1
Lessons written
8
Levels
383
Lessons planned
⏳ Coming soon
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · Meet Godot4 lessons | |||
| GD-L1-01 | Welcome to GodotWhat a game engine is, install Godot 4.x, tour the editor, and run your first scene — a label that says hello. | ||
| GD-L1-02 | Nodes & Scenes: Your Building Blocks | ⏳ Planned | |
| GD-L1-03 | The Scene Tree & the Inspector | ⏳ Planned | |
| GD-L1-04 | Run It & Export It: Your First Playable | ⏳ Planned | |
| BB · GDScript fundamentals10 lessons | |||
| GD-L1-05 | Your First Script: Hello from Code | ⏳ Planned | |
| GD-L1-06 | Variables & Types | ⏳ Planned | |
| GD-L1-07 | Maths & Comparisons | ⏳ Planned | |
| GD-L1-08 | Making Decisions: if, elif, else | ⏳ Planned | |
| GD-L1-09 | Repeating Yourself: for & while Loops | ⏳ Planned | |
| GD-L1-10 | Lists of Things: Arrays | ⏳ Planned | |
| GD-L1-11 | Labels & Lookups: Dictionaries | ⏳ Planned | |
| GD-L1-12 | Functions: Your Own Commands | ⏳ Planned | |
| GD-L1-13 | _ready() & _process(): Code That Runs Itself | ⏳ Planned | |
| GD-L1-14 | Tweak Without Code: @export & the Debugger | ⏳ Planned | |
| CC · 2D nodes & movement8 lessons | |||
| GD-L1-15 | Meet the 2D World: Node2D & Sprite2D | ⏳ Planned | |
| GD-L1-16 | Showing a Character on Screen | ⏳ Planned | |
| GD-L1-17 | The Input Map: Keys & Actions | ⏳ Planned | |
| GD-L1-18 | Moving with Code: Velocity & delta | ⏳ Planned | |
| GD-L1-19 | CharacterBody2D & move_and_slide() | ⏳ Planned | |
| GD-L1-20 | Top-Down Movement (4 directions) | ⏳ Planned | |
| GD-L1-21 | Platformer Movement: Gravity & Jump | ⏳ Planned | |
| GD-L1-22 | Smooth Controls: Speed, Acceleration & Friction | ⏳ Planned | |
| DD · Collisions & physics 2D8 lessons | |||
| GD-L1-23 | What Is a Collision Shape? | ⏳ Planned | |
| GD-L1-24 | Detecting Overlaps with Area2D | ⏳ Planned | |
| GD-L1-25 | Signals: Nodes That Talk to Each Other | ⏳ Planned | |
| GD-L1-26 | Picking Up Coins (Area2D + signals) | ⏳ Planned | |
| GD-L1-27 | Solid Walls & Floors (collision layers) | ⏳ Planned | |
| GD-L1-28 | RigidBody2D: Letting Physics Take Over | ⏳ Planned | |
| GD-L1-29 | Bouncing, Gravity & Mass | ⏳ Planned | |
| GD-L1-30 | Groups: Tagging Many Nodes at Once | ⏳ Planned | |
| EE · Scenes, instancing & UI6 lessons | |||
| GD-L1-31 | Reusable Scenes: Make a Prefab | ⏳ Planned | |
| GD-L1-32 | Spawning with instantiate() | ⏳ Planned | |
| GD-L1-33 | Shooting Bullets & Spawning Enemies | ⏳ Planned | |
| GD-L1-34 | Control Nodes: The UI Layer | ⏳ Planned | |
| GD-L1-35 | Labels, Buttons & a Score Display | ⏳ Planned | |
| GD-L1-36 | A CanvasLayer HUD That Stays on Screen | ⏳ Planned | |
| FF · Animation & audio5 lessons | |||
| GD-L1-37 | Frame-by-Frame: AnimatedSprite2D | ⏳ Planned | |
| GD-L1-38 | The AnimationPlayer | ⏳ Planned | |
| GD-L1-39 | Tweens: Smooth Movement & Effects | ⏳ Planned | |
| GD-L1-40 | Sound Effects with AudioStreamPlayer | ⏳ Planned | |
| GD-L1-41 | Background Music & Volume | ⏳ Planned | |
| GG · TileMaps2 lessons | |||
| GD-L1-42 | Building Levels with TileMaps | ⏳ Planned | |
| GD-L1-43 | TileSets, Collisions & Layers | ⏳ Planned | |
| HH · Capstones4 lessons | |||
