My First Godot Project. Dice
Did you ever think to yourself: I’d love to play D&D, but I don’t want to spend $10 on some dice?
Me neither. But here it is anyway.
It would be nice to also add something like an animated GIF or small video.
THis looks cool!
Good idea! I added a short mp4.
This is an absolute gem. I propose be added to the Godot demos. Any plans to export for the web and itch.io so D&D players can have access to it?
I feel like the dice could use a bit more friction on the ground, because they seem to slide a bit much, and the camera should be slightly further away to see the whole “arena” but otherwise, yeah, this looks dope! Good job!
Camera zooms in and out with mouse wheel.
Yes, they do slide around and bounce way more than normal
Real dice fall and stop much faster. I didn’t like the realistic physics. I felt that it wasn’t nearly as satisfying to watch. Literally the only fun in an app this simple is watching them spin and arc and bounce off each other using wonderful Godot physics
Thanks
Maybe! I don’t have any idea how to do develop browser based stuff though.
One thing that bothers me: an app or game with so few features and textures shouldn’t be so many megabytes after export. (81 mb!)
I’d have to find some way to get it down to under 10 mb before I felt comfortable publishing it anywhere but the godot forums.
I wish there was an export option that didn’t include the big Godot game engine packaged with the app. This would be useful for small applications. It would just tell you to install Godot X.Y.Z first. What I have now is like writing a “hello world” application in Java that includes the entire JRE in the executable.
Ahhh… Another D&D player ![]()
True, it’s quite a lot.
Maybe this can help: How to Minify Godot's Build Size (93MB -> 6.4MB exe) | Popcar's Blog
thanks
I have read that one. But most of it seems to be turning off things that I use, like 3D or Physics.
I have also looked at Project/Tools/Orphan Resource Explorer but it lists pretty much every resource in my project as an orphan. I don’t think it is working, or I’m not using it correctly.
Compiled it for Web and ran it on local http server. The dice number faces are blurry but otherwise it works and can hear sound. Maybe you can figure out why that is.
To compile into a wasm app you need to add the Web template in the Export presets like so:
and click Export to a path. Check for errors of course. I just created a wdice/ folder under the project.
Then from command line navigate to the folder where Dice.html was exported and start an http server:
I just use the python built in one:
python3 -m http.server 8080
Then open a browser and type in the URL localhost:8080/Dice.html
Thank you for your effort! It looks like web version is possible!
Yes, those fat blurry numbers are a problem in general after i upgraded from Godot 4.4.1 to 4.5.1 yesterday. It seems to be a bug with the Material.albedo_texture_msdf.
I am in the process of adding a workaround to the github repository. I’ll update this post when I’m finished ![]()
UPDATE 2025-11-14T00:00:00Z
Ok, the numbers should look better now.
I does look a lot better!
But the differences between Forward+ and GL Compatibility are noticeable. There is that crazy woodgrain self-shadowing, and the contrast is up too high.
I will try to detect what renderer is being used, and add different tweaks to the shadows and lighting depending on which is being used.
Ok try it now, Silocoder.
I think the web version uses the GL Compatibility Renderer, and my code should now detect it and install render-version specific lighting, world environment, and shadow tweaks. It should look more or less like the Forward+ version.
cheers ![]()
note: it just occurred to me that I should probably start my own python server and get it running myself lol!
Looks better itch.io, but did you push to github the latest? It doesn’t look as nice for me.
Possibly it is wrong yes. I had a terrible mix up with git. I will be trying to fix it today.








