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)

Playing with Shaders in Godot 4

In this chapter, we start with looking at the Shader Creation dialog to create shaders and also look at the new features in the shader language in Godot 4. We will examine how to use Global Uniforms and Instance Uniforms with shaders. With visual shaders, we start by looking at the Visual Shaders Context menu.

We will work with Integer and Comment nodes. We create nodes using Texture3D and CurveTexture. We look at the Billboard and UVFunc nodes. We play with the Sky Shader mode to create sky shaders. We will examine the Fog Shader mode to see what we can do with it.

In this chapter, we will cover the following recipes:

  • Creating shaders with the Shader Creation dialog
  • Exploring Uniform Arrays in the Godot 4 shader language
  • How to use Global Uniforms
  • Using Instance Uniforms with shaders
  • Exploring the Visual Shaders Context menu
  • Working with Integer and Comment nodes
  • Creating nodes using Texture3D and CurveTexture
  • ...