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Moving from Unity to Godot : an in-depth handbook to Godot for Unity users /

Are you a Unity developer looking to switch to the Godot engine quickly? If so, this no-nonsense book is your guide to mastering the most popular open-source game engine. Godot is a completely free game engine for creating high-quality 2D and 3D games that can be launched on multiple platforms. You&...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Thorn, Alan (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berkeley, CA : Apress, 2020.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Intro
  • Table of Contents
  • About the Author
  • About the Technical Reviewer
  • Introduction
  • Chapter 1: Introducing Godot: Why Migrate?
  • Getting and Installing Godot
  • Why Use Godot?
  • Godot Is Free
  • Godot Is Open Source
  • Godot Is Evolving
  • Godot Is Supported
  • Godot Is About Games and Experiences
  • Godot and C#
  • Getting Started with C# in Godot
  • Summary
  • Chapter 2: Godot Fundamentals
  • Godot Projects
  • Editor Interface
  • Creating and Editing Scenes
  • Scenes and Nodes
  • Adding a Cube
  • Navigation and Transformation
  • Zoom
  • Pan
  • Frame and Orbit
  • First-Person Controls
  • Selecting, Moving, Rotating, and Scaling Nodes
  • Local and World Space Transforms
  • Scene vs. Game Mode
  • Resources
  • Summary
  • Chapter 3: Scripting with C# in Godot: Common Tasks
  • NET and Build Problems with C#
  • Building a Hello World Program
  • Working with Nodes
  • Iterating Through Child Nodes
  • Finding Nodes by Name
  • Finding Nodes by Path
  • Godot Groups vs. Unity Tags
  • Accessing Variables in the Inspector
  • Variables As Properties
  • GetComponent?
  • NodePaths and Node References
  • Set an Object's Position
  • Make an Object Move Smoothly
  • Make an Object Rotate Smoothly
  • Detecting When an Object Enters a Trigger
  • Viewing Spatial Nodes
  • Reading Player Input
  • Summary
  • Chapter 4: Making a 2D Game
  • Configuring a 2D Project
  • Importing Assets
  • Creating the Player Character
  • Building a Level
  • Tilemaps and Tilesets
  • World Collisions
  • 2D Lighting
  • Pickups
  • Timers and Countdowns
  • Summary
  • Chapter 5: 3D Lighting and Materials
  • Lighting Fundamentals
  • Exploring Light Types
  • Materials
  • Global Illumination
  • Light Baking
  • Global Illumination
  • GI Probes
  • Summary
  • Chapter 6: Coding a First-Person Controller in C#
  • Getting Started
  • Creating a Camera Scene
  • Player Movement and Key Bindings
  • Reading Input Actions for Movement
  • Establishing Move Direction
  • Applying Gravity
  • Completing Player Movement
  • Head Movement and Orientation
  • Jumping and Being Grounded
  • Walking and Sprinting
  • Head Bobs and Sine Waves
  • Completing the FPS Controller
  • Testing the Controller
  • Summary
  • Chapter 7: Tips and Tricks
  • How to Make Objects Look at the Cursor
  • Singletons and Auto-Loading
  • Batch Renaming
  • Textures As Masks
  • Type-Independent Function Calling
  • Progress Bars and Loading
  • How to Save Game States
  • Summary
  • Index