Godot 4 vfx lab - projectiles

This lab iteration builds up on the scene started a few months ago, in this article, where I threw together a bunch of FSMs, animations, particles, sprites, shaders, pathfinding and whatnot.

What basically started as a show-room for 3D particles, evolved into a shooting range, in which I slapped a character equipped with a particle attractor and adjusted the camera's environmental settings to push the ambient post-process glow.



Video quality goes up to 1080p but may be set to lower by default, please adjust this setting using the player's "gear" menu.

3C character-camera-controls




Notable interactions and collisions using GPU 3D particles
Most of the wobbly and energy effects seen are fine-tuned instances of nojoule's energy shield shader [1]
The 4th projectiles - icicles? - use a combination of particle attractors and ballistic velocity to modify gravity early in their trajectory - this results in a curvy movement which can be further controlled with extra 3D areas on the receiver end.
This somewhat of a failed attempt at homing missiles which revealed funny interactions with particle attractors, so I kept this asset as an example, inspiration, and TODO material (see below).


  1. Bomb - pink - these slow projectiles are shot by pairs and explode in a large area.

  2. semi-auto rifle - green - short bursts of 10 rounds

  3. full-auto rifle - yellow - fires smaller and faster projectiles continuously

  4. missile - blue - curve trajectory, perfect for aiming above walls but trickier to shoot overall

    TODO

  1. beam - extend to deal damage over time at impact

  2. ray - connected to one or more targets

  3. shotgun - deals damage in a cone

  4. stream - apply elemental effect at impact (eg: flamethrower)

  5. hitscan - immediate impact


Teleportation - 3D assets from Kenney's Mini dungeon [2] and Binbun VFX [3] [4]
This room uses Grid maps for geometry - walls, traps, rocks, etc each have their own layer with custom scaling and materials - and regular 3D collision areas to detect when the player character steps into a portal.


Distance fade
The shader material disappears as the camera gets closer - pulsing fx was added to highlight seamless interactions with other effects.


Early iterations - adjusting shaders, collisions, velocity


Links

[0] https://gitlab.com/DrDyne/vfx-lab

[1] https://nojoule.itch.io/energy-shield

[2] https://www.kenney.nl/assets/mini-dungeon

[3] https://binbun3d.itch.io/loot-vfx

[4] https://binbun3d.itch.io/godot-portal-vfx

date published

Apr 12, 2026

reading time

5 min read

remy chaumard 2025-2026

remy chaumard 2025-2026

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