Blender Game Engine: Beginner's Guide
Victor Kuller Bacone
The non programmer's guide to creating 3D video games
- Use Blender to create a complete 3D video game
- Ideal entry level to game development without the need for coding
- No programming or scripting required
Blender Game Engine is the part of the Blender 3D editor used to create actual 3D video games. It's the ideal entry level game development environment because you don't even need to learn to program. Create a complete game using Bender's innovative logic bricks.
"Blender Game Engine: Beginner's Guide" is the ideal introduction to game development. Using only logic bricks, the reader will create a complete game in Blender. By the end of the book the reader will be able to use their skills to create their own 3D games.
What will you learn from this book
- How to control game characters
- Setting up a complete game level
- Creating spawn points for your player character
- Modify enemy behavior without needing to use scripts
- Set up collision detection and enemy AI
- Import freely available 3D game assets for use in your game
- How to master Blender's logic editor
Create a complete game step by step with no previous experience necessary. Practical tutorials take you through the entire process from beginning to end.
Who this book is written for
If you have used Blender before but never got to grips with the Blender Game Engine (BGE), this book is for you. If you have tried and failed with other game development environments, or if scripting is not your strong point, this is where you should start.
objects to get a better contrast with the rest, and finally we have simulated the sea surface line to see how the objects are placed in the game. The sea will be dynamic, so we need not worry about it for the time being. As we said before, it is just used to simulate the placement of the objects and the surface line. We can delete it once we have seen our ceiling boundary. [ 61 ] This material is copyright and is licensed for the sole use by on 4th October 2012 The First Level Have a go hero
Block out a level environment Time for action – creating the scene Creating a player view Time for action – renaming the scene Defining the boundaries Time for action – closing the entry point Marking the end of level Time for action – opening the end point Summary This material is copyright and is licensed for the sole use by on 4th October 2012 8 9 11 12 18 25 27 27 28 28 32 32 37 37 39 39 44 45 46 46 54 54 58 59 62 62 66 Table of Contents Chapter 4: Collisions 67 Respawning
for action – overlaying something like a map This technique is applicable to maps and anything that we want to be superimposed on our screen as a Heads-up Display (HUD) . Imagine a whale hunter as a sniper: if we press an S key that implies we have superimposed crosshairs. We will see the scene with a crosshair in the middle as a hunter with his weapon. In the same way, if we press the M key, we should see an overlaid map in the scene. Let's try it first. [ 111 ] This material is copyright and
"bricks") that you can see represent pre-programmed functions that can be tweaked and combined to move the player, interact with the world, change the level, and more. In short, it helps you create the game. At the beginning, we do not need cool models, only a cube (by default, Blender shows it) to represent our player in order to move in our 3D environment. We will learn how to move it and how it collides with a wall (plane). If we do that, we can then proceed to substitute our poor model (a
copyright and is licensed for the sole use by on 4th October 2012 Things You Need to Know Pop Quiz – exploring the interface of the Logic Editor 1. If you want to create a jump motion, which local axis must you change? a. x b. y c. z 2. Which option do you choose if you want to go in the opposite direction of the x axis while rolling? a. Subtract the X value b. Add a value less than X c. Change the Y value 3. Which cell modifies the values of rotation? a. Loc X, Y, Z b. Loc in X or