{"product_id":"110309","title":"Godo Engine 4 Game Development Project ","description":"\u003ccenter\u003e\u003cdiv style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/tmgdisk01.cafe24.com\/images\/vs\/4172\/sv\/uOtJ74jr8fLFlBGmAIRo4G3Ye2N.png?v=1765099408\" style=\"max-width:100%;max-height:10px\"\u003e\u003c\/div\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\n\n\u003cdiv style=\"width:95%\"\u003e\n\n\u003cdiv style=\"text-align:center;font-size:30px;font-weight:bolder;line-height:1.6em\"\u003e Godo Engine 4 Game Development Project \u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"border-bottom:1px;border-bottom-style:dotted;border-color:;padding-bottom:20px\"\u003e\u003ccenter\u003e\u003ctable align=\"center\" width=\"100%\"\u003e\u003ctbody style=\"border:0px\"\u003e\n\n\u003ctr\u003e\u003ctd align=\"center\" style=\"line-height:1.2em;text-align:center;font-size:18px;color:black;font-weight:bold;padding-bottom:20px;\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\u003ctr\u003e\u003ctd style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/image.yes24.com\/goods\/125327210\/XL\" style=\"max-width:100%;height:auto\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\n\u003c\/tbody\u003e\u003c\/table\u003e\u003c\/center\u003e\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;{split_style6}padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e Description \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;word-break:break-all;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eBook Introduction\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\u003cdiv\u003e \u003cb\u003eMeet Godot 4, a powerful free and open-source game engine.\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e An introduction to the feature-rich, high-end game engine version 4.\u003cbr\u003e With its many new features, Godo 4 is a powerful alternative to expensive commercial game engines.\u003cbr\u003e This book consists of five projects that faithfully utilize the 2D and 3D capabilities of the Godot engine.\u003cbr\u003e By following the process of creating a small game project, you will understand the high-level inner workings and learn development techniques that you can apply to your own projects. \u003cbr\u003eCovers everything from the basics to sophisticated game physics and animation, with a simple step-by-step approach and practical examples.\u003cbr\u003e It was updated based on the Korean version 4.2 instead of the original version 4.1, and a description of the high-level engine editor menu was added as an appendix to the Korean version.\u003cbr\u003e\u003cbr\u003e\n\u003c\/div\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cul\u003e\u003cli\u003e You can preview some of the book's contents.\u003cbr\u003e \u003cspan\u003ePreview\u003c\/span\u003e\n\n\u003c\/li\u003e\u003c\/ul\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eindex\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e Translator's Preface x\u003cbr\u003e Recommendation xiii\u003cbr\u003e Beta Reader Review xvi\u003cbr\u003e About this book xix\u003cbr\u003e Acknowledgments xxii\u003cbr\u003e\u003cbr\u003e \u003cb\u003eCHAPTER 1 Introduction to Altitude 4\u003c\/b\u003e\u003cbr\u003e 1.1 Tips for Getting Started 2\u003cbr\u003e __1.1.1 Effective Study Tips 3\u003cbr\u003e 1.2 What is a game engine? 4\u003cbr\u003e 1.3 What is altitude? 