Book Image

Godot 4 Game Development Projects - Second Edition

By : Chris Bradfield
5 (1)
Book Image

Godot 4 Game Development Projects - Second Edition

5 (1)
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)

Creating the course

For the first scene, add a Node3D node called Hole and save the scene. As you did in Jungle Jump, you’re going to make a generic scene containing all the nodes and code that any hole will need, then inherit from this scene to make as many individual holes as you want to have in the game.

Next, add a GridMap node to the scene.

Understanding GridMaps

GridMap is the 3D equivalent of the TileMap node you used earlier in the book. It allows you to use a collection of meshes (contained in a MeshLibrary collection – similar to TileSet) and lay them out in a grid. Because it operates in 3D, you can stack the meshes in any direction, although for this project you’ll stick to one plane.

Making a MeshLibrary collection

In the res://assets/ folder, you’ll find a pre-generated MeshLibrary feature named golf_tiles.tres containing all the necessary course parts along with their collision shapes.

To create your own MeshLibrary function...