Godot 4 Game Development Cookbook

Book description

Explore the latest features of Godot 4 using advanced techniques and recipes to create professional-grade games with increased efficiency Purchase of the print or Kindle book includes a free PDF eBook

Key Features

  • Take advantage of the new Vulkan renderer and 3D physics in Godot 4 to create high-quality games
  • Streamline your game development workflow with Godot’s new TileMap, TileSet, and Animation Editor features
  • Discover what’s changed in GDScript 2.0 and Shader additions to enhance your game development skills

Book Description

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.

What you will learn

  • Speed up 2D game development with new TileSet and TileMap updates
  • Improve 2D and 3D rendering with the Vulkan Renderer
  • Master the new animation editor in Godot 4 for advanced game development
  • Enhance visuals and performance with visual shaders and the updated shader language
  • Import Blender blend files into Godot to optimize your workflow
  • Explore new physics system additions for improved realism and behavior of game objects
  • Experience innovative features by building multiplayer games in Godot 4

Who this book is for

The Godot 4 Game Development Cookbook is for seasoned game developers who want to acquire skills in creating games using a contemporary game engine. It is an invaluable resource for indie game developers and Godot developers who are familiar with Godot 3 and have some level of expertise in maneuvering the interface.

Table of contents

  1. Godot 4 Game Development Cookbook
  2. Contributors
  3. About the author
  4. About the reviewers
  5. Preface
    1. Who this book is for
    2. What this book covers
    3. To get the most out of this book
    4. Download the example code files
    5. Download the color images
    6. Conventions used
    7. Get in touch
    8. Share Your Thoughts
    9. Download a free PDF copy of this book
  6. Chapter 1: Exploring the Godot 4 Editor
    1. Technical requirements
    2. Navigating in the new Godot 4 Editor
      1. How to do it…
      2. How it works…
    3. Exploring the new features in the Project Settings dialog
      1. How to do it…
      2. How it works…
    4. What’s new in the Editor Settings dialog
      1. How to do it…
      2. How it works…
  7. Chapter 2: Transitioning to GDScript 2.0
    1. Technical requirements
    2. Investigating annotations in Godot 4
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Using properties with getters and setters
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. Using the new await keyword and coroutines
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. Using the super keyword to call a function
      1. Getting ready
      2. How to do it…
      3. How it works…
    6. Working with typed arrays
      1. Getting ready
      2. How to do it…
      3. How it works…
    7. Working with lambda functions
      1. Getting ready
      2. How to do it…
      3. How it works…
    8. Using callables with signals
      1. Getting ready
      2. How to do it…
      3. How it works…
  8. Chapter 3: 2D and 3D Rendering with Vulkan
    1. Technical requirements
    2. Showing off SDFGI
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Using Volumetric Fog to enhance your games
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. Understanding the FogVolume node
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. Working with particle nodes in Godot 4
      1. Getting ready
      2. How to do it…
      3. How it works…
    6. Using decals in your game
      1. Getting ready
      2. How to do it…
      3. How it works…
  9. Chapter 4: Practicing Physics and Handling Navigation in Godot 4
    1. Technical requirements
    2. Using Heightmap for 3D terrain
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Setting up and moving the CharacterBody in 2D
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. Setting up and moving the CharacterBody in 3D
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. Using the new NavigationServer for 3D
      1. Getting ready
      2. How to do it…
      3. How it works…
    6. Using NavigationServer2D for 2D projects
      1. Getting ready
      2. How to do it…
      3. How it works…
    7. Using SoftBody for 3D games
      1. Getting ready
      2. How to do it…
      3. How it works…
  10. Chapter 5: Playing with Shaders in Godot 4
    1. Technical requirements
    2. Creating shaders with the Shader Creation dialog
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Exploring Uniform Arrays in the Godot 4 shader language
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. How to use Global Uniforms
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. Using Instance Uniforms with shaders
      1. Getting ready
      2. How to do it…
      3. How it works…
    6. Exploring the Visual Shaders Context menu
      1. Getting ready
      2. How to do it…
      3. How it works…
    7. Working with Integer and Comment nodes
      1. Getting ready
      2. How to do it…
      3. How it works…
    8. Creating nodes using Texture3D and CurveTexture
      1. Getting ready
      2. How to do it…
      3. How it works…
    9. Using the Billboard node
      1. Getting ready
      2. How to do it…
      3. How it works…
    10. Using the UVFunc node
      1. Getting ready
      2. How to do it…
      3. How it works…
    11. Improving the Sky Shader mode
      1. Getting ready
      2. How to do it…
      3. How it works…
    12. What the Fog Shader mode can do
      1. Getting ready
      2. How to do it…
      3. How it works…
  11. Chapter 6: Importing 3D Assets in Godot 4
    1. Technical requirements
    2. Importing Blender blend files into Godot 4
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Importing FBX files into Godot 4
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. Importing glTF files into Godot 4
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. Using the Import dialog
      1. Getting ready
      2. How to do it…
      3. How it works…
  12. Chapter 7: Adding Sound and Music to Your Game
    1. Technical requirements
    2. Working with AudioStreamPlayer
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Exploring directional sound in 2D
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. Using directional sound in 3D
      1. Getting ready
      2. How to do it…
      3. How it works…
  13. Chapter 8: Making 2D Games Easier with TileSet and TileMap
    1. Technical requirements
    2. Using the new TileSet editor
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Examining TileMap layers
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. Playing with the new TileMap tools
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. Playing with Tile Atlas editing
      1. Getting ready
      2. How to do it…
      3. How it works…
    6. Exploring the TileSet physics
      1. Getting ready
      2. How to do it…
      3. How it works…
    7. Exploring the TileSet navigation
      1. Getting ready
      2. How to do it…
      3. How it works…
    8. Creating Custom Data Layers with the TileSet
      1. Getting ready
      2. How to do it…
      3. How it works…
    9. Painting terrains in TileMap
      1. Getting ready
      2. How to do it…
      3. How it works…
    10. Transitioning TileSet terrains
      1. Getting ready
      2. How to do it…
      3. How it works…
    11. Organizing isometric tiles into fixed-sized grids using the TileSet resource
      1. Getting ready
      2. How to do it…
      3. How it works…
  14. Chapter 9: Achieving Better Animations Using the New Animation Editor
    1. Technical requirements
    2. Exploring changes with transform tracks
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Investigating the new Bezier curve workflow
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. Playing with 3D rotation animations
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. Working with bone poses
      1. Getting ready
      2. How to do it…
      3. How it works…
    6. Triggering a transition
      1. Getting ready
      2. How to do it…
      3. How it works…
    7. Playing with the new Movie Maker mode
      1. Getting ready
      2. How to do it…
      3. How it works…
  15. Chapter 10: Exploring New Multiplayer Features in Godot 4
    1. Technical requirements
    2. Using the new MultiplayerSpawner node
      1. Getting ready
      2. How to do it…
      3. How it works…
    3. Using the new MultiplayerSynchronizer node
      1. Getting ready
      2. How to do it…
      3. How it works…
    4. How to use the Headless mode
      1. Getting ready
      2. How to do it…
      3. How it works…
    5. How to use UPnP with P2P networking
      1. Getting ready
      2. How to do it…
      3. How it works…
  16. Index
    1. Why subscribe?
  17. Other Books You May Enjoy
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    2. Share Your Thoughts
    3. Download a free PDF copy of this book

Product information

  • Title: Godot 4 Game Development Cookbook
  • Author(s): Jeff Johnson
  • Release date: June 2023
  • Publisher(s): Packt Publishing
  • ISBN: 9781838826079