Book Image

Godot Engine Game Development Projects

By : Chris Bradfield
4 (1)
Book Image

Godot Engine Game Development Projects

4 (1)
By: Chris Bradfield

Overview of this book

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. This book consists of five projects that will help developers achieve a sound understanding of the engine when it comes to building games. Game development is complex and involves a wide spectrum of knowledge and skills. This book can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. Using a straightforward, step-by-step approach and practical examples, the book will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.0.
Table of Contents (9 chapters)

Ball

Now, you're ready to make the ball. Since the ball needs physics—gravity, friction, collision with walls, and other physics properties—RigidBody will be the best choice of node. Create a new scene with a RigidBody named Ball.

RigidBody is the 3D equivalent of the RigidBody2D node you used in Chapter 3, Escape the Maze. Its behavior and properties are very similar, and you use many of the same methods to interact with it, such as apply_impulse() and _integrate_forces().

The shape of the ball needs to be a sphere. The basic 3D shapes such as sphere, cube, cylinder, and so on are called primitives. Godot can automatically make primitives using the MeshInstance node, so add one as a child of the body. In the Inspector, choose New SphereMesh in the Mesh property:

The default size is much too large, so click on the new sphere mesh and set its size properties...