5\u003cbr\u003e 1.4 Altitude Download 6\u003cbr\u003e __1.4.1 Other Installation Methods 7\u003cbr\u003e 1.5 Advanced UI Overview 9\u003cbr\u003e __1.5.1 Project Manager 9\u003cbr\u003e __1.5.2 Editor Window 11\u003cbr\u003e 1.6 Node and Scene 14\u003cbr\u003e Scripting at Altitude 1.7 15\u003cbr\u003e __1.7.1 GDScript 15\u003cbr\u003e Summary 16\u003cbr\u003e\u003cbr\u003e \u003cb\u003eCHAPTER 2: COIN DASH: CREATING YOUR FIRST 2D GAME\u003c\/b\u003e\u003cbr\u003e 2.1 Technical Requirements 18 \u003cbr\u003e2.2 Project Setup 19\u003cbr\u003e 2.3 Vectors and 2D Coordinate Systems 21\u003cbr\u003e 2.4 Step 1: Player Scene 22\u003cbr\u003e __2.4.1 Scene Creation 23\u003cbr\u003e __2.4.2 Sprite Animation 24\u003cbr\u003e __2.4.3 Collision Shape 26\u003cbr\u003e __2.4.4 Writing Player Scripts 28\u003cbr\u003e __2.4.5 Player Movement 29\u003cbr\u003e __2.4.6 Animation Selection 31\u003cbr\u003e __2.4.7 Starting and ending player movement 32\u003cbr\u003e __2.4.8 Preparing for a Collision 32\u003cbr\u003e 2.5 Step 2: Coin Scene 35\u003cbr\u003e __2.5.1 Node Setup 35\u003cbr\u003e __2.5.2 Coin Script 36\u003cbr\u003e 2.6 Step 3: Main Scene 37\u003cbr\u003e __2.6.1 Node Setup 37\u003cbr\u003e __2.6.2 Main Script 38\u003cbr\u003e __2.6.3 Starting a New Game 39\u003cbr\u003e 2.7 Step 4: User Interface 41\u003cbr\u003e __2.7.1 Node Setup 41\u003cbr\u003e __2.7.2 Message Label 42\u003cbr\u003e __2.7.3 Scoring and Time Display Overview 43\u003cbr\u003e __2.7.4 Implementing score and time display 43\u003cbr\u003e __2.7.5 UI Updates via GDScript 44\u003cbr\u003e __2.7.6 Game Over 45\u003cbr\u003e __2.7.7 Add HUD to main 46\u003cbr\u003e 2.8 Step 5: Finishing 47\u003cbr\u003e __2.8.1 Visual Effects 47\u003cbr\u003e __2.8.2 Sound 49\u003cbr\u003e __2.8.3 Power Up 49\u003cbr\u003e __2.8.4 Coin Animation 52\u003cbr\u003e __2.8.5 Obstacle 53\u003cbr\u003e Summary 54\u003cbr\u003e \u003cbr\u003e\u003cb\u003eCHAPTER 3 Space Rock: Creating a Classic 2D Arcade with a Physics Engine\u003c\/b\u003e\u003cbr\u003e 3.1 Technical Requirements 56\u003cbr\u003e 3.2 Project Setup 56\u003cbr\u003e __3.2.1 Rigid Body Physics 58\u003cbr\u003e 3.3 Player Spaceship 60\u003cbr\u003e __3.3.1 Body and Physics Settings 60\u003cbr\u003e __3.3.2 State Machine 62\u003cbr\u003e __3.3.3 Added player controls 64\u003cbr\u003e __3.3.4 Screen Wrap 66\u003cbr\u003e __3.3.5 Shooting 68\u003cbr\u003e 3.4 Added Rock 71\u003cbr\u003e __3.4.1 Scene Settings 71\u003cbr\u003e __3.4.2 Rocks of various sizes 72\u003cbr\u003e __3.4.3 Rock Instantiation 73\u003cbr\u003e __3.4.4 Exploding Rock 76\u003cbr\u003e 3.5 UI Creation 80\u003cbr\u003e __3.5.1 Layout 81\u003cbr\u003e __3.5.2 UI Script 83\u003cbr\u003e __3.5.3 UI code 84 of the main scene\u003cbr\u003e __3.5.4 Player Code 86\u003cbr\u003e 3.6 Game End 88\u003cbr\u003e __3.6.1 Collision Detection Between Rigid Bodies 89\u003cbr\u003e 3.7 Game Pause 90\u003cbr\u003e 3.8 enemy 92\u003cbr\u003e __3.8.1 Follow the path 92\u003cbr\u003e __3.8.2 Enemy Scene 94\u003cbr\u003e __3.8.3 Enemy Movement 94\u003cbr\u003e __3.8.4 Enemy Spawn 95\u003cbr\u003e __3.8.5 Enemy Fire and Collision 96\u003cbr\u003e 3.9 Player Shield 99\u003cbr\u003e 3.10 Sound and Visual Effects 103\u003cbr\u003e __3.10.1 Sound and Music 103\u003cbr\u003e __3.10.2 Particle 104\u003cbr\u003e __3.10.3 Enemy's Footsteps 107 \u003cbr\u003eSummary 108\u003cbr\u003e\u003cbr\u003e \u003cb\u003eCHAPTER 4 Jungle Jump: Running and Jumping in a 2D Platformer\u003c\/b\u003e\u003cbr\u003e 4.1 Technical Requirements 110\u003cbr\u003e 4.2 Project Setup 110\u003cbr\u003e 4.3 Introducing Kinematic Bodies 112\u003cbr\u003e __4.3.1 Collision Response 112\u003cbr\u003e 4.4 Creating a Player Scene 113\u003cbr\u003e __4.4.1 Collision Layers and Masks 114\u003cbr\u003e __4.4.2 About AnimationPlayer 114\u003cbr\u003e __4.4.3 Animation 115\u003cbr\u003e __4.4.4 Collision Shape 116\u003cbr\u003e __4.4.5 Player Scene Finish 117\u003cbr\u003e __4.4.6 Player Status 117\u003cbr\u003e __4.4.7 Player Script 119\u003cbr\u003e __4.4.8 Player Movement 120\u003cbr\u003e __4.4.9 Player Health 122\u003cbr\u003e 4.5 Collectible Items 124\u003cbr\u003e __4.5.1 Scene Settings 124\u003cbr\u003e __4.5.2 Collectible Item Script 125\u003cbr\u003e 4.6 Level Design 