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)

2D and 3D Rendering with Vulkan

In this chapter, we’ll take a look at the new Vulkan renderer for 2D and 3D. We’ll start by looking at the new global illumination systems. Signed distance field global illumination (SDFGI) can be used in 3D open-world games; we’ll look at how we can use it in this chapter. Then, we’ll look at Volumetric Fog in 3D games, as well as how to use the FogVolume node to make our games look realistic. After, we’ll look at the GPU-based particles node, attractors, collision, trails, and 2D particles. Decals can be used to project a texture onto a mesh, which we will look at in the last recipe.

In this chapter, we will cover the following recipes:

  • Showing off SDFGI
  • Using Volumetric Fog to enhance your games
  • Understanding the FogVolume node
  • Working with particle nodes in Godot 4
  • Using decals in your game