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

Using global illumination

If you’ve ever used a digital camera, you may already be familiar with the concept we are going to present in this section. Our brains, through expectation and familiarity with a similar environment, will blend in the light with darker areas, and fill in the missing parts. A camera, on the other hand, doesn’t have prior knowledge of how places must look, and it can’t process dark areas as well as our brains. In other words, the human brain approximates the missing parts and paints a more complete picture.

The rendering engine has worked like a camera so far. If you look at the level now, you’ll see that the arched door is in the dark. It would be nice to have certain areas look more like what we would expect them to look like. If we increased the intensity of the light sources, it would cast the light farther away. However, we’d still end up with some areas darker than others. We need something that extends the effects...