126\u003cbr\u003e __4.6.1 Using Tilemaps 127\u003cbr\u003e __4.6.2 First Level Design 130\u003cbr\u003e __4.6.3 Added dangerous objects 132\u003cbr\u003e __4.6.4 Background Scroll 133\u003cbr\u003e 4.7 Added 136 enemies\u003cbr\u003e __4.7.1 Scene Settings 136\u003cbr\u003e __4.7.2 Enemy Script 137\u003cbr\u003e __4.7.3 Dealing damage to enemies 138\u003cbr\u003e __4.7.4 Player Script 140\u003cbr\u003e 4.8 Game UI 142\u003cbr\u003e __4.8.1 Scene Settings 142\u003cbr\u003e __4.8.2 HUD Script 144  \u003cbr\u003e__4.8.3 Attaching HUD 144\u003cbr\u003e 4.9 Title Screen 145\u003cbr\u003e __4.9.1 Scene Settings 145\u003cbr\u003e 4.10 Main Scene Settings 147\u003cbr\u003e 4.11 Level Transition 149\u003cbr\u003e __4.11.1 Door Scene 149\u003cbr\u003e __4.11.2 Screen Settings 150\u003cbr\u003e 4.12 Finishing Work 151\u003cbr\u003e __4.12.1 Sound Effects 151\u003cbr\u003e __4.12.2 Double Jump 152\u003cbr\u003e __4.12.3 Dust Particle 153\u003cbr\u003e __4.12.4 Ladder 154\u003cbr\u003e __4.12.5 Moving Platform 157\u003cbr\u003e Summary 159\u003cbr\u003e\u003cbr\u003e \u003cb\u003eCHAPTER 5 3D Mini Golf: Dive into 3D by Creating a Mini Golf Course\u003c\/b\u003e\u003cbr\u003e 5.1 Technical Requirements 162\u003cbr\u003e 5.2 Introduction to 3D 162\u003cbr\u003e __5.2.1 Orientation in 3D Space 162\u003cbr\u003e __5.2.2 Advanced 3D Editor 164\u003cbr\u003e __5.2.3 Adding 3D Objects 165\u003cbr\u003e __5.2.4 Global and Local Space 166\u003cbr\u003e __5.2.5 Variant 166\u003cbr\u003e __5.2.6 Message 167\u003cbr\u003e __5.2.7 Camera 169\u003cbr\u003e 5.3 Project Settings 170\u003cbr\u003e 5.4 Creating a Course 171\u003cbr\u003e __5.4.1 Understanding GridMap 172\u003cbr\u003e __5.4.2 Drawing the first hole 172\u003cbr\u003e __5.4.3 Environment and Lighting 174\u003cbr\u003e __5.4.4 Adding a hole 175\u003cbr\u003e 5.5 Making a Ball 176\u003cbr\u003e __5.5.1 Ball Test 176\u003cbr\u003e __5.5.2 Ball Collision Improvements 177\u003cbr\u003e 5.6 Adding UI 178 \u003cbr\u003e__5.6.1 Aiming with an Arrow 178\u003cbr\u003e __5.6.2 UI Display 181\u003cbr\u003e 5.7 Game Scripting 182\u003cbr\u003e __5.7.1 UI Code 183\u003cbr\u003e __5.7.2 Main Script 184\u003cbr\u003e __5.7.3 Public Script 186\u003cbr\u003e __5.7.4 Testing 187\u003cbr\u003e __5.7.5 Targeting Improvement Option 1 188\u003cbr\u003e __5.7.6 Targeting Improvement Option 2 189\u003cbr\u003e __5.7.7 Camera Improvements 191\u003cbr\u003e __5.7.8 Overall Course Design 193\u003cbr\u003e 5.8 Visual Effects 194\u003cbr\u003e __5.8.1 Added material 195\u003cbr\u003e 5.9 Lighting and Environment 198\u003cbr\u003e Summary 199\u003cbr\u003e\u003cbr\u003e \u003cb\u003eCHAPTER 6 Infinite Flyer\u003c\/b\u003e\u003cbr\u003e 6.1 Technical Requirements 202\u003cbr\u003e 6.2 Project Setup 202\u003cbr\u003e __6.2.1 Input 202\u003cbr\u003e 6.3 Airplane Scene 203\u003cbr\u003e __6.3.1 Collision Shape 205\u003cbr\u003e __6.3.2 Writing an Airplane Script 205\u003cbr\u003e 6.4 Creating a World 208\u003cbr\u003e __6.4.1 World Object 209\u003cbr\u003e __6.4.2 Chunk 212\u003cbr\u003e 6.5 Main Scene 216\u003cbr\u003e __6.5.1 Spawning a New Chunk 218\u003cbr\u003e __6.5.2 Difficulty Adjustment 219\u003cbr\u003e __6.5.3 Collision 221\u003cbr\u003e __6.5.4 Fuel and Score 223\u003cbr\u003e 6.6 Title Screen 226\u003cbr\u003e 6.7 Audio 228\u003cbr\u003e 6.8 Save High Score 228\u003cbr\u003e __6.8.1 About file locations 229\u003cbr\u003e __6.8.2 File Access 229\u003cbr\u003e 6.9 Suggestions for additional features 230 \u003cbr\u003eSummary 231\u003cbr\u003e\u003cbr\u003e \u003cb\u003eCHAPTER 7 NEXT STEPS AND ADDITIONAL RESOURCES\u003c\/b\u003e\u003cbr\u003e 7.1 Using the Altitude Document 234\u003cbr\u003e __7.1.1 Reading the API Documentation 235\u003cbr\u003e 7.2 Version Control: Using Git in Godot 236\u003cbr\u003e 7.3 Using Altitude and Blender Together 