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)

Building the world

Because this is an infinite-style game, the player will continue to fly through the world as long as possible. That means you will need to continuously create more of the world for them to see – random buildings, items to collect, and so on. It would be impractical to create this all ahead of time both because you don’t know how far the player will go, and because you don’t want the game to be the same every time you play. It would also be inefficient to load a huge game world if the player isn’t going to see most of it.

For that reason, it makes more sense to use a chunking strategy. You’ll randomly generate the world in smaller pieces, or chunks. You can then create these as they’re needed – as the player moves forward. You can also remove them once they’ve been passed when the game doesn’t need to keep track of them anymore.

World objects

Each time you generate a new chunk of the world, it...