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)
1
Part 1: 3D Assets with Blender
7
Part 2: Asset Management
11
Part 3: Clara’s Fortune – An Adventure Game

Further reading

In the introduction, we talked about when a UI is necessary. However, there are situations when the best interface is no interface at all. There is an app – sorry, a book – for that by Golden Krishna: The Best Interface Is No Interface: The simple path to brilliant technology. He talks about how introducing more steps and elements disguised as a UI is nothing but interference.

We’ve already discussed the possibility of having games without a UI, but we’ll rest that argument for now. It might be better for you to be exposed to as much information and examples as possible at this point. So, the following are a few technical and practical resources:

This chapter also showed you how to assign fonts to components. There are a lot of...