror-calm river under golden-hour rain.