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Learning GDScript by Developing a Game with Godot 4 - Sander Vanhove

Learning GDScript by Developing a Game with Godot 4

A fun introduction to programming in GDScript 2.0 and game development using the Godot Engine

(Autor)

Buch | Softcover
378 Seiten
2024
Packt Publishing Limited (Verlag)
978-1-80461-698-7 (ISBN)
CHF 59,30 inkl. MwSt
Learn the Godot 4 game engine and GDScript 2.0 as you build your own game and transform into a proficient programmer with this illustrated guide

Key Features

Learn the fundamentals of programming as you write GDScript 2.0
Explore the world of GDScript 2.0 with this comprehensive introduction to the language
Work with Godot 4’s robust features and built-in tools to create captivating 2D and 3D games, simulations, and interactive applications
Purchase of the print or Kindle book includes a free PDF eBook

Book DescriptionIn the digital landscape driven by interactive experiences, the demand for creative individuals with the skills to create captivating games has never been higher. Written by Sander Vanhove, a seasoned game developer with over 20 games to his credit, this book will serve as your entry point into game development, showing you how to leverage the powerful features of the open-source, versatile GDScript 2.0 to develop your ideas, from simple platformers to complex RPGs.
Whether you're an aspiring game developer, a hobbyist seeking a creative outlet, or simply someone intrigued by the world of game programming, this book will guide you through the intricacies of the Godot 4 game engine. Starting with a primer on the fundamentals of programming, you’ll cover everything from data to logic, while familiarizing yourself with Godot’s built-in tools such as the physics engine, navigation, and cameras. As you progress, you’ll unlock deeper insights into more advanced tools that will take your programming to the next level. Aided by easy-to-follow step-by-step tutorials, examples, exercises, and experiments, you’ll seamlessly integrate this newfound knowledge to create a Vampire Survivor-like game from scratch.
By the end of this book, you’ll have become proficient in leveraging the Godot 4 game engine to bring your gaming visions to life.What you will learn

Develop your GDScript 2.0 programming skills from basic to advanced, emphasizing code cleanliness
Harness Godot 4's integrated physics engine to control and manipulate in-game objects
Design a vibrant and immersive game world by seamlessly integrating a diverse array of assets
Master the art of processing input from various sources for enhanced interactivity
Extend the reach of your game by learning how to export it to multiple platforms
Incorporate simple multiplayer functionality for a dynamic gaming experience

Who this book is forThis book is for programmers, game designers, game developers, and game artists who want to start creating games in Godot 4. If you’re new to coding or game development, looking for a new creative outlet, and want to give Godot 4 and GDScript 2.0 a try, this book is for you. While no prior knowledge of programming or Godot is required, this book gradually introduces more complex concepts as you advance through the chapters.

Sander Vanhove has been creating games with the Godot Game Engine for over five years, releasing over 20 games on multiple platforms. However, his interest in games started long before that, taking him from engine to engine before finally settling. This enthusiasm, along with his master's in computer science, gave him a broad knowledge of programming and AI, which he now applies in his day job as a lead game developer and technical artist of a studio that uses the Godot Engine. You can always find him working on that next project, learning new game development techniques, or trying to teach people how to use Godot.

Table of Contents

Setting Up the Environment
Getting Familiar with Variables and Control Flow
Grouping Information in Arrays, Loops, and Dictionaries
Bringing Structure with Methods and Classes
How and Why to Keep Your Code Clean
Creating a World of Your Own in Godot
Making the Character Move
Splitting and Reusing Scenes
Cameras, Collisions, and Collectibles
Creating Menus, Making Enemies, and Using Autoloads
Playing Together with Multiplayer
Exporting to Multiple Platforms
OOP Continued and Advanced Topics
Advanced Programming Patterns
Using the File System
What Next?

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 191 x 235 mm
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-80461-698-2 / 1804616982
ISBN-13 978-1-80461-698-7 / 9781804616987
Zustand Neuware
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