PDF Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books

By Kelley Ramos on Wednesday, May 29, 2019

PDF Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books



Download As PDF : Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books

Download PDF Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books

In just 24 sessions of one hour or less, this guide will help you create great 2D and 3D games for any platform with the 100% free Godot 3.0 game engine. Its straightforward, step-by-step approach guides you from basic scenes, graphics, and game flow through advanced shaders, environments, particle rendering, and networked games. Godot’s co-creator and main contributorwalk you through building three complete games, offering advanced techniques you won’t find anywhere else.


Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success.


Step-by-step instructions carefully walk you through the most common Godot engine programming tasks and techniques

Practical, hands-on examples show you how to apply what you learn

Quizzes and exercises help you test your knowledge and stretch your skills

Notes and tips point out shortcuts, solutions, and problems to avoid

 

Learn how to…

·         Install Godot, create projects, and use the visual editor

·         Master the scene system, and organize games with Scene Trees

·         Create 2D graphics, 3D graphics, and animations

·         Use basic and advanced scripting to perform many game tasks

·         Process player input from any source

·         Control game flow, configurations, and resources

·         Maximize realism with Godot’s physics and particle systems

·         Make the most of 3D shaders, materials, lighting, and shadows

·         Control effects and post-processing

·         Build richer, more sophisticated game universes with viewports

·         Develop networked games, from concepts to communication and input

·         Export games to the devices you’ve targeted

·         Integrate native code, third-party APIs, and engine extensions (bonus chapter)

 


PDF Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books


"A pretty good reference, at least in comparison to anything else that's out there."

Product details

  • Series Sams Teach Yourself
  • Paperback 432 pages
  • Publisher Sams Publishing; 1 edition (March 29, 2018)
  • Language English
  • ISBN-10 0134835093

Read Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books

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Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books Reviews :


Godot Engine Game Development in 24 Hours Sams Teach Yourself The Official Guide to Godot 30 Ariel Manzur George Marques Books Reviews


  • Solid introduction to Godot. Lightly touches on most topics, enough to get you up to speed an moving with it, though I personally would prefer a book that included much more depth on each area covered. Granted that wouldn't be a Sams "in 24 hours" book, but rather more of a "definitive guide" or "bible" which this is not. There's definitely enough meat to sink your teeth into, and being the first (and presently only) available book, it's worth the price.

    Aside from content, docking one star for difficult to read glossy pages and light weight fonts in code samples... It's difficult to find a good angle to read the book without glare across the page from a light and my middle-aged eyes struggle a bit with the code samples.

    UPDATE -- I've decided I have to dock another star. While the book is written in English, its authors are not native english speakers. It seems a better job could have been done with editing and review. There are a lot of clunky sentences, and several instances where the instruction is unclear.

    A small example

    "A trick to add a simple outline is to add a new material to the Next Pass property. In this new material, set it to Unshaded, add a Grow of 0.01, change the Cull mode to front, and set its color to black."

    For someone familiar with all the various groupings of properties in a spatial material node, that might be all the information needed, but this book is (I thought) aimed at people with less experience with the framework. Those handful of properties are scattered throughout several groups of properties, and in the case of grow, there's only a field to enter a value when you've clicked a checkbox first. This may be a minor thing, and one could probably make the argument that materials were covered a couple chapters prior -- though that section doesn't really mention all of these properties... Lots of little assumptions and oversights like that make the learning process a little more frustrating that it could be.

    The information that's there is still great, but if you have little or no experience with Godot, expect to have to do some extra legwork to fill in some gaps on your own.
  • Let's start with the understanding that I was not looking for War and Peace, here. I have always enjoyed the Sam's Teach Yourself in X Hours format, and this is another that gets the balance between what is needed to use the tool well and what is too much information for a beginner right. I was looking for something that could introduce me to this engine, giving enough understanding of the system to allow me to make games with normal use of the internet to get into the fine detail.
    This book is exactly what I was looking for. It introduces the engine and its main components and the general theory behind them, getting you up and running quickly. While the engine seems to be gathering a following, there is not a lot of material out there for it. This book covers the topics well enough to get functionally proficient without getting so far into the weeds that you would not finish it.
    The lessons are broken up in a way that makes sense, and there are full game exercises. I really liked the fact that the exercises follow the theory, so you are not simply walking through a bunch of actions that you do not understand, as happens in many "learn by making a game" tutorials.
    The writing and editing leave some to be desired, but did not get in the way of understanding.
  • This is a good book on a promising game engine.
  • Disappointing to say the least. This book literally has no more info than the manual. Examples are poor and only lightly touch on the subject.
  • A pretty good reference, at least in comparison to anything else that's out there.
  • This book is really pretty much all there is insofar as Godot 3.0 coverage at the moment (March 2018) but it fills the void nicely. It's broad and covers just about every corner of the map for those new to Godot and does a great job at it. If you're looking for a good intro to the latest version of Godot at both conceptual and technical levels, this book won't disappoint.