| GD-L1-44 | Capstone 1: One-Button Arcade Game | ⏳ Planned | |
| GD-L1-45 | Capstone 2: Top-Down Coin Collector | ⏳ Planned | |
| GD-L1-46 | Capstone 3: A Simple Platformer | ⏳ Planned | |
| GD-L1-47 | Capstone 4: Polish, Menu & Export to Desktop | ⏳ Planned | |
| IAssessment1 lesson | |||
| GD-L1-48 | Level AssessmentComing soon | ⏳ Planned | |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · Architecture6 lessons | |||
| GD-L2-01 | Autoloads: Game-Wide Singletons | ⏳ Planned | |
| GD-L2-02 | Signals, Deeper: Custom Signals & Buses | ⏳ Planned | |
| GD-L2-03 | What Is a State Machine? | ⏳ Planned | |
| GD-L2-04 | A Clean Player State Machine (idle / run / jump) | ⏳ Planned | |
| GD-L2-05 | Organising Your Scenes & Folders | ⏳ Planned | |
| GD-L2-06 | Custom Resources: Your Own Data Types | ⏳ Planned | |
| BB · Game feel / juice6 lessons | |||
| GD-L2-07 | Juice: Why Games Feel Good | ⏳ Planned | |
| GD-L2-08 | Tweens for Punch & Pop | ⏳ Planned | |
| GD-L2-09 | Screen Shake & Hit-Stop | ⏳ Planned | |
| GD-L2-10 | Particles with GPUParticles2D | ⏳ Planned | |
| GD-L2-11 | Cameras, Zoom & Parallax Backgrounds | ⏳ Planned | |
| GD-L2-12 | Lights & Mood with Light2D | ⏳ Planned | |
| CC · Shaders intro5 lessons | |||
| GD-L2-13 | What Is a Shader? | ⏳ Planned | |
| GD-L2-14 | Your First CanvasItem Shader | ⏳ Planned | |
| GD-L2-15 | Uniforms: Controlling a Shader | ⏳ Planned | |
| GD-L2-16 | Effects: Hit-Flash & Dissolve | ⏳ Planned | |
| GD-L2-17 | A Simple Water / Wobble Shader | ⏳ Planned | |
| DD · Save/load & settings7 lessons | |||
| GD-L2-18 | Where Games Save Data: user:// | ⏳ Planned | |
| GD-L2-19 | Saving with JSON | ⏳ Planned | |
| GD-L2-20 | Loading & Restoring a Game | ⏳ Planned | |
| GD-L2-21 | ConfigFile for Settings | ⏳ Planned | |
| GD-L2-22 | A Settings Menu (volume, fullscreen) | ⏳ Planned | |
| GD-L2-23 | Autosave & Checkpoints | ⏳ Planned | |
| GD-L2-24 | Handling Missing or Broken Save Files | ⏳ Planned | |
| EE · Game data & local database7 lessons | |||
| GD-L2-25 | Data-Driven Design: Items as Resources | ⏳ Planned | |
| GD-L2-26 | What Is a Database? | ⏳ Planned | |
| GD-L2-27 | Adding SQLite to Godot | ⏳ Planned | |
| GD-L2-28 | Creating Tables & Inserting Data | ⏳ Planned | |
| GD-L2-29 | Reading Data: Queries | ⏳ Planned | |
| GD-L2-30 | A Local High-Score Leaderboard | ⏳ Planned | |
| GD-L2-31 | An Inventory Backed by Data | ⏳ Planned | |
| FF · Asset-creation strand12 lessons | |||
| GD-L2-32 | Free & Fair: CC0 Asset Libraries | ⏳ Planned | |
| GD-L2-33 | Pixel Art Basics (Piskel / LibreSprite) | ⏳ Planned | |
| GD-L2-34 | Colour, Palettes & Style | ⏳ Planned | |
| GD-L2-35 | Sprite Sheets & Animation Frames | ⏳ Planned | |
| GD-L2-36 | Drawing in Krita | ⏳ Planned | |
| GD-L2-37 | Vector & UI Art with Inkscape | ⏳ Planned | |
| GD-L2-38 | Sound Effects with jsfxr & Bfxr | ⏳ Planned | |
| GD-L2-39 | Editing Audio in Audacity | ⏳ Planned | |
| GD-L2-40 | Making Music with Bosca Ceoil / Beepbox | ⏳ Planned | |
| GD-L2-41 | AI Asset Tools: Help & Honest Limits | ⏳ Planned | |
| GD-L2-42 | Importing Assets into Godot | ⏳ Planned | |