238\u003cbr\u003e __7.3.1 Import Hint 238\u003cbr\u003e __7.3.2 Using Blend Files 239\u003cbr\u003e 7.4 Exporting Projects 240\u003cbr\u003e __7.4.1 Export Template 241\u003cbr\u003e __7.4.2 Export Preset 241\u003cbr\u003e __7.4.3 Export 242\u003cbr\u003e __7.4.4 Exporting for Specific Platforms 243\u003cbr\u003e 7.5 Introduction to Shaders 244\u003cbr\u003e __7.5.1 Creating a 2D Shader 245\u003cbr\u003e __7.5.2 3D Shader 250\u003cbr\u003e __7.5.3 Additional Learning 253\u003cbr\u003e 7.6 Using Other Programming Languages ​​at Altitude 253\u003cbr\u003e __7.6.1 C# 254\u003cbr\u003e __7.6.2 Other Languages: GDExtension 256\u003cbr\u003e 7.7 Getting Help: Community Resources 257\u003cbr\u003e __7.7.1 Altitude Recipe 257\u003cbr\u003e 7.8 Contribute to altitude 258\u003cbr\u003e __7.8.1 Contribution to the engine 259\u003cbr\u003e __7.8.2 Documentation 259\u003cbr\u003e __7.8.3 Donation 260\u003cbr\u003e Summary 260\u003cbr\u003e\u003cbr\u003e \u003cb\u003eAPPENDIX A Korean Version Appendix: Description of the Advanced Engine Editor Menu Buttons\u003c\/b\u003e\u003cbr\u003e A.1 Editor Selection Menu 262\u003cbr\u003e A.2 2D Editor Top Menu 263 \u003cbr\u003eA.3 3D Editor Top Menu and Perspective Button 266\u003cbr\u003e A.4 Playtest Menu Bar 268\u003cbr\u003e A.5 Reference Document for Using the Altitude Editor 269\u003cbr\u003e\u003cbr\u003e In conclusion 271\u003cbr\u003e Search 272\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eDetailed image\u003c\/b\u003e \u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cdiv\u003e\u003cimg src=\"https:\/\/image.yes24.com\/momo\/TopCate4438\/MidCate007\/443761735(1).jpg\" border=\"0\" alt=\"Detailed Image 1\"\u003e\u003c\/div\u003e\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eInto the book\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e As a game developer, there are many benefits to using altitude.\u003cbr\u003e First of all, since you are not restricted by commercial licenses, you have complete control over how and where you distribute your game.\u003cbr\u003e Most commercial game engines either limit the types of projects you can create or require significantly more expensive licenses for certain genres of games, such as gambling.\u003cbr\u003e \/ The fact that Godot is open source also means that it has a level of transparency that is incomparable to commercial game engines. \u003cbr\u003eFor example, if you find that a particular engine feature doesn't meet your needs, you can freely modify the engine itself to add the new feature you need, without needing permission.\u003cbr\u003e It also gives you full access to the inner workings of the engine, which can be very useful when debugging large projects.\u003cbr\u003e\u003cbr\u003e --- p.6\u003cbr\u003e\u003cbr\u003e Like Python, GDScript is a dynamically typed language.\u003cbr\u003e This means that there is no need to declare a type when creating a variable.\u003cbr\u003e We also use spaces (indentation) to indicate blocks of code.\u003cbr\u003e Overall, the advantage of using GDScript for game logic is that it is tightly integrated with the engine, requiring less code to be written.\u003cbr\u003e This means that development is faster and there is less need to correct mistakes.\u003cbr\u003e \/ I have prepared the following example code to give you an idea of ​​what GDScript looks like. \u003cbr\u003eA short script that moves a sprite from left to right on the screen at a set speed.\u003cbr\u003e\u003cbr\u003e --- pp.15-16\u003cbr\u003e\u003cbr\u003e We need to detect when the player hits a coin or an obstacle, but we haven't created these objects yet.\u003cbr\u003e But that's okay.\u003cbr\u003e It can be created using advanced signal functions.\u003cbr\u003e Signals are a way for nodes to send messages that other nodes can detect and react to.