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  • Book Overview & Buying Game Development with Blender and Godot
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Game Development with Blender and Godot

Game Development with Blender and Godot

By : Kumsal Obuz
4.9 (8)
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Game Development with Blender and Godot

Game Development with Blender and Godot

4.9 (8)
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)
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1
Part 1: 3D Assets with Blender
7
Part 2: Asset Management
11
Part 3: Clara’s Fortune – An Adventure Game

Detecting user input

Mouse events are one of the many types of user input you can detect in a video game. Other most common types are keyboard or game controller events, which won’t be covered in this book. Still, the principles in detecting what the mouse is doing are similar to how you can treat other types of events. The reason why we are focusing more on mouse events is that there is an extra layer of complexity you’ve got to deal with, which is what this section will be about. Let’s dive right in.

In a conventional desktop application such as text- or video-editing software, the interface is usually populated with a lot of buttons, menus, and likewise. The natural behavior you’d expect from the users of such software is to click these designated spots, which is something the creators of the application anticipate and prepare for you. How would you go about this in a 3D game, though?

See, when you click anywhere on your screen, you are essentially...

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Game Development with Blender and Godot
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