| GD-L2-43 | Building a Cohesive Art Style | ⏳ Planned | |
| GG · Capstone4 lessons | |||
| GD-L2-44 | Capstone: Design Your 2D Game | ⏳ Planned | |
| GD-L2-45 | Capstone: Build It with Your Own Assets | ⏳ Planned | |
| GD-L2-46 | Capstone: Save System & Data | ⏳ Planned | |
| GD-L2-47 | Capstone: Polish & Export | ⏳ Planned | |
| HAssessment1 lesson | |||
| GD-L2-48 | Level AssessmentComing soon | ⏳ Planned | |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · 3D basics5 lessons | |||
| GD-L3-01 | Welcome to 3D: Scenes & Node3D | ⏳ Planned | |
| GD-L3-02 | Moving in 3D: Transforms & Coordinates | ⏳ Planned | |
| GD-L3-03 | Cameras & the 3D Viewport | ⏳ Planned | |
| GD-L3-04 | Meshes & Primitives (MeshInstance3D) | ⏳ Planned | |
| GD-L3-05 | Navigating & Building a 3D Scene | ⏳ Planned | |
| BB · 3D movement & physics6 lessons | |||
| GD-L3-06 | CharacterBody3D: A 3D Player | ⏳ Planned | |
| GD-L3-07 | First-Person Movement & Mouse Look | ⏳ Planned | |
| GD-L3-08 | Third-Person Movement & Camera | ⏳ Planned | |
| GD-L3-09 | Gravity, Jumping & Slopes | ⏳ Planned | |
| GD-L3-10 | Collisions in 3D | ⏳ Planned | |
| GD-L3-11 | Raycasting: Seeing & Shooting | ⏳ Planned | |
| CC · Models & materials7 lessons | |||
| GD-L3-12 | Importing 3D Models (glTF) | ⏳ Planned | |
| GD-L3-13 | Materials & StandardMaterial3D | ⏳ Planned | |
| GD-L3-14 | PBR: Realistic Surfaces | ⏳ Planned | |
| GD-L3-15 | Textures & UV Basics | ⏳ Planned | |
| GD-L3-16 | GridMap: Building 3D Levels from Tiles | ⏳ Planned | |
| GD-L3-17 | Combining Meshes & Scenes | ⏳ Planned | |
| GD-L3-18 | Performance: Keeping 3D Light | ⏳ Planned | |
| DD · Lighting & environment6 lessons | |||
| GD-L3-19 | Lights in 3D (Directional, Omni, Spot) | ⏳ Planned | |
| GD-L3-20 | The WorldEnvironment | ⏳ Planned | |
| GD-L3-21 | Sky, Fog & Atmosphere | ⏳ Planned | |
| GD-L3-22 | Shadows: Realtime vs Baked | ⏳ Planned | |
| GD-L3-23 | Global Illumination Intro | ⏳ Planned | |
| GD-L3-24 | Setting a Scene's Mood | ⏳ Planned | |
| EE · 3D animation6 lessons | |||
| GD-L3-25 | Importing Animated Models | ⏳ Planned | |
| GD-L3-26 | The AnimationPlayer in 3D | ⏳ Planned | |
| GD-L3-27 | AnimationTree & State Machines | ⏳ Planned | |
| GD-L3-28 | Blend Spaces: Walk → Run | ⏳ Planned | |
| GD-L3-29 | Skeletons & Bones (basics) | ⏳ Planned | |
| GD-L3-30 | Triggering Animations from Code | ⏳ Planned | |
| FF · 3D gameplay systems6 lessons | |||
| GD-L3-31 | Navigation: NavigationRegion3D | ⏳ Planned | |
| GD-L3-32 | Enemy AI & Pathfinding | ⏳ Planned | |
| GD-L3-33 | Patrol, Chase & Detect | ⏳ Planned | |
| GD-L3-34 | Positional 3D Audio | ⏳ Planned | |
| GD-L3-35 | A 3D HUD & Interaction | ⏳ Planned | |
| GD-L3-36 | Pickups, Doors & Triggers in 3D | ⏳ Planned | |
| GG · 3D asset creation7 lessons | |||
| GD-L3-37 | Blender Basics for Game Art | ⏳ Planned | |
| GD-L3-38 | Modelling a Simple Prop | ⏳ Planned | |
| GD-L3-39 | Materials & UV Unwrapping in Blender | ⏳ Planned | |
| GD-L3-40 | Exporting from Blender to Godot | ⏳ Planned | |
| GD-L3-41 | Voxel Art with MagicaVoxel | ⏳ Planned | |
| GD-L3-42 | Free AI 3D Tools & Their Limits | ⏳ Planned | |
| GD-L3-43 | Music & Ambience for a 3D World | ⏳ Planned | |
