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Blender Game Engine Beginner's Guide PDF

207 Pages·2012·11.146 MB·English
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This material is copyright and is licensed for the sole use by on 4th October 2012 Blender Game Engine Beginner's Guide The non programmer's guide to creating 3D video games Victor Kuller Bacone BIRMINGHAM - MUMBAI This material is copyright and is licensed for the sole use by on 4th October 2012 Blender Game Engine Beginner's Guide Copyright © 2012 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: September 2012 Production Reference: 1300812 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-84951-702-7 www.packtpub.com Cover Image by Asher Wishkerman ([email protected]) This material is copyright and is licensed for the sole use by on 4th October 2012 Credits Author Project Coordinator Victor Kuller Bacone Sai Gamare Reviewers Proofreader Pang Lih-