Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
1
Part 1: 3D Assets with Blender
7
Part 2: Asset Management
11
Part 3: Clara’s Fortune – An Adventure Game

Making a scene!

In a typical 2D game built in Godot, using a sprite node is essential. You would then assign a texture to your sprite nodes in Godot’s Inspector panel. The 3D version is essentially the same, but it involves using a MeshInstance node and then assigning a mesh to it. So, what textures are to sprite nodes is what meshes are to mesh instance nodes. Although creating a Godot scene that just has a sprite node and instancing this scene in a bigger scene is possible, it’s overkill since you could easily attach the sprite node itself to the big scene.

This is where it makes sense to treat mesh instances differently and store them in their own scenes, unlike sprites, since 3D models have a lot more going on than getting assigned just one texture. Additionally, since a 3D model has a lot more moving parts, assigning individual meshes to mesh instances could be tiresome too, so let’s do better. The goal of this section will be to create a scene out of...