| HH · Capstone4 lessons | |||
| GD-L3-44 | Capstone: Plan Your 3D Game | ⏳ Planned | |
| GD-L3-45 | Capstone: Build the World & Player | ⏳ Planned | |
| GD-L3-46 | Capstone: Enemies, Goals & Audio | ⏳ Planned | |
| GD-L3-47 | Capstone: Polish & Export | ⏳ Planned | |
| IAssessment1 lesson | |||
| GD-L3-48 | Level AssessmentComing soon | ⏳ Planned | |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · Networking foundations5 lessons | |||
| GD-L4-01 | How Online Multiplayer Works | ⏳ Planned | |
| GD-L4-02 | Client, Server & the Authoritative Model | ⏳ Planned | |
| GD-L4-03 | Latency, Lag & Why It Matters | ⏳ Planned | |
| GD-L4-04 | Godot's Networking, Top to Bottom | ⏳ Planned | |
| GD-L4-05 | Peers, IDs & Who Owns What | ⏳ Planned | |
| BB · Godot high-level multiplayer9 lessons | |||
| GD-L4-06 | Hosting & Joining over LAN | ⏳ Planned | |
| GD-L4-07 | Remote Procedure Calls (@rpc) | ⏳ Planned | |
| GD-L4-08 | Sending Player Input Across the Network | ⏳ Planned | |
| GD-L4-09 | MultiplayerSynchronizer: Syncing State | ⏳ Planned | |
| GD-L4-10 | MultiplayerSpawner: Spawning Players | ⏳ Planned | |
| GD-L4-11 | A Two-Player Game (part 1) | ⏳ Planned | |
| GD-L4-12 | A Two-Player Game (part 2) | ⏳ Planned | |
| GD-L4-13 | Handling Joins, Leaves & Disconnects | ⏳ Planned | |
| GD-L4-14 | Keeping the Server in Charge (anti-cheat mindset) | ⏳ Planned | |
| CC · Online play6 lessons | |||
| GD-L4-15 | LAN vs Internet: Ports & Relays | ⏳ Planned | |
| GD-L4-16 | WebSocket & WebRTC for Browser Games | ⏳ Planned | |
| GD-L4-17 | A Simple Lobby | ⏳ Planned | |
| GD-L4-18 | Matchmaking Basics | ⏳ Planned | |
| GD-L4-19 | A Headless Dedicated Server | ⏳ Planned | |
| GD-L4-20 | Hosting Your Server for Free (Render / Railway / Fly.io) | ⏳ Planned | |
| DD · Backend & databases for games10 lessons | |||
| GD-L4-21 | What a Game Backend Does | ⏳ Planned | |
| GD-L4-22 | Talking to the Web with HTTPRequest | ⏳ Planned | |
| GD-L4-23 | Meet Supabase | ⏳ Planned | |
| GD-L4-24 | Player Accounts & Sign-In | ⏳ Planned | |
| GD-L4-25 | Saving Player Data to the Cloud | ⏳ Planned | |
| GD-L4-26 | Online Leaderboards (part 1) | ⏳ Planned | |
| GD-L4-27 | Online Leaderboards (part 2) | ⏳ Planned | |
| GD-L4-28 | Keeping Keys & Players Safe (RLS) | ⏳ Planned | |
| GD-L4-29 | Meet Nakama: A Game-First Backend | ⏳ Planned | |
| GD-L4-30 | Choosing a Backend for Your Game | ⏳ Planned | |
| EE · Publishing: desktop & web7 lessons | |||
| GD-L4-31 | Export Templates & Presets | ⏳ Planned | |
| GD-L4-32 | Exporting for Windows, macOS & Linux | ⏳ Planned | |
| GD-L4-33 | Icons, Names & Versioning | ⏳ Planned | |
| GD-L4-34 | Exporting to the Web (HTML5) | ⏳ Planned | |
| GD-L4-35 | Publishing on itch.io | ⏳ Planned | |
| GD-L4-36 | A Great Store Page | ⏳ Planned | |
| GD-L4-37 | Testing Your Build Before Release | ⏳ Planned | |
| FF · Publishing: mobile & stores6 lessons | |||
| GD-L4-38 | Exporting for Android | ⏳ Planned | |
| GD-L4-39 | Touch Controls & Screen Sizes | ⏳ Planned | |
| GD-L4-40 | Performance on Mobile | ⏳ Planned | |
| GD-L4-41 | Publishing to Google Play | ⏳ Planned | |