\u003cbr\u003e Most nodes have built-in signals that notify them when an event occurs (such as a body colliding or a button being pressed).\u003cbr\u003e You can also define custom signals to suit your purposes.\u003cbr\u003e \/ The signal is used by connecting it to the node that wants to receive this signal.\u003cbr\u003e Connections can be made in the Inspector window or in code.\u003cbr\u003e Later in this project, you will learn how to connect signals in two ways.\u003cbr\u003e\u003cbr\u003e --- p.32\u003cbr\u003e\u003cbr\u003e However, there is one problem when running the game now. \u003cbr\u003eAll nodes are paused, including Main.\u003cbr\u003e That is, since we are no longer processing _input(), we cannot detect input again to unpause it.\u003cbr\u003e To solve this problem, set the Process\/Mode of the Main node to Always.\u003cbr\u003e The pause function is very useful to know.\u003cbr\u003e Since this technique can be used in any game, let's review the feature again and make sure you understand how it works.\u003cbr\u003e\u003cbr\u003e --- p.91\u003cbr\u003e\u003cbr\u003e When you replay the game, you will be fighting aggressive enemy aliens.\u003cbr\u003e Let's make sure all collision combinations are processed (except when the player gets hit by an enemy bullet).\u003cbr\u003e Also note that enemy bullets can be blocked by rocks.\u003cbr\u003e So you can hide behind a rock and take cover.\u003cbr\u003e \/ Now that there are enemies in the game, it's much more challenging. \u003cbr\u003eIf it's still too easy, try increasing enemy attributes, such as their appearance frequency, damage dealt, and the number of shots required to destroy them.\u003cbr\u003e\u003cbr\u003e --- p.99\u003cbr\u003e\u003cbr\u003e Moving platforms are a fun addition to your level design toolkit.\u003cbr\u003e In this section, we'll create a moving platform that can be placed anywhere on the level and have its movement and speed set.\u003cbr\u003e \/ Start a new scene and add Node2D as the root node and rename it MovingPlatform.\u003cbr\u003e Save the scene and add TileMap as a child.\u003cbr\u003e Drawing the platforms is easy, as the platform art is all in sprite sheets, already broken down into tiles and with collision added.\u003cbr\u003e Add tiles_world.tres to the Tile Set.\u003cbr\u003e The Collision Animatable box must also be checked for use.\u003cbr\u003e This way, collisions work properly even while moving.\u003cbr\u003e\n\n\u003c\/div\u003e\n\u003cdiv\u003e --- p.157\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003ePublisher's Review\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e  \u003cdiv\u003e\n\u003cb\u003eGet started developing games with Godo Engine, the rising star of the game engine world. The Korean version includes an appendix that explains the Godo Engine editor menu.\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e Since the Unity pricing policy issue, the free open source game engine Godot Engine has been gaining popularity.\u003cbr\u003e The Godot engine is easy to use, lightweight, and free of complex licensing issues, making it easy to distribute commercial games worldwide.\u003cbr\u003e Moreover, version 4.0 added a number of new features comparable to those of expensive commercial game engines, making it the world's third-largest engine.\u003cbr\u003e This marks the beginning of an era where individuals or small teams can create their own games using free engines.\u003cbr\u003e\u003cbr\u003e However, until now, there has been little domestic reference material on high-altitude engines.\u003cbr\u003e Although Godo Editor supports Korean 100%, most of the Godo 4 documentation remains untranslated. \u003cbr\u003eIn this situation, a book has been published that explains everything from how to use the editor to how to actually develop a game in an easy and detailed manner.