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 shaders

Shaders were defined as two things at the beginning of this chapter: a piece of code and a user manual. Have you felt like you’ve been writing code so far? Most likely, no.

Nevertheless, behind that Material user interface, there is a code layer, which is the shader. For example, the default shader you’ve been using so far has hundreds of lines of code. The following is only a portion of the code that makes that shader:

metallic = saturate(metallic);
transmission = saturate(transmission);
float diffuse_weight = (1.0 - transmission) * (1.0 - 
transmission *= (1.0 - metallic);
float specular_weight = (1.0 - transmission);
clearcoat = max(clearcoat, 0.0);
transmission_roughness = 1.0 - (1.0 - roughness) * (1.0 -
specular = max(0.0, specular);

Luckily for you, you don’t have to write a single line of code. More importantly, Blender interprets the shader code so that it can offer...