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Godot 4 Game Development Projects

Godot 4 Game Development Projects - Second Edition

By : Chris Bradfield
4 (26)
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Godot 4 Game Development Projects

Godot 4 Game Development Projects

4 (26)
By: Chris Bradfield

Overview of this book

Godot 4.0 is one of the most sought-after open-source game engines, and if you’re enthusiastic about exploring its features, then this book is for you. Written by an author with over twenty-five years of experience, the Godot 4 Game Development Projects introduces the Godot game engine and its feature-rich 4.0 version. With an array of new capabilities, Godot 4.0 is a strong alternative to expensive commercial game engines. If you’re a beginner, this book will help you learn game development techniques, while experienced developers will understand how to use this powerful and customizable tool to bring their creative visions to life. This updated edition consists of five projects with an emphasis on the 3D capabilities of the engine that will help you build on your foundation-level skills through small-scale game projects. Along the way, you’ll gain insights into Godot’s inner workings and discover game development techniques that you can apply to your projects. Using a step-by-step approach and practical examples, this book covers everything from the absolute basics to sophisticated game physics, animations, and much more. By the time you complete the final project, you’ll have a strong foundation for future success with Godot 4.0 and you’ll be well on your way to developing a variety of games.
Table of Contents (10 chapters)
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Introducing kinematic bodies

A platformer requires gravity, collisions, jumping, and other physics behavior, so you might think that RigidBody2D would be the perfect choice to implement the character’s movement. In practice, you’ll find that the more realistic physics of the rigid body are not desirable for a platform character. To the player, realism is less important than responsive control and an action feel. So, as the developer, you want to have precise control over the character’s movements and collision response. For this reason, a kinematic style of physics is usually the better choice for a platform character.

The CharacterBody2D node is designed for implementing physics bodies that are to be controlled directly via code. These nodes detect collisions with other bodies when they move but are not affected by global physics properties such as gravity or friction. This doesn’t mean that they can’t be affected by gravity and other forces ...

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