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Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users
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Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users

Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users

Alan Thorn

273 pages, parution le 13/06/2020

Résumé

Intermediate user level

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 1: Introducing Godot - Why Migrate?

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

Alan Thorn is an expert on leading technical teams for games development. He previously worked at Microsoft, Teesside University, Apress Publishing, and Disney. Alan specializes in helping "tech heads" thrive and flourish in their chosen fields. With 18-year game industry experience, Alan has written 28 books, presented 30 online courses, and created 33 games including the award-winning adventure, Baron Wittard: Nemesis of Ragnarok . Alan is dedicated to helping creative people make high-impact experiences. He was Studio Director at Wax Lyrical Games, a Senior Author at Linkedin Learning, and now he currently leads the prestigious MA program for Games Design and Development at the BAFTA-winning National Film and Television School, an incubation space for breakthrough gaming talent. Alan is a pioneer of the new "Open Stream" model of Transformative Learning, and he advises in higher education on disruptive curriculum content and instructional design. Alan speaks passionately worldwide about the future of interactive experiences. In this book, Alan Thorn clearly details Godot specific terminology, how to use its interface effectively, how scenes are structured, coding in C#, and optimal ways of working.

Caractéristiques techniques

  PAPIER
Éditeur(s) Apress
Auteur(s) Alan Thorn
Parution 13/06/2020
Nb. de pages 273
EAN13 9781484259078

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