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Godot Engine game development projects : build five cross-platform 2D and 3D games with Godot 3.0 / Chris Bradfield.

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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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