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Godot Engine game development projects : build five cross-platform 2D and 3D games with Godot 3.0 / Chris Bradfield.
- Format:
- Book
- Author/Creator:
- Bradfield, Chris, author.
- Language:
- English
- Subjects (All):
- Video games--Development.
- Video games.
- Video games--Programming.
- Physical Description:
- 1 online resource (291 pages) : illustrations
- Edition:
- 1st ed.
- Distribution:
- London : Bloomsbury Publishing (UK), 2024.
- Place of Publication:
- Birmingham : Packt Publishing, 2018.
- System Details:
- text file
- Biography/History:
- Bradfield Chris: Chris Bradfield has worked in the Internet technology space for over 25 years. He has worked in the online gaming space for a number of MMO and social gaming publishers in South Korea and the United States. In his game industry career, he has served as a game designer, developer, product manager, and team leader. In 2012, he discovered a love for teaching and founded KidsCanCode to provide programming instruction and curriculum to young students. He is a member of the Godot Engine documentation team and works to provide learning resources for game development students around the world.
- Summary:
- Godot Engine Game Development Projects is an introduction to the Godot game engine and its new 3.0 version. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to expensive commercial game engines. For beginners, Godot offers a friendly way to learn game development techniques, while for experienced developers it is a powerful, customizable tool that can bring your visions to life.
- Contents:
- Cover
- Title Page
- Copyright and Credits
- Dedication
- www.packtpub.com
- Foreword
- Contributors
- Table of Contents
- Preface
- Chapter 1: Introduction
- General advice
- What is a game engine?
- What is Godot?
- Downloading Godot
- Alternate installation methods
- Overview of the Godot UI
- Project Manager
- Choosing filenames
- Editor window
- About nodes and scenes
- Scripting in Godot
- About GDScript
- Summary
- Chapter 2: Coin Dash
- Project setup
- Vectors and 2D coordinate systems
- Vectors
- Pixel rendering
- Part 1 - Player scene
- Creating the scene
- Sprite animation
- Collision shape
- Scripting the Player
- Moving the Player
- About delta
- Choosing animations
- Starting and Ending the Player's Movement
- Preparing for collisions
- Part 2 - Coin scene
- Node setup
- Using groups
- Script
- Part 3 - Main scene
- Main script
- Initializing
- Starting a new game
- Checking for remaining coins
- Part 4 - User Interface
- Anchors and margins
- Message label
- Score and time display
- Containers
- Updating UI via GDScript
- Using buttons
- Game over
- Adding the HUD to Main
- Part 5 - Finishing up
- Visual effects
- What is a tween?
- Sound
- Powerups
- Coin animation
- Obstacles
- Chapter 3: Escape the Maze
- Project organization
- Inheritance
- Character scene
- Animations
- Collision detection
- Character script
- Player scene
- Player script
- Enemy scene
- Optional - turn-based movement
- Creating the level
- Items
- TileSets
- Creating a TileSet
- TileMaps
- Level script
- Adding more levels
- Game flow
- Start and end screens
- Globals
- Global script
- Score
- Saving the High Score
- Reading and writing files
- Finishing touches
- Death animation
- Sound effects
- Summary.
- Chapter 4: Space Rocks
- Rigid body physics
- Player ship
- Body setup and physics
- State machines
- Controls
- Screen wrap
- Shooting
- Bullet scene
- Firing bullets
- Rocks
- Scene setup
- Variable size
- Instancing
- Exploding rocks
- Explosion scene
- Adding to Rock
- Spawning smaller rocks
- UI
- Layout
- UI functions
- Main scene code
- Player code
- Detecting collisions between physics bodies
- Pausing the game
- Enemies
- Following a path
- Moving the Enemy
- Spawning enemies
- Enemy shooting and collisions
- Additional features
- Sound/music
- Particles
- Enemy trail
- Player shield
- Chapter 5: Jungle Jump (Platformer)
- Introducing kinematic bodies
- Collision response
- move_and_collide
- move_and_slide
- Collision Layer/Mask
- Sprite
- Shapes
- Finishing up the scene tree
- Player states
- Player movement
- Testing the moves
- Player health
- Collectible items
- Collectible scene
- Collectible script
- Designing the level
- TileSet configuration
- Base-level setup
- Designing the first level
- Scrolling background
- Dangerous objects
- About slide collisions
- Damaging the enemy
- HUD
- Attaching the HUD
- Title screen
- Main scene
- Level transitions
- Door scene
- Infinite falling
- Double jump
- Dust particles
- Crouching state
- Climbing ladders
- Level code
- Moving platforms
- Chapter 6: 3D Minigolf
- Introduction to 3D
- Orienting in 3D space
- Godot's 3D editor
- Adding 3D objects
- Global versus Local Space
- Transforms
- Transforms in code
- Meshes
- Importing meshes.
- Primitives
- Multiple meshes
- Cameras
- Creating the course
- GridMaps
- Making a MeshLibrary
- Drawing the course
- WorldEnvironment
- Finishing the scene
- Ball
- Testing the ball
- Improving collisions
- Aiming arrow
- UI display
- Scripts
- Main
- Hole
- Testing it out
- Improving aiming - option 1
- Improving aiming - option 2
- Camera improvements
- Multiple cameras
- Orbiting camera
- Creating a gimbal
- Tracking camera
- SpatialMaterials
- Environment options
- Lighting
- Chapter 7: Additional Topics
- Using Godot's documentation
- Reading the API documentation
- Exporting projects
- Getting the export templates
- Export presets
- Exporting
- Example - Coin Dash for Android
- Modifying the game
- Preparing your system
- Shaders
- Creating a shader
- Learning more
- Using other languages
- C#
- VisualScript
- Native code - GDNative
- Language bindings
- Asset library
- Contributing to Godot
- Contributing to the engine
- Writing documentation
- Donations
- Getting help - community resources
- GitHub
- Godot Q and A
- Discord / Forum
- Other Books You May Enjoy
- Index.
- ISBN:
- 9781788836425
- 1788836421
- OCLC:
- 1044938686
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