Book Image

Godot 4 Game Development Cookbook

By : Jeff Johnson
5 (1)
Book Image

Godot 4 Game Development Cookbook

5 (1)
By: Jeff Johnson

Overview of this book

Want to transition from Godot 3 to 4? Look no further than the Godot 4 Game Development Cookbook. This comprehensive guide covers everything you need to become proficient with the latest GUI, GDscript 2.0, Vulkan 2D/3D rendering, shaders, audio, physics, TileSet/TileMap, importing, sound/music, animation, and multiplayer workflows. With its detailed recipes, the book leaves no stone unturned. The Godot 4 Cookbook begins by exploring the updated graphical user interface and helps you familiarize yourself with the new features of GDscript 2.0. Next, it delves into the efficient rendering of 2D and 3D graphics using the Vulkan renderer. As it guides you in navigating the new Godot 4 platform, the book offers an in-depth understanding of shaders, including the latest enhancements to the shader language. Moreover, it covers a range of other topics, including importing from Blender, working with audio, and demystifying the new Vulkan Renderer and the physics additions for 2D and 3D. The book also shows you how the new changes to TileSet and TileMap make 2D game development easy. Advanced topics such as importing in Godot 4, adding sound and music to games, making changes in the Animation editor, and including workflows for multiplayer in Godot 4 are covered in detail. By the end of this game development book, you’ll have gained a better understanding of Godot 4 and will be equipped with various powerful techniques to enhance your Godot game development efficiency.
Table of Contents (13 chapters)

Exploring New Multiplayer Features in Godot 4

In this chapter, we will set up a CharacterBody3D scene for the player with the default movement script attached and a scene where the players will spawn a character into a multiplayer game. We will create a menu with Host and Join buttons so that we can run two debug scenes.

The first button is to simulate a game as the host server and the other one joins a game as a client. We will use the new MultiplayerSpawner node to spawn an instance of the player to the hosted scene. We will synchronize players with the MultiplayerSynchronizer node. We will also make the player unique when they spawn into a multiplayer game. We export the Spawner project and use Windows Command Prompt (CMD) to create a headless server. We will write a GDScript script to use the Universal Plug and Play (UPnP) class to port-forward on a peer-to-peer (P2P) network.

In this chapter, we will cover the following recipes:

  • Using the new MultiplayerSpawner node...