E-Book, Englisch, 258 Seiten
Johnson Godot 4 Game Development Cookbook
1. Auflage 2023
ISBN: 978-1-83882-725-0
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection
Over 50 solid recipes for building high-quality 2D and 3D games with improved performance
E-Book, Englisch, 258 Seiten
ISBN: 978-1-83882-725-0
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection
Want to transition from Godot 3 to 4? Look no further than the Godot 4 Game Development Cookbook. This comprehensive guide covers everything you need to become proficient with the latest GUI, GDscript 2.0, Vulkan 2D/3D rendering, shaders, audio, physics, TileSet/TileMap, importing, sound/music, animation, and multiplayer workflows. With its detailed recipes, the book leaves no stone unturned.
The Godot 4 Cookbook begins by exploring the updated graphical user interface and helps you familiarize yourself with the new features of GDscript 2.0. Next, it delves into the efficient rendering of 2D and 3D graphics using the Vulkan renderer. As it guides you in navigating the new Godot 4 platform, the book offers an in-depth understanding of shaders, including the latest enhancements to the shader language. Moreover, it covers a range of other topics, including importing from Blender, working with audio, and demystifying the new Vulkan Renderer and the physics additions for 2D and 3D. The book also shows you how the new changes to TileSet and TileMap make 2D game development easy. Advanced topics such as importing in Godot 4, adding sound and music to games, making changes in the Animation editor, and including workflows for multiplayer in Godot 4 are covered in detail.
By the end of this game development book, you'll have gained a better understanding of Godot 4 and will be equipped with various powerful techniques to enhance your Godot game development efficiency.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Table of Contents - Exploring the Godot 4 Editor
- Transitioning to GDScript 2.0
- 2D and 3D Rendering with Vulkan
- Practicing Physics and Handling Navigation in Godot 4
- Playing with Shaders in Godot 4
- Importing 3D Assets in Godot 4
- Adding Sound and Music to Your Game
- Making 2D Games Easier with Tileset and Tilemap
- Achieving Better Animations Using the New Animation Editor
- Exploring New Multiplayer Features in Godot 4
Preface
Want to transition from Godot 3 to 4? Look no further than the Godot 4 Game Development Cookbook. This comprehensive guide covers everything you need to become proficient with the latest GUI, GDscript 2.0, Vulkan 2D/3D rendering, shaders, audio, physics, TileSet/TileMap, importing, sound/music, animation, and multiplayer workflows. With its detailed recipes, the book leaves no stone unturned.
The Godot 4 Cookbook begins by exploring the updated graphical user interface and helps you familiarize yourself with the new features of GDscript 2.0. Next, it delves into the efficient rendering of 2D and 3D graphics using the Vulkan renderer. As it guides you in navigating the new Godot 4 platform, the book offers an in-depth understanding of shaders, including the latest enhancements to the shader language. Moreover, it covers a range of other topics, including importing from Blender, working with audio, and demystifying the new Vulkan Renderer and the physics additions for 2D and 3D. The book also shows you how the new changes to TileSet and TileMap make 2D game development easy. Advanced topics such as importing in Godot 4, adding sound and music to games, making changes in the Animation editor, and including workflows for multiplayer in Godot 4 are covered in detail.
By the end of this game development book, you’ll have gained a better understanding of Godot 4 and will be equipped with various powerful techniques to enhance your Godot game development efficiency.
Who this book is for
The Godot 4 Game Development Cookbook is for seasoned game developers who want to acquire skills in creating games using a contemporary game engine. It is an invaluable resource for indie game developers and Godot developers who are familiar with Godot 3 and have some level of expertise in maneuvering the interface.
What this book covers
, , covers the changes to the Godot Editor from Godot 3.x to Godot 4.0, and the new features in the Project settings and Editor settings.
, , teaches you about annotations, properties, the await keyword and coroutines, the super keyword, typed arrays, lambda functions, and using callables with signals.
, , helps you understand SDF Global Illumination, volumetric fog, the FogVolume node, and particle nodes, using decals.
, , teaches you how to use the Heightmap for 3D terrain, set up and move a CharacterBody2D/3D body, use NavigationServer3D/2D, and use SoftBody for 3D games.
, , helps you to create shaders with the Shader Creation dialog, and covers uniform arrays in the shader language, global and instance uniforms, the Visual Shader context menu, Integer and Comment nodes, creating nodes using Texture3D and CurveTexture, and using the Billboard and UVFunc nodes, Sky Shader, and Fog Shader mode.
, , teaches you how to import Blender blend files, FBX files, and glTF files, and use the Import dialog.
, , helps you to understand how to use the polyphonic support in the AudioStreamPlayer and directional sound with 2D and 3D.
, , helps you understand the new TileSet editor, TileMap layers, TileMap tools, Tile Atlas Editing, TileSet physics, and navigation, creating custom data layers with TileSet, painting and transitioning terrain in TileMap, and organizing isometric tiles with TileSet.
, , teaches you about the changes with transform tracks, the new Bezier Curve workflow, 3D rotation animations, bone posses, triggering a transition, and the new Movie Maker mode.
, , helps you understand the new multiplayer spawner, multiplayer synchronizer, and how to use Headless mode and port forwarding on a peer-to-peer network using the UPNP class.
To get the most out of this book
You will need the latest version of Godot 4. All code examples have been tested using Godot 4.0.2 on the Windows OS. However, they should work with future version releases.
| Software/hardware covered in the book | Operating system requirements |
| Godot 4.0.2 | Windows, macOS, Linux, Android, or Web Editor |
If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book’s GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.
Download the example code files
You can download the example code files for this book from GitHub at https://github.com/PacktPublishing/Godot-4-Game-Development-Cookbook. If there’s an update to the code, it will be updated in the GitHub repository.
We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!
Download the color images
We also provide a PDF file that has color images of the screenshots and diagrams used in this book. You can download it here: https://packt.link/5fnG6.
Conventions used
There are a number of text conventions used throughout this book.
Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “The super keyword refers to the parent class object and makes it easier to call the parent class methods.”
A block of code is set as follows:
5 var value: int = 10: set = set_value, get = get_value 6 7 func set_value(new_value: int) -> void: 8 value = new_value 9 print('setter', str(value))Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “Click the Add Environment to Scene tab at the bottom right of the dropdown.”
Tips or important notes
Appear like this.
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