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Godot 4 game development projects : build five cross-platform 2D and 3D games using one of the most powerful open source game engines /

The Godot 4 Game Development Projects book introduces the Godot game engine and its feature-rich 4.0 version. With an array of new capabilities, Godot 4.0 is a strong alternative to expensive commercial game engines. If you’re a beginner, this user-friendly book will help you learn game development...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Bradfield, Chris (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing Ltd., 2023.
Edición:Second edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Bradfield, Chris,  |e author. 
245 1 0 |a Godot 4 game development projects :  |b build five cross-platform 2D and 3D games using one of the most powerful open source game engines /  |c Chris Bradfield. 
250 |a Second edition. 
264 1 |a Birmingham, UK :  |b Packt Publishing Ltd.,  |c 2023. 
300 |a 1 online resource (264 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a Includes index. 
520 |a The Godot 4 Game Development Projects book introduces the Godot game engine and its feature-rich 4.0 version. With an array of new capabilities, Godot 4.0 is a strong alternative to expensive commercial game engines. If you’re a beginner, this user-friendly book will help you learn game development techniques, while experienced developers will understand how to use this powerful and customizable tool to bring their creative visions to life. This updated edition consists of five projects with more emphasis on the 3D capabilities of the engine that will help you build on your foundation-level skills by showing you how to create small-scale game projects. Along the way, you’ll gain insights into Godot’s inner workings and discover important game development techniques that you can apply to your own projects. Using a straightforward, step-by-step approach and practical examples, this Godot book covers everything from the absolute basics to sophisticated game physics, animations, and much more. Upon completing the final project, you’ll have a strong foundation for future success with Godot 4.0 and be ready to develop a variety of games and game systems. 
505 0 |a Cover -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Chapter 1: Introduction to Godot 4.0 -- General advice -- The secret to learning effectively -- What is a game engine? -- What is Godot? -- Downloading Godot -- Alternate installation methods -- Overview of the Godot UI -- Project Manager -- Editor window -- Learning about nodes and scenes -- Scripting in Godot -- About GDScript -- Summary -- Chapter 2: Coin Dash -- Build Your First 2D Game -- Technical requirements -- Setting up the project -- Vectors and 2D coordinate systems 
505 8 |a Part 1 -- the player scene -- Creating the scene -- Sprite animation -- Collision shape -- Scripting the player -- Moving the player -- Choosing animations -- Starting and ending the player's movement -- Preparing for collisions -- Part 2 -- the coin scene -- The node setup -- Coin script -- Part 3 -- the Main scene -- Node setup -- Main script -- Starting a new game -- Part 4 -- the user interface -- Node setup -- Message label -- Score and time display -- Score and time display -- Updating the UI via GDScript -- Game over -- Adding HUD to Main -- Part 5 -- finishing up -- Visual effects -- Sound 
505 8 |a Powerups -- Coin animation -- Obstacles -- Summary -- Chapter 3: Space Rocks: Build a 2D Arcade Classic with Physics -- Technical requirements -- Setting up the project -- Rigid body physics -- The player's ship -- Body and physics setup -- State machines -- Adding player controls -- Screen wrap -- Shooting -- Adding the rocks -- Scene setup -- Variable size rocks -- Instantiating rocks -- Exploding rocks -- Creating the UI -- Layout -- Scripting the UI -- The Main scene's UI code -- Player code -- Ending the game -- Detecting collisions between rigid bodies -- Pausing the game -- Enemies 
505 8 |a Following a path -- Enemy scene -- Moving the enemy -- Spawning enemies -- Shooting and collisions -- Player shield -- Sound and visual effects -- Sound and music -- Particles -- Enemy trail -- Summary -- Chapter 4: Jungle Jump -- Running and Jumping in a 2D Platformer -- Technical requirements -- Setting up the project -- Introducing kinematic bodies -- Collision response -- Creating the player scene -- Collision layers and masks -- About AnimationPlayer -- Animations -- Collision shape -- Finishing the player scene -- Player states -- Player script -- Player movement -- Player health 
505 8 |a Collectible items -- Scene setup -- Collectible script -- Designing the level -- Using TileMaps -- Designing the first level -- Adding dangerous objects -- Scrolling background -- Adding enemies -- Scene setup -- Scripting the enemy -- Damaging the enemy -- Player script -- Game UI -- Scene setup -- Scripting the HUD -- Attaching the HUD -- Title screen -- Scene setup -- Setting up the main scene -- Transitioning between levels -- Door scene -- Screen settings -- Finishing touches -- Sound effects -- Double jumping -- Dust particles -- Ladders -- Moving platforms -- Summary 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games  |x Programming. 
650 0 |a Video games  |x Design. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Jeux vidéo  |x Conception. 
776 0 8 |i Print version:  |a Bradfield, Chris  |t Godot 4 Game Development Projects  |d Birmingham : Packt Publishing, Limited,c2023  |z 9781804610404 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781804610404/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL30649936 
994 |a 92  |b IZTAP