| GD-L4-42 | iOS & the App Store (what you need) | ⏳ Planned | |
| GD-L4-43 | Steam & Ethical Monetisation (intro) | ⏳ Planned | |
| GG · Final capstone4 lessons | |||
| GD-L4-44 | Final Capstone: Design Your Online Game | ⏳ Planned | |
| GD-L4-45 | Final Capstone: Build Multiplayer + Backend | ⏳ Planned | |
| GD-L4-46 | Final Capstone: Ship to Desktop, Web & Mobile | ⏳ Planned | |
| GD-L4-47 | Final Capstone: Portfolio & Showcase | ⏳ Planned | |
| HAssessment1 lesson | |||
| GD-L4-48 | Final Assessment + Portfolio ReviewComing soon | ⏳ Planned | |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · Netcode foundations6 lessons | |||
| GMP-01 | Why Online Is Hard: A Netcode Map | ⏳ Planned | |
| GMP-02 | Transports: ENet, WebSocket & WebRTC | ⏳ Planned | |
| GMP-03 | Reliable vs Unreliable Messages | ⏳ Planned | |
| GMP-04 | Bandwidth, Tick Rate & Snapshots | ⏳ Planned | |
| GMP-05 | Designing Your Network Messages | ⏳ Planned | |
| GMP-06 | Profiling Network Traffic | ⏳ Planned | |
| BB · Authoritative servers & state sync8 lessons | |||
| GMP-07 | The Authoritative Server Pattern | ⏳ Planned | |
| GMP-08 | Server-Owned Game State | ⏳ Planned | |
| GMP-09 | Replicating State to Clients | ⏳ Planned | |
| GMP-10 | Delta Compression & Snapshots | ⏳ Planned | |
| GMP-11 | Interest Management | ⏳ Planned | |
| GMP-12 | Handling Many Players | ⏳ Planned | |
| GMP-13 | Server Tick Loop & Fixed Timestep | ⏳ Planned | |
| GMP-14 | Reconnection & State Recovery | ⏳ Planned | |
| CC · Lag compensation & prediction7 lessons | |||
| GMP-15 | Client-Side Prediction | ⏳ Planned | |
| GMP-16 | Server Reconciliation | ⏳ Planned | |
| GMP-17 | Entity Interpolation | ⏳ Planned | |
| GMP-18 | Rollback Netcode: The Idea | ⏳ Planned | |
| GMP-19 | A Simple Rollback Example | ⏳ Planned | |
| GMP-20 | Hit Registration & Lag Compensation | ⏳ Planned | |
| GMP-21 | Testing Under Simulated Lag | ⏳ Planned | |
| DD · Matchmaking, lobbies & rooms7 lessons | |||
| GMP-22 | Lobbies & Rooms, Properly | ⏳ Planned | |
| GMP-23 | A Matchmaking Service | ⏳ Planned | |
| GMP-24 | Skill-Based Matchmaking Basics | ⏳ Planned | |
| GMP-25 | Party & Invite Systems | ⏳ Planned | |
| GMP-26 | Regions & Server Selection | ⏳ Planned | |
| GMP-27 | Spectators & Late Joiners | ⏳ Planned | |
| GMP-28 | Reconnect to a Match in Progress | ⏳ Planned | |
| EE · Nakama in depth9 lessons | |||
| GMP-29 | Meet Nakama: Architecture | ⏳ Planned | |
| GMP-30 | Running Nakama Locally (Docker) | ⏳ Planned | |
| GMP-31 | Authentication & Accounts | ⏳ Planned | |
| GMP-32 | Storage & Collections | ⏳ Planned | |
| GMP-33 | Realtime Matches in Nakama | ⏳ Planned | |
| GMP-34 | Authoritative Match Handlers | ⏳ Planned | |
| GMP-35 | RPCs with Nakama | ⏳ Planned | |
| GMP-36 | Notifications & Presence | ⏳ Planned | |
| GMP-37 | Deploying Nakama (Heroic Cloud / self-host) | ⏳ Planned | |
| FF · Leaderboards, tournaments & social5 lessons | |||
| GMP-38 | Global & Seasonal Leaderboards | ⏳ Planned | |
| GMP-39 | Tournaments & Brackets | ⏳ Planned | |
| GMP-40 | Friends & Social Graphs | ⏳ Planned | |
| GMP-41 | Chat & Messaging | ⏳ Planned | |
| GMP-42 | Cloud Saves & Cross-Device Play | ⏳ Planned | |
