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Moving from Unity to Godot

Moving from Unity to Godot

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About the Book

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. &nbs
About the Author: 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.


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Product Details
  • ISBN-13: 9781484259078
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Height: 234 mm
  • No of Pages: 273
  • Spine Width: 15 mm
  • Weight: 458 gr
  • ISBN-10: 1484259076
  • Publisher Date: 14 Jul 2020
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: An In-Depth Handbook to Godot for Unity Users
  • Width: 156 mm


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