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Godot Nature of Code
1.2.0
Nature of Code implemented in Godot Engine
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| ▼NAgents | Autonomous agents related primitives |
| CImageFlowField | Flow field based on a texture |
| CRoundVehicle | Vehicle with a round shape |
| CSimpleBoid | Simple vehicle configured as a boid |
| ►CSimpleFlowField | Simple flow field |
| CSimplePath | Simple path for SimpleVehicle to follow |
| CSimpleVehicle | Vehicle with force and steering. Tracks a target |
| ▼NAssets | Lazy-loaded assets |
| CSimpleDefaultFont | Contains lazy-loaded fonts to use |
| CSimpleDefaultMaterial | Contains lazy-loaded materials to use |
| CSimpleDefaultTexture | Contains lazy-loaded textures to use |
| ▼NAutomata | Cellular automata related code |
| CCellularAutomata1D | Cellular automata 1D |
| CCell | Generic base cell class |
| CCellularAutomata2D | Cellular automata 2D |
| CBoolCell | Boolean cell |
| CGameOfLife | Boolean cellular automata 2D |
| CHistoricalGameOfLife | Historical Game of Life |
| ▼NDrawing | Draw primitives |
| CDrawCanvas | Canvas used to draw shapes without viewport auto-clear |
| CSimpleCircleSprite | Use this to draw a circle. Instead of DrawCircle, it can be batched |
| CSimpleLineSprite | Use this to draw a line between two points. Instead of DrawLine and Line2D, it can be batched |
| CSimpleMesh | Simple "mesh" drawing. Can be a circle, square, custom drawing or custom texture |
| CSimpleNoiseTexture | Simple noise texture |
| CSimpleTrail | Simple trail drawing |
| CSimpleWalker | Simple random walker |
| ▼NEcosystem | |
| ►CEcosystem | The Ecosystem project |
| ▼NExamples | Nature of Code examples and exercises |
| ►NChapter0 | Chapter 0 - Introduction |
| ►NChapter1 | Chapter 1 - Vectors |
| ►NChapter2 | Chapter 2 - Forces |
| ►NChapter3 | Chapter 3 - Oscillation |
| ►NChapter4 | Chapter 4 - Particle Systems |
| ►NChapter5 | Chapter 5 - Physics Libraries |
| ►NChapter6 | Chapter 6 - Autonomous Agents |
| ►NChapter7 | Chapter 7 - Cellular Automata |
| ►NChapter8 | Chapter 8 - Fractals |
| CIExample | Common example interface |
| CSceneExplorer | Scene explorer screen. Uses SceneLoader to dynamically load examples |
| CSceneLoader | Dynamic scene loader |
| ▼NForces | Force-related primitives |
| CConstantAccelerationMover | Simple mover with constant acceleration |
| CSimpleAttractor | Simple mover attractor |
| CSimpleFrictionPocket | Simple friction pocket. Apply friction in a delimited zone |
| CSimpleLiquid | Simple liquid pocket. Apply drag in a delimited zone |
| CSimpleMover | Generic force-driven object |
| CSimpleRepeller | Simple repeller to push movers away |
| CSimpleZone | Simple collision zone |
| ▼NFractals | Fractal objects |
| CCantorLine | Cantor line |
| CCantorSet | Cantor set |
| CCantorSetNode | Cantor set node |
| CKochLine | Koch line |
| CKochCurve | Koch curve |
| CKochCurveNode | Koch curve node |
| CKochSnowflake | Koch snowflake |
| CLSystem | L-System |
| CStochasticLSystem | Stochastic L-System |
| CLSystemRule | L-System rule |
| CLSystemTurtleNode | L-System turtle node |
| CRecursiveBranch | Recursive branch |
| CRecursiveTree | Recursive tree |
| CRecursiveTreeNode | Recursive tree node |
| ▼NOscillation | Oscillation-related primitives |
| CSimpleOscillator | Simple oscillator |
| CSimplePendulum | Simple pendulum object |
| CSimpleSpring | Simple spring. Spring anchor is the node position. Manage children as targets |
| CSimpleWave | Simple wave |
| ▼NParticles | Particle-related primitives |
| CSimpleFallingParticle | Simple falling particle |
| CSimpleParticle | Simple particle, based on mover |
| CSimpleParticleSystem | Simple particle system |
| ▼NPhysics | Physics-related primitives |
| CSimpleBall | Simple physics ball |
| CSimpleBox | Simple physics box |
| CSimpleMouseJoint | Simple simulated mouse joint |
| CSimplePolygon | Simple physics polygon |
| CSimpleStaticLines | Simple static lines. Can be used to draw physics outlines |
| CSimpleWall | Simple static wall |
| ▼NUtils | Utilities |
| CSimpleTouchSpawner | Touch spawner. Touch anywhere and spawn something. Can also spawn on demand using SpawnBody |
| ▼NVerletPhysics | Verlet physics implementation. Inspired from toxiclibs and https://gamedevelopment.tutsplus.com/tutorials/simulate-tearable-cloth-and-ragdolls-with-simple-verlet-integration–gamedev-519 |
| CAttractionBehavior | Attraction behavior |
| CGravityBehavior | Gravity behavior |
| CIBehavior | Behavior interface |
| CVerletChainBuilder | Simple verlet chain builder. Uses a PointConfiguratorFunc to configure VerletPoints on creation |
| CVerletCloth | Simple verlet cloth |
| CVerletCluster | Simple verlet cluster |
| CVerletLink | Verlet breakable link |
| CVerletPoint | Verlet point |
| CVerletRagdoll | Simple verlet ragdoll |
| CVerletWorld | Simple verlet world which handle simulation book-keeping |
| CBootScreen | Boot screen |
| CColorExtensions | Color extension methods |
| CLauncher | Main launcher |
| CMathUtils | Math utility functions |
| CSyntaxHighlighter | Super simple C# syntax highlighter. Adapted from https://codingvision.net/interface/c-simple-syntax-highlighting |
| CVectorExtensions | Vector extension methods |
| CVirtualControls | Embedded virtual controls. Adapted from https://github.com/MarcoFazioRandom/Virtual-Joystick-Godot |