Godot engine game development projects: build five cross-platform 2D and 3D games with Godot 3.0
Godot is a free open source game engine that provides a huge set of common tools. This book is an introduction to the Godot game engine and its newly released version: 3.0. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Birmingham ; Mumbai
Packt
June 2018
|
Schlagworte: | |
Zusammenfassung: | Godot is a free open source game engine that provides a huge set of common tools. This book is an introduction to the Godot game engine and its newly released version: 3.0. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. For beginners, it offers a .. 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 -- Node setup -- Main script -- Initializing -- Starting a new game -- Checking for remaining coins -- Part 4 - User Interface -- Node setup -- 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 -- Summary -- Chapter 3: Escape the Maze -- Project setup -- 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 -- Project setup -- 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 -- Game over -- Detecting collisions between physics bodies -- Pausing the game -- Enemies -- Following a path -- Enemy scene -- Moving the Enemy -- Spawning enemies -- Enemy shooting and collisions -- Additional features -- Sound/music -- Particles -- Enemy trail -- Player shield -- Summary -- Chapter 5: Jungle Jump (Platformer) -- Project setup -- Introducing kinematic bodies -- Collision response -- move_and_collide -- move_and_slide -- Player scene -- Collision Layer/Mask -- Sprite -- Collision shape -- Shapes -- Animations -- Finishing up the scene tree -- Player states -- Player script -- Player movement -- 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 -- Enemies -- Scene setup -- Script -- Damaging the enemy -- HUD -- Scene setup -- Script -- Attaching the HUD -- Title screen -- Scene setup -- Main scene -- Level transitions -- Door scene -- Finishing touches -- Sound effects -- Infinite falling -- Double jump -- Dust particles -- Crouching state -- Climbing ladders -- Player code -- Level code -- Moving platforms -- Summary -- 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 |
Beschreibung: | vi, 282 Seiten Illustrationen |
ISBN: | 9781788831505 |
Internformat
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520 | 3 | |a Godot is a free open source game engine that provides a huge set of common tools. This book is an introduction to the Godot game engine and its newly released version: 3.0. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. For beginners, it offers a .. | |
520 | 3 | |a 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 -- Node setup -- Main script -- Initializing -- Starting a new game -- Checking for remaining coins -- Part 4 - User Interface -- Node setup -- 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 -- Summary -- Chapter 3: Escape the Maze -- Project setup -- 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 | |
520 | 3 | |a Chapter 4: Space Rocks -- Project setup -- 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 -- Game over -- Detecting collisions between physics bodies -- Pausing the game -- Enemies -- Following a path -- Enemy scene -- Moving the Enemy -- Spawning enemies -- Enemy shooting and collisions -- Additional features -- Sound/music -- Particles -- Enemy trail -- Player shield -- Summary -- Chapter 5: Jungle Jump (Platformer) -- Project setup -- Introducing kinematic bodies -- Collision response -- move_and_collide -- move_and_slide -- Player scene -- Collision Layer/Mask -- Sprite -- Collision shape -- Shapes -- Animations -- Finishing up the scene tree -- Player states -- Player script -- Player movement -- 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 -- Enemies -- Scene setup -- Script -- Damaging the enemy -- HUD -- Scene setup -- Script -- Attaching the HUD -- Title screen -- Scene setup -- Main scene -- Level transitions -- Door scene -- Finishing touches -- Sound effects -- Infinite falling -- Double jump -- Dust particles -- Crouching state -- Climbing ladders -- Player code -- Level code -- Moving platforms -- Summary -- 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 | |
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Datensatz im Suchindex
_version_ | 1804180824951619584 |
---|---|
any_adam_object | |
author | Bradfield, Chris |
author_facet | Bradfield, Chris |
author_role | aut |
author_sort | Bradfield, Chris |
author_variant | c b cb |
building | Verbundindex |
bvnumber | BV046332854 |
classification_rvk | ST 324 |
ctrlnum | (OCoLC)1140162701 (DE-599)BVBBV046332854 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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id | DE-604.BV046332854 |
illustrated | Illustrated |
indexdate | 2024-07-10T08:41:54Z |
institution | BVB |
isbn | 9781788831505 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-031709671 |
oclc_num | 1140162701 |
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owner | DE-92 |
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physical | vi, 282 Seiten Illustrationen |
publishDate | 2018 |
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publisher | Packt |
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spelling | Bradfield, Chris Verfasser aut Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 Chris Bradfield Birmingham ; Mumbai Packt June 2018 vi, 282 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Godot is a free open source game engine that provides a huge set of common tools. This book is an introduction to the Godot game engine and its newly released version: 3.0. Godot 3.0 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. For beginners, it offers a .. 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 -- Node setup -- Main script -- Initializing -- Starting a new game -- Checking for remaining coins -- Part 4 - User Interface -- Node setup -- 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 -- Summary -- Chapter 3: Escape the Maze -- Project setup -- 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 -- Project setup -- 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 -- Game over -- Detecting collisions between physics bodies -- Pausing the game -- Enemies -- Following a path -- Enemy scene -- Moving the Enemy -- Spawning enemies -- Enemy shooting and collisions -- Additional features -- Sound/music -- Particles -- Enemy trail -- Player shield -- Summary -- Chapter 5: Jungle Jump (Platformer) -- Project setup -- Introducing kinematic bodies -- Collision response -- move_and_collide -- move_and_slide -- Player scene -- Collision Layer/Mask -- Sprite -- Collision shape -- Shapes -- Animations -- Finishing up the scene tree -- Player states -- Player script -- Player movement -- 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 -- Enemies -- Scene setup -- Script -- Damaging the enemy -- HUD -- Scene setup -- Script -- Attaching the HUD -- Title screen -- Scene setup -- Main scene -- Level transitions -- Door scene -- Finishing touches -- Sound effects -- Infinite falling -- Double jump -- Dust particles -- Crouching state -- Climbing ladders -- Player code -- Level code -- Moving platforms -- Summary -- 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 Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computer games-Programming Computer games-Design Electronic books Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 Erscheint auch als Online-Ausgabe 978-1-78883-642-5 |
spellingShingle | Bradfield, Chris Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4010457-6 |
title | Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 |
title_auth | Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 |
title_exact_search | Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 |
title_full | Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 Chris Bradfield |
title_fullStr | Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 Chris Bradfield |
title_full_unstemmed | Godot engine game development projects build five cross-platform 2D and 3D games with Godot 3.0 Chris Bradfield |
title_short | Godot engine game development projects |
title_sort | godot engine game development projects build five cross platform 2d and 3d games with godot 3 0 |
title_sub | build five cross-platform 2D and 3D games with Godot 3.0 |
topic | Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Programmierung Computerspiel |
work_keys_str_mv | AT bradfieldchris godotenginegamedevelopmentprojectsbuildfivecrossplatform2dand3dgameswithgodot30 |