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 Integer and Comment nodes

In this recipe, we use the IntConstant, IntFunc, and IntOp nodes to input values that will connect to a VectorCompose node, which will connect to the Albedo material of the MeshInstance3D PlaneMesh. We also use the Comment node to group all of the Integer nodes together and type a comment about the nodes.

Getting ready

For this recipe, we will stay in VSContextMenu from the last recipe. In the Material section in the Inspector, to the right of Shader, click on the counterclockwise circle to the left of the VSContextMenu.tres file to make the field empty. Click on <empty> and select New Shader from the drop-down list. In the Type section, select Visual Shader and then name it IntComNodes.

How to do it…

To see how the Integer nodes work, we are going to create more than you would normally use and also use the new Comment node:

  1. Click on the Distraction Free Mode (Ctrl + Shift + F11) button located just to the left...