| GG · Anti-cheat & security3 lessons | |||
| GMP-43 | Common Cheats & How to Stop Them | ⏳ Planned | |
| GMP-44 | Validate Everything Server-Side | ⏳ Planned | |
| GMP-45 | Rate Limiting, Bans & Reporting | ⏳ Planned | |
| HH · Scaling, hosting & live-ops2 lessons | |||
| GMP-46 | Scaling Servers & Load | ⏳ Planned | |
| GMP-47 | Live-Ops: Updates Without Downtime | ⏳ Planned | |
| ICapstone1 lesson | |||
| GMP-48 | Module Capstone: Ship a Live Multiplayer GameComing soon | ⏳ Planned | |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · Shader foundations7 lessons | |||
| GFX-01 | How GPUs Draw: The Pipeline | ⏳ Planned | |
| GFX-02 | The Godot Shading Language | ⏳ Planned | |
| GFX-03 | Vertex vs Fragment Shaders | ⏳ Planned | |
| GFX-04 | Coordinates, UVs & Time | ⏳ Planned | |
| GFX-05 | Built-in Uniforms & Varyings | ⏳ Planned | |
| GFX-06 | Maths for Shaders (vectors, dot, mix) | ⏳ Planned | |
| GFX-07 | Debugging Shaders | ⏳ Planned | |
| BB · 2D shader effects6 lessons | |||
| GFX-08 | Colour Grading & Tint | ⏳ Planned | |
| GFX-09 | Outlines & Glow | ⏳ Planned | |
| GFX-10 | Distortion & Heat Haze | ⏳ Planned | |
| GFX-11 | Dissolve & Burn | ⏳ Planned | |
| GFX-12 | 2D Water & Reflections | ⏳ Planned | |
| GFX-13 | Animated Sprite Effects | ⏳ Planned | |
| CC · 3D shaders & materials8 lessons | |||
| GFX-14 | Spatial Shaders Explained | ⏳ Planned | |
| GFX-15 | Custom 3D Materials | ⏳ Planned | |
| GFX-16 | Normal Maps & Bumpiness | ⏳ Planned | |
| GFX-17 | Triplanar & World-Space Mapping | ⏳ Planned | |
| GFX-18 | Toon / Cel Shading | ⏳ Planned | |
| GFX-19 | Fresnel & Rim Light | ⏳ Planned | |
| GFX-20 | Vertex Animation (wind, waves) | ⏳ Planned | |
| GFX-21 | Procedural Textures | ⏳ Planned | |
| DD · Post-processing & screen effects7 lessons | |||
| GFX-22 | Screen-Reading Shaders | ⏳ Planned | |
| GFX-23 | Bloom & Tonemapping | ⏳ Planned | |
| GFX-24 | Depth of Field | ⏳ Planned | |
| GFX-25 | Colour Correction & LUTs | ⏳ Planned | |
| GFX-26 | Outline & Edge Detection (3D) | ⏳ Planned | |
| GFX-27 | Screen-Space Effects (SSAO, etc.) | ⏳ Planned | |
| GFX-28 | A Full Post-Process Stack | ⏳ Planned | |
| EE · Advanced lighting & GI6 lessons | |||
| GFX-29 | Light Types, Deeper | ⏳ Planned | |
| GFX-30 | Shadows: Quality & Cost | ⏳ Planned | |
| GFX-31 | Baked Lightmaps | ⏳ Planned | |
| GFX-32 | Voxel GI & SDFGI | ⏳ Planned | |
| GFX-33 | Reflection Probes | ⏳ Planned | |
| GFX-34 | Volumetric Fog & God Rays | ⏳ Planned | |
| FF · VFX & particles7 lessons | |||
| GFX-35 | GPUParticles, Deeper | ⏳ Planned | |
| GFX-36 | Particle Materials & Curves | ⏳ Planned | |
| GFX-37 | Trails & Ribbons | ⏳ Planned | |
| GFX-38 | Sub-Emitters & Collisions | ⏳ Planned | |
| GFX-39 | Mesh & Attractor Particles | ⏳ Planned | |
| GFX-40 | Compute Shaders: Intro | ⏳ Planned | |
| GFX-41 | A VFX Library for Your Game | ⏳ Planned | |
| GG · Optimisation & profiling4 lessons | |||
| GFX-42 | The Profiler & Frame Budget | ⏳ Planned | |
| GFX-43 | Draw Calls, Batching & LOD | ⏳ Planned | |
| GFX-44 | Texture & Memory Budgets | ⏳ Planned | |
| GFX-45 | Optimising Shaders | ⏳ Planned | |
