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mimidot

mimidot logo

mimidot is a gameplay-first Godot fork aimed at removing workflow friction instead of piling on theoretical features.

Why pick mimidot

  • It keeps the scene tree, node workflow, and GDScript pipeline that already make Godot fast to iterate with.
  • It fixes small but constant editor annoyances that slow down actual game work.
  • It includes Mimi Optimizer so Windows exports can skip optional runtime baggage without forcing a separate renderer mode.

What is different from stock Godot

  • Brown / light-brown / dark-brown editor theme defaults.
  • Inspector numeric edits apply more immediately while typing.
  • Ctrl+S commits the active inspector field before saving.
  • 3D editor navigation pans with MMB by default, while Shift + MMB orbits.
  • Windows export presets include Mimi Optimizer.
  • Built-in unity-like WSR (without using external viewports).

Recent mimidot changes

  • Mimi Optimizer now stays focused on safe Windows export trimming instead of relying on a separate renderer experiment.
  • Top-level Control nodes can use World Space Rendering to project UI through a chosen Camera3D in runtime while still being authored like normal 2D UI.
  • World Space Rendering exposes camera assignment, near distance, 3D transform, and follow damping settings directly on the Control.

World Space Rendering

World Space Rendering is now built into top-level Control roots.

What it does:

  • keeps the UI authored as a regular Control tree,
  • lets the same UI render in front of a Camera3D in runtime,
  • keeps the UI size stable on screen while still participating in 3D depth,
  • exposes extra camera-relative transform controls for stylized HUD and in-world overlay work.

Main properties:

  • world_space_rendering_enabled
  • world_space_rendering_camera
  • world_space_rendering_near
  • world_space_rendering_transform_position
  • world_space_rendering_transform_rotation_degrees
  • world_space_rendering_transform_scale
  • world_space_rendering_follow_damping_enabled
  • world_space_rendering_follow_damping_speed

Script access:

ui_root.set_world_space_rendering_enabled(true)
ui_root.set_world_space_rendering_camera($Camera3D)
ui_root.set_world_space_rendering_near(0.8)
ui_root.set_world_space_rendering_position(Vector3(0.0, -0.15, 0.0))
ui_root.set_world_space_rendering_rotation_degrees(Vector3(-6.0, 0.0, 0.0))
ui_root.set_world_space_rendering_scale(Vector3.ONE)
ui_root.set_world_space_rendering_follow_damping_enabled(true)
ui_root.set_world_space_rendering_follow_damping(10.0)

Notes:

  • It is intended for top-level Control nodes, not nested button/label children.
  • If the assigned camera is missing, mimidot prints a warning at runtime and keeps the feature disabled until a valid Camera3D is assigned.
  • If world_space_rendering_near is smaller than the camera near plane, fuck you. Change it please.

Mimi Optimizer

Mimi Optimizer lives in the Windows export preset options and focuses on reducing the final runnable folder size.

Current features:

  • optional trimming of AccessKit, ANGLE, and D3D12 runtime DLLs,
  • safer export-side optimization without forking the project renderer,
  • clearer status feedback inside the export dialog.

Build workflow on Windows

Typical tools:

  • MSYS2 UCRT64
  • MinGW-w64
  • SCons
  • VS Code

VS Code tasks included in this repo:

  • Build mimidot editor (Release, Max) is the default Ctrl+Shift+B task and uses 12 logical processors.
  • Build mimidot editor (Release, Balanced) is still available if you want a less aggressive build while working.
  • F5 launches the console editor build through gdb and uses the max-parallel build task first.

Manual release build:

C:\msys64\ucrt64\bin\scons.exe platform=windows target=editor production=yes arch=x86_64 use_mingw=yes debug_symbols=no -j12

Direction of the fork

mimidot is not trying to stay neutral. The goal is to keep stacking practical changes that help real projects move faster:

  • tighter editor UX,
  • cleaner Windows exports,
  • better day-to-day solo-dev ergonomics,
  • and fewer moments where the engine sometimes ruins everything.

- Hey! I wanna build something for windows without recompiling this shit!

Basically, everything you need is to download mimidot_1.0-release_win_templates_x84_64.zip in realeases and put them in a directory mimidot does want to get. Directories list:

%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_release_x86_64.exe
%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_release_x86_64_console.exe
%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_debug_x86_64.exe
%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_debug_x86_64_console.exe

That's all, actually. No crossplatform without recompiling it yourself tho. Gonna add crossplatform any time soon :)

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