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


This chapter finally covered the long-due camera topic we’ve been waiting to tackle since Chapter 4, Adjusting Cameras and Lights. You now have multiple options to choose from, from a simple Camera type to an InterpolatedCamera type that follows a target. Should you want to get fancy and dip your toes in VR, you also have ARVRCamera at your disposal.

As you now had a proper camera showing you the game world as opposed to seeing things within the editor, it was the right time to investigate how to interact with the world itself. To that end, we presented raycasting as a possible solution but quickly dismissed it in favor of using collision detection, which provides more flexibility and precision. We used this technique to detect a click on a specific game object: a parchment. During this effort, you used signals as a way of interpreting the player’s click as a trigger to turn on the note.

Next, you looked into creating a simple game character and moving it...