| HH · Technical-art pipeline2 lessons | |||
| GFX-46 | Reusable Materials & Shader Libraries | ⏳ Planned | |
| GFX-47 | A Consistent Look Across a Game | ⏳ Planned | |
| ICapstone1 lesson | |||
| GFX-48 | Module Capstone: A Polished Visual ShowcaseComing soon | ⏳ Planned | |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · AI foundations5 lessons | |||
| GAI-01 | What "Game AI" Really Means | ⏳ Planned | |
| GAI-02 | Sense → Think → Act | ⏳ Planned | |
| GAI-03 | Designing Believable Enemies | ⏳ Planned | |
| GAI-04 | Blackboards: Shared AI Memory | ⏳ Planned | |
| GAI-05 | Debugging & Visualising AI | ⏳ Planned | |
| BB · Finite state machines5 lessons | |||
| GAI-06 | FSMs, Robust & Revisited | ⏳ Planned | |
| GAI-07 | Hierarchical State Machines | ⏳ Planned | |
| GAI-08 | A Guard: Patrol / Alert / Chase | ⏳ Planned | |
| GAI-09 | Stack-Based States | ⏳ Planned | |
| GAI-10 | When FSMs Stop Scaling | ⏳ Planned | |
| CC · Behaviour trees7 lessons | |||
| GAI-11 | Behaviour Trees: The Idea | ⏳ Planned | |
| GAI-12 | Sequences & Selectors | ⏳ Planned | |
| GAI-13 | Conditions & Decorators | ⏳ Planned | |
| GAI-14 | Building a BT in Godot | ⏳ Planned | |
| GAI-15 | Reusable BT Nodes | ⏳ Planned | |
| GAI-16 | A Complex Enemy with a BT | ⏳ Planned | |
| GAI-17 | BT vs FSM: Choosing | ⏳ Planned | |
| DD · Utility & GOAP6 lessons | |||
| GAI-18 | Utility AI: Scoring Choices | ⏳ Planned | |
| GAI-19 | A Utility-Driven Companion | ⏳ Planned | |
| GAI-20 | GOAP: Goal-Oriented Action Planning | ⏳ Planned | |
| GAI-21 | Actions, Goals & the Planner | ⏳ Planned | |
| GAI-22 | A GOAP Agent in Godot | ⏳ Planned | |
| GAI-23 | Mixing Approaches | ⏳ Planned | |
| EE · Movement & steering6 lessons | |||
| GAI-24 | Steering Behaviours | ⏳ Planned | |
| GAI-25 | Seek, Flee & Arrive | ⏳ Planned | |
| GAI-26 | Wander & Patrol Paths | ⏳ Planned | |
| GAI-27 | Flocking & Crowds | ⏳ Planned | |
| GAI-28 | Obstacle & Wall Avoidance | ⏳ Planned | |
| GAI-29 | Formations & Group Movement | ⏳ Planned | |
| FF · Navigation & pathfinding, deep6 lessons | |||
| GAI-30 | A* From Scratch | ⏳ Planned | |
| GAI-31 | NavigationServer, Deeper | ⏳ Planned | |
| GAI-32 | Dynamic Obstacles & Re-pathing | ⏳ Planned | |
| GAI-33 | Off-Mesh Links & Jumps | ⏳ Planned | |
| GAI-34 | Flow Fields for Crowds | ⏳ Planned | |
| GAI-35 | Performance: Many Agents | ⏳ Planned | |
| GG · Procedural generation8 lessons | |||
| GAI-36 | Why Procedural? Random vs Designed | ⏳ Planned | |
| GAI-37 | Randomness & Seeds | ⏳ Planned | |
| GAI-38 | Noise: Perlin & Simplex | ⏳ Planned | |
| GAI-39 | Procedural Terrain | ⏳ Planned | |
| GAI-40 | Dungeon Generation (rooms & corridors) | ⏳ Planned | |
| GAI-41 | Cellular-Automata Caves | ⏳ Planned | |
| GAI-42 | Wave Function Collapse (intro) | ⏳ Planned | |
| GAI-43 | Procedural Loot & Encounters | ⏳ Planned | |
| HH · Light ML for games4 lessons | |||
| GAI-44 | Machine Learning in Games: When & Why | ⏳ Planned | |
| GAI-45 | Decision Trees & Simple Learning | ⏳ Planned | |
| GAI-46 | Reinforcement Learning: The Idea | ⏳ Planned | |
| GAI-47 | A Tiny Learning Agent | ⏳ Planned | |
| ICapstone1 lesson | |||
