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Make something fun.

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A sunny pixel-art garden with a grassy path
AD Move Space Jump
0 of 3 coins collected. Press Play a little to start.

Choose your starting point

Your first little game

One player.
Three coins.
Your own game.

Build a tiny coin collector in Godot. Set up the scene, move your player, and connect a pickup to the score. Finish with a restart key you understand.

Build the coin collector A step-by-step Godot 4 tutorial · No paid assets needed
THE PROJECT AT A GLANCE2D · GDScript
SceneMovementSignals

Learn a piece first: build the player, try movement, or connect a coin.

Less guessing. More making.

Three ways to make it click

A tiny coding experiment

Change a value.
Feel the difference.

A variable is a value with a name. Here, speed controls how far the player moves each second. Change it, then collect the three coins.

player.gd GDScript
extends CharacterBody2D
@export var speed: float = 200.0

func _physics_process(_delta):
    var direction = Input.get_axis(
        "move_left", "move_right")
    velocity.x = direction * speed
    move_and_slide()
200 px/s

Browser simulation of movement. Run the full player script in Godot for gravity and jumping; create the named actions in Input Map first.

Learn how the code works
A sunny pixel-art garden with a grassy path
AD Move Space Jump
0 of 3 coins collected. Press Play a little to start.

Walk, jump, collect. No download needed.

Small systems. Real games.

What will you build next?

Browse the library

Make a character feel good to play.

Start with responsive movement, then understand what makes a jump land and a collision register.

  1. 1Read input
  2. 2Set velocity
  3. 3Move & collide
Try the movement workshop

Make the game react to the player.

A coin disappears. The score changes. Learn how separate pieces of a scene talk to each other.

  1. 1Collect coin
  2. 2Emit signal
  3. 3Update score
Try the coin workshop

Give your growing game a home.

Turn a working scene into reusable pieces. Then decide where shared data and saved progress belong.

  1. 1Build scene
  2. 2Reuse instance
  3. 3Save progress
Try the player scene workshop
3D game development

Add another dimension.

Build a small world, make it readable, and learn what it costs to render. Three connected guides, using one simple test room.

Start your first 3D scene
  1. 01 Build the space

    Your first playable 3D room

    A floor, a camera, and a character you can move and jump.

    Read the guide
  2. 02 Find the light

    Lighting, shadows & materials

    Keep the same room. See what each visual decision changes.

    Read the guide
  3. 03 Choose the renderer

    Forward+, Mobile, or Compatibility?

    Match the features to your target. Compare before committing.

    Read the guide
Godot in plain English

Small question. Clear answer.

Those letters in the Inspector? Here’s what they actually mean.

All engine terms
Screen-space ambient occlusion

What does SSAO actually do?

It darkens tight corners and contact areas using the camera image, helping objects feel grounded. It adds occlusion, not bounced light.

Look where a crate meets the floor. SSAO can make that contact easier to read.

In GodotWorldEnvironment → Environment → SSAOForward+; simplified in Compatibility since Godot 4.6. Not Mobile.
Screen-space global / indirect lighting

Is SSGI the same as Godot’s SSIL?

SSGI means screen-space global illumination. Godot offers SSIL: screen-space indirect lighting. It adds small-scale bounced light from visible surfaces, but is not a complete GI solution or a direct replacement for another engine’s SSGI.

Use it to supplement a GI setup. Off-screen or hidden surfaces cannot contribute reliably.

In GodotWorldEnvironment → Environment → SSILGodot SSIL: Forward+ only.
Screen-space reflections

What are screen-space reflections?

SSR uses visible scene information to add reflections to surfaces. It can show a moving character on a shiny floor, but cannot reliably reflect things outside the camera view.

Turn the camera: a reflection may disappear when its source leaves the screen.

In GodotWorldEnvironment → Environment → SSRForward+ only.
Global illumination

What does global illumination add?

GI describes lighting that includes interactions between surfaces, such as bounced light. In Godot, GI techniques supplement direct lights with indirect illumination.

Light hits a red wall and gives the nearby floor a red tint.

In GodotChoose a GI method for the scene.Renderer support depends on the method.
Signed distance field global illumination

What is SDFGI for?

SDFGI approximates indirect lighting around the camera using distance-field representations of the scene. It is useful for larger environments, but can show light leaks and changes between detail levels.

Measure a large outdoor scene while moving the camera, not just while standing still.

In GodotWorldEnvironment → Environment → SDFGIForward+ only.
Voxel-based global illumination

Why use VoxelGI?

VoxelGI represents a scene region as a grid of small volumes to calculate indirect light and reflections. Bake its scene data, then use it with dynamic lighting.

Try a small room first. Thin walls can leak light through the voxel representation.

In GodotAdd a VoxelGI node, fit its volume, and bake.Forward+ only.
Baked global illumination

What does baking lighting mean?

LightmapGI calculates lighting ahead of time and stores it for use in the game. It suits mostly static environments; changing baked geometry or lights requires a new bake.

Bake a room whose walls and lamps stay in place, then check moving objects separately.

In GodotAdd LightmapGI; prepare lightmap UVs and bake.Baked lightmaps display in all three renderers. Baking needs RenderingDevice-capable hardware.
Multisample antialiasing

Why do edges look jagged?

MSAA smooths geometry edges by taking extra coverage samples. It helps silhouettes look cleaner, but does not fix every kind of texture or shading shimmer.

Compare a diagonal platform edge with MSAA off and at 2×. Check the GPU cost too.

In GodotProject Settings → Rendering → Anti Aliasing → Quality → MSAA 3DMSAA 3D is available in all three renderers.
Same instincts. New tools.

Bring what you already know

Compare engines

Find the differences, weigh the tradeoffs, and look up familiar concepts in the equivalents dictionary.

From the blog

Good reads for your next game

All articles
A little corner of the internet for making games

Made by Mete.

I’m building GodotLearning to make learning the engine feel less overwhelming and more hands-on. A small experiment, a clear explanation, then something you can use in your own game.

Starting fresh or switching engines? There’s room for both here.

Made for Godot 4.7.x. Meet the person behind GodotLearning.