Blender Game Engine: Beginner's Guide
Victor Kuller Bacone
Format: PDF / Kindle (mobi) / ePub
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.
and our character collisions with other objects can be calculated to give the answer that we assign. In the previous exercise, the whale returned to the old position it was in before the collision. Pop quiz – respawning the character 1. If you want to create a collision, which object has the connection in the logic brick? a. The whale b. The iceberg c. Both 2. Which sensor would you choose if you wanted to make a crash? a. Collision b. Touch c. That is immaterial 3. Which type of
the Physics Properties tab, as follows: 3. Activate the Collision Bounds option and set it to Sphere, in each iceberg: [ 80 ] This material is copyright and is licensed for the sole use by on 4th October 2012 Chapter 4 The radius (marked with a circle of dots) of influence in Attributes is 0.3 in this case. You must change it to fit your version of the scaled iceberg! 4. Press P to see the result. If you don't like it, change Velocity to Maximum, and try it again. Changing values a
duplicated the whale, scaled it up, and moved to the second layer. We have renamed it as BIGW (big whale). What just happened? Thanks to the specific property of the player that we created as icebergs, we can make a change in the size of our character once the objectives have been achieved, reaching a row of objects. With the Edit Object option, we can assure that we have linked the actuator to replace the character with the same, but modified the player. So, what is the trick? We have prepared
example of all is to understand the use of an Empty object as the ammunition. Have a go hero – making the shooter A good exercise would be to modify the Keyboard sensor by tightening a button, so that you can shoot as much as you want. Remember, you can modify the properties of the object and make any shot look more realistic. Adding a blur effect can be interesting, and looking through the options of the 2D Filter actuator may surprise you more than once. [ 123 ] This material is copyright
3D using free software. His great admiration for the animation and interactive side of Blender is combined with his passion for games, and more specifically, the ease with which one can create games using Blender. He holds a Masters degree in Computer Science, and teaches both young and unemployed adults. I would like to thank Sisizik, without whose help I couldn't have transcribed this book. This material is copyright and is licensed for the sole use by on 4th October 2012 About the Reviewers