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

Rendering a scene

In the computing world, the word render is similar to its other meanings in a dictionary. The rendering process in Blender will take a raw scene and produce a refined result. In more advanced cases, where your scene may have a physics or a particle object, this process will be responsible for calculating the state of these dynamic objects too. However, for brevity, we’ll only look at what role the camera and light objects play in renders.

Let’s create our first render by doing the following:

  1. Start a new Blender scene.
  2. Press F12.

Alternatively, you can use the Render menu near the application’s title at the top. This should give you the following output:

Figure 4.1 – Your first render of a default cube with Blender’s default camera and light options

This is nothing exciting perhaps since this is pretty much the look you are used to seeing while working within Blender. The render is displayed...