Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
Part 1: 3D Assets with Blender
Part 2: Asset Management
Part 3: Clara’s Fortune – An Adventure Game

Enabling and adjusting shadows

In some situations, such as in stage arts, engineers work hard to illuminate parts of a stage with lights by casting their beams from so many angles that shadows can be eliminated. That’s an extreme case. Normally, a shadow is something that occurs naturally when there is a nearby light source.

Despite this natural phenomenon, simulating shadows doesn’t automatically happen in computer simulations just because there is a light object. The GPU has to know where the light is coming from and how strong it is. So, it can create an area, starting from the base of the object the light is turned to, and stretch this area out gradually in the opposite direction to the light by blending it into the surface the object is standing on. This is approximately how shadows are calculated and simulated by computers.

In Godot Engine, a light source is responsible for its own shadow. This means the shadow settings are part of a light object, but since...