It focuses on 3D workflows and circles around working with 3D models as well
as 3D characters, animation and rigging in and for Godot. Some resources are created by myself,
some resources are from other talented bloggers, but most are from YouTube channels,
that I highly recommend.
You will also find tutorials for world creation with terrains, working with physics and physical effects like rain,
snow and explosions and also lighting, shaders, post-processing and vfx. Sound and music is covered in the audio section.
Over several years, I watched many external YouTube tutorials and for the good ones I summarized for each briefly
what its content is about and included it in the list.
I hope you enjoy the collection and recommend it to your friends. And don't hesitate to say "Hi!" on BlueSky, Mastodon or Discord.
In this section you will find links to all the relevant creators, blogs and channels, where the below tutorials where picked from. Most of them are experienced Godot developers and some are 3D designers or artists.
I also created an introduction with the 'Getting Started' page to understand what Godot is, how you can install it and how you work with the editor. Ideally for a first start and if you have an hour to spare, I highly recommend Lukky's all nodes walkthrough. In case you want to look up something in the documentation, try also the Rokojori Godot Docs, they contain C# docs, have custom filter/search options and lists C++/C# source files.
This section deals with anything that has to do with general hierarchal 3D scene development.
Besides loading 3D models it also covers how to do dynamic lighting and baked/static scene/global lighting And also physics, since there are several options in Godot to choose from.
Most games need them: 3D characters. And they are complicated. You will find here how to set up animated characters and how to blend this animations logically and in response to the world.
Since a lot of developers use animations from Mixamo, I packed together the most usefull tipps and tricks to import and use them with Godot. Also a page about rigging explains what rigging is and how you can rig for free in Mixamo or with AccuRig.
This section is about special graphic assets like terrains and foliage which have their own rendering techniques and workflows. Terrains for instance use height maps and special meshes in combination with shaders to render them efficiently.
Grass or trees use other approaches, where the same meshes can be rendered in high quantity. The videos also include quite interesting rendering optimizations.
Visual effects are not only an accessory, they are essential for bringing life into games. VFX means here, that things that are rendered into the scene.
This section contains weather and physical effects with models and also how to create VFX with particle systems.
Closely related to VFX, but still a category on their own: Screen effects. Either standalone temporarily, combined with other techniques or as art style driver.
Screen effects use usually the same technical foundation, which often involves compositing a full screen than drawing elements into the scenery directly.
Shaders are the low-level tech that renders everything and for 3D Godot spatial shader are the most relevant. This section contains the spatial shader reference, which lists all variables and usage. It can be filtered for context and sorted.
And for some reference code check the shader source code section of the Rokojori Action Library it contains a lot of code for colors, sdf, math, transforms, quaternions, cameras, depth etc.
And while visual effects are essential, they would be nothing without audio that makes it really believable. This section's focus is on the sound side.
And audio also means music which can be made easily interactive in Godot.
This section explains is about external plugins and how to create own plugins.







