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Godot 4 Game Development Projects

You're reading from   Godot 4 Game Development Projects Build five cross-platform 2D and 3D games using one of the most powerful open source game engines

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Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781804610404
Length 264 pages
Edition 2nd Edition
Languages
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Author (1):
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Chris Bradfield Chris Bradfield
Author Profile Icon Chris Bradfield
Chris Bradfield
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Table of Contents (10) Chapters Close

Preface 1. Chapter 1: Introduction to Godot 4.0 2. Chapter 2: Coin Dash – Build Your First 2D Game FREE CHAPTER 3. Chapter 3: Space Rocks: Build a 2D Arcade Classic with Physics 4. Chapter 4: Jungle Jump – Running and Jumping in a 2D Platformer 5. Chapter 5: 3D Minigolf: Dive into 3D by Building a Minigolf Course 6. Chapter 6: Infinite Flyer 7. Chapter 7: Next Steps and Additional Resources 8. Index 9. Other Books You May Enjoy

Introduction to 3D

One of the strengths of Godot is its ability to handle both 2D and 3D games. Much of what you’ve learned earlier in this book will apply equally well in 3D – nodes, scenes, signals, etc. But changing from 2D to 3D also brings with it a whole new layer of complexity and capabilities. First, you’ll find that there are some additional features available in the 3D editor window, and it’s a good idea to familiarize yourself with how to navigate.

Orienting in 3D space

Open a new project and click on the 3D button at the top of the editor window to see the 3D project view:

Figure 5.1: The 3D workspace

Figure 5.1: The 3D workspace

The first things you should notice are the three colored lines in the center. These are the x (red), y (green), and z (blue) axes. The point where they meet is the origin, with coordinates of (0, 0, 0).

3D coordinates

Just as you used Vector2(x, y) to indicate a position in 2D space, you’ll use Vector3...

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