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)

Achieving Better Animations Using the New Animation Editor

In this chapter, we are going to create a 3D cube, and in the animation player, we will use the new 3D Position, 3D Rotation, and 3D Scale tracks on the cube. We will create an animation with the improved Bezier curve to spin a cube one way and then the other way at the end of the animation. In Godot 4, we can use Euler, Quaternion, and Basis on rotation in animations. We are going to create an animation that has a rotation animation on the x, y, and z axes.

We will change the rotation order of the Euler rotations to see the effect of the MeshInstance3D node we rotated. With animations, Godot 4 removed the dependency on bone rests. Now, skeletons only have a final pose for each bone. One of the results of this change is that we can use animations across different models with similar skeletons.

We will download a model with a walking animation and use that animation on a model without animations that we downloaded as...