| GAI-48 | Module Capstone: A Smart, Generated WorldComing soon | ⏳ Planned | |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| AA · Production polish6 lessons | |||
| GSP-01 | From Prototype to Product | ⏳ Planned | |
| GSP-02 | Menus, Pause & Game Flow | ⏳ Planned | |
| GSP-03 | Settings That Players Expect | ⏳ Planned | |
| GSP-04 | Save Slots & Cloud Sync | ⏳ Planned | |
| GSP-05 | Error Handling & Crash Safety | ⏳ Planned | |
| GSP-06 | A Polish Checklist | ⏳ Planned | |
| BB · Accessibility & UX6 lessons | |||
| GSP-07 | Why Accessibility Matters | ⏳ Planned | |
| GSP-08 | Colour-Blind-Friendly Design | ⏳ Planned | |
| GSP-09 | Remappable Controls | ⏳ Planned | |
| GSP-10 | Text Size, Subtitles & Readability | ⏳ Planned | |
| GSP-11 | Difficulty & Assist Options | ⏳ Planned | |
| GSP-12 | Onboarding & Tutorials | ⏳ Planned | |
| CC · Localisation4 lessons | |||
| GSP-13 | Preparing a Game for Translation | ⏳ Planned | |
| GSP-14 | Translation Files in Godot | ⏳ Planned | |
| GSP-15 | Fonts & Right-to-Left | ⏳ Planned | |
| GSP-16 | Localising for Malaysia & Beyond | ⏳ Planned | |
| DD · Mobile: Android deep8 lessons | |||
| GSP-17 | The Android Pipeline | ⏳ Planned | |
| GSP-18 | SDK, Keystores & Signing | ⏳ Planned | |
| GSP-19 | Touch & Gesture Controls | ⏳ Planned | |
| GSP-20 | Screen Sizes & Safe Areas | ⏳ Planned | |
| GSP-21 | Performance & Battery on Mobile | ⏳ Planned | |
| GSP-22 | Permissions & Privacy | ⏳ Planned | |
| GSP-23 | APK vs AAB & Build Variants | ⏳ Planned | |
| GSP-24 | Testing on Real Devices | ⏳ Planned | |
| EE · Mobile: iOS deep6 lessons | |||
| GSP-25 | The iOS Pipeline (what you need) | ⏳ Planned | |
| GSP-26 | Xcode, Certificates & Provisioning | ⏳ Planned | |
| GSP-27 | Building for iPhone & iPad | ⏳ Planned | |
| GSP-28 | TestFlight Beta Testing | ⏳ Planned | |
| GSP-29 | App Store Requirements | ⏳ Planned | |
| GSP-30 | iOS Performance & Quirks | ⏳ Planned | |
| FF · Stores & ASO6 lessons | |||
| GSP-31 | Choosing Your Stores | ⏳ Planned | |
| GSP-32 | Store Listings That Convert | ⏳ Planned | |
| GSP-33 | Icons, Screenshots & Trailers | ⏳ Planned | |
| GSP-34 | App Store Optimisation (ASO) | ⏳ Planned | |
| GSP-35 | Ratings, Reviews & Updates | ⏳ Planned | |
| GSP-36 | Steam & Steamworks, Deeper | ⏳ Planned | |
| GG · Monetisation, ethically6 lessons | |||
| GSP-37 | Monetisation Models (fair vs unfair) | ⏳ Planned | |
| GSP-38 | Premium & Paid Games | ⏳ Planned | |
| GSP-39 | Ads, Done Respectfully | ⏳ Planned | |
| GSP-40 | In-App Purchases | ⏳ Planned | |
| GSP-41 | What to Never Do (dark patterns, gambling) | ⏳ Planned | |
| GSP-42 | Pricing & Regional Fairness | ⏳ Planned | |
| HH · Analytics, marketing & launch5 lessons | |||
| GSP-43 | Analytics: Measuring What Matters (privately) | ⏳ Planned | |
| GSP-44 | Marketing on a Zero Budget | ⏳ Planned | |
| GSP-45 | Building a Community | ⏳ Planned | |
| GSP-46 | Your Launch Plan | ⏳ Planned | |
| GSP-47 | Post-Launch: Updates & Live Support | ⏳ Planned | |
| ICapstone1 lesson | |||
| GSP-48 | Module Capstone: Launch a Game to a StoreComing soon | ⏳ Planned | |
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