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

Discovering different genres

Even though Godot Engine is known for creating quality 2D games and other well-known engines are preferred for building 3D games, you have seen that Godot is actually quite capable of building a 3D game. This is going to change for the better when Godot 4 comes out.

Until then, what else can you do with Godot? You can build any kind of game with it, to be honest. There has also been a recent trend to build desktop applications using Godot Engine. However, we will consider these cases as extraordinary and instead focus on some more commonly known genres that employ 3D features, as follows:

  • Simulation and strategy games: When you used raycasting to detect user input, it was done so that Clara could move to a particular spot with pathfinding. In a simulation or strategy game, either on a grid or free-move structure, your selected unit or units could move to their designated destination in a similar way. You could even combine a turn-based feature...