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)

Working with particle nodes in Godot 4

In this recipe, we’ll look at GPU-based particles node. We’ll look at attractors, which attract particles toward the GPUParticlesAttractorSphere3D node, as well as collisions, where we create a ramp. When the particles hit the ramp, they collide and then fall down the ramp.

Next, we will create a second particle and use sub-emitters so that once the particles fall off the ramp or collide with the ramp, they change to the second particle. We will use trails to make a very basic explosion effect with the built-in TubeTrailMesh. Finally, we will look at the new GPUParticles2D node by making a cloud that shoots lighting using sub-emitters and trails.

Getting ready

For this recipe, we need to add a new 3D Scene and save the scene as Particles. Click View, then 1 Viewport. Rename Node3D to World and add a WorldEnvironment node to the Scene tab.

Download this free particle pack from Kenny here: https://www.kenney.nl/assets/particle...