\u003cbr\u003e The book's five cross-platform 2D and 3D game project examples will help you quickly become familiar with the Godot engine and gain a solid understanding of how to develop games.\u003cbr\u003e Instead of the original version 4.1, you can update to the Korean version 4.2 to easily utilize the latest features.\u003cbr\u003e\u003cbr\u003e Chapter 1 introduces the general concepts and characteristics of game engines, and explains how to download Godot and how to use this book effectively.\u003cbr\u003e In Chapter 2, you'll learn how to create scenes and work with Godot's node system, how to use the Godot editor, and how to write scripts in GDScript while creating a small 2D game called Coin Dash. \u003cbr\u003eIn Chapter 3, we'll learn how to create an Asteroids-style space game using physics bodies, while building the classic 2D arcade game Space Rock.\u003cbr\u003e\u003cbr\u003e In Chapter 4, we will create Jungle Jump, a horizontal scrolling platform game in the style of Super Mario Bros.\u003cbr\u003e You will learn about level design using kinematic bodies, animation states, and tile maps.\u003cbr\u003e In Chapter 5, we extend the previous concepts to 3D to create \"3D Mini Golf\" and learn about mesh, lighting, camera control, etc.\u003cbr\u003e Chapter 6, \"Infinite Flyer,\" continues our exploration of 3D development, covering dynamic content, procedural generation, and other 3D techniques.\u003cbr\u003e Chapter 7 explores additional topics and resources that may be helpful to know.\u003cbr\u003e Finally, for Korean readers, we have included an appendix with a description of the Advanced Engine Editor menu.\u003cbr\u003e\u003cbr\u003e \u003cbr\u003eBy the time we finish our final project, we will be able to actually develop and implement games and game systems using Godo 4.\u003cbr\u003e Beginners looking to start their own development journey can easily learn game development skills and go on to create their own games, while teams considering using a free game engine and experienced developers can realize their vision with the powerful and customizable Godo engine.\u003cbr\u003e I look forward to seeing many advanced engine projects that progress to production in the future.\u003cbr\u003e\u003cbr\u003e \u003cb\u003eMain contents\u003c\/b\u003e\u003cbr\u003e ㆍGet familiar with the game engine and editor along with the altitude.\u003cbr\u003e ㆍExplore new features in Altitude 4\u003cbr\u003e ㆍCreate 2D and 3D games using design and coding best practices.\u003cbr\u003e ㆍCreate complex game systems using GDScript, a highly advanced embedded scripting language.\u003cbr\u003e ㆍDisplay information by implementing an intuitive user interface\u003cbr\u003e ㆍAdd flavor to the game with captivating visual effects \u003cbr\u003ePublishing games to desktop and mobile platforms \u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e GOODS SPECIFICS \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eDate of issue:\u003c\/strong\u003e March 21, 2024\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003ePage count, weight, size:\u003c\/strong\u003e 296 pages | 722g | 188*245*15mm\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN13:\u003c\/strong\u003e 9791192987927 \u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cspan\u003e\u003c\/span\u003e\n\n\u003c\/center\u003e\n\n\n\u003c\/center\u003e","brand":"LIBRAIRIE COREENNE","offers":[{"title":"Default Title","offer_id":43893743779882,"sku":"110309","price":39.0,"currency_code":"EUR","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0683\/2750\/5962\/files\/95a01d503c31f1cc7a0ce54d9d60b5f7.jpg?v=1765413865","url":"https:\/\/librairie.coreenne.fr\/en\/products\/110309","provider":"LIBRAIRIE COREENNE","version":"1.0","type":"link"}