
Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users
Alan Thorn
Résumé
Are you a Unity developer looking to switch to the Godot engine quickly? If so, this no-nonsense book is your guide to mastering the most popular open-source game engine.
Godot is a completely free game engine for creating high-quality 2D and 3D games that can be launched on multiple platforms. You'll see how to transition seamlessly from Unity to Godot, getting up and running quickly and effectively, using practical case studies. In addition to building functional worlds from meshes and physical interactions, you'll work with reusable assets, such as textures.
The book then moves on to lighting and rendering 2D and 3D scenes with baked and real-time lighting. You'll also work with navigation and path-finding for NPCs, and see how to create save-game states with JSON. With Moving from Unity to Godot you'll be ready to create amazing 2D and 3D games that will supercharge your business.
What You Will Learn
- Explore the similarities and differences between Unity and Godot
- Maximize the benefits from Unity and Godot
- Create believable game world and characters with Godot
- Master the unique aspects of C# coding in Godot
Who This Book is For
Developers familiar with Unity who want to master another game engine, such as Godot.Chapter Goal: The Godot Engine is a free and powerful game engine. Learn why you should move from Unity to Godot. Explore the engine benefits and features in summary
Sub -Topics
1. Godot engine introduction
2. How to download and install
3. Reasons to migrate
4. Limitations and the future
Chapter 2: Godot Fundamentals
Chapter Goal: The Godot engine has many similarities with Unity but also important differences. This chapter explores the core features of Godot for a first-time user looking to make a quick start.
Sub - Topics
1. Interface and controls
2. Scenes and nodes
3. Components and scripts
4. Assets and resources
Chapter 3: Scripting with C# in Godot - Common Tasks
Chapter Goal: Godot supports several scripting languages for building gameplay. C# is a powerful choice. This chapter explores how to use C# to implement critical gameplay tasks easily.
Sub - Topics:
1. Getting started with C# scripting
2. Events and responses
3. Signals and Connections
4. Processing nodes and scenes
Chapter 4: Making a 2D Game
Chapter Goal: Learn how to make amazing looking scenes in 2D and 3D with Godot. This chapter explores materials, lights and post-processing to help you create believable, atmospheric worlds.
Sub - Topics:
1. Direct vs indirect illumination
2. Directional, point and spotlights
3. Baked lighting and global illumination
4. Environments and effects
Chapter 5: Navigation and Path-Finding
Chapter Goal: Create intelligent NPCs that can navigate around your scenes using the Godot Path-Finding Tools. Learn how to build navigation meshes and create steering behaviors for your NPCs.
Sub - Topics:
1. Build navigation meshes
2. Refine and improve navigation tools
3. Create intelligent NPCs
4. Moving objects
Chapter 6: Coding a First-Person Controller in C#
Chapter Goal: Build first-person functionality to create a first-person controller for 3D games. Allow your player to move and look around, and to collide with physical objects.
Sub - Topics:
1. Create movement behavior
2. Add mouse look functionality
3. Add physics and collision behavior
4. Coding jumps and gravity
Chapter 7: Mini-Projects - Case Studies in Godot
Chapter Goal: See practical, project samples in Godot for learning more advanced features. See how to save data, create coroutines, use visual scripting, and create animations.
Sub - Topics:
1. Coroutines
2. Visual scripting
3. Animating objects
4. Saving game data
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Apress |
Auteur(s) | Alan Thorn |
Parution | 13/06/2020 |
Nb. de pages | 273 |
EAN13 | 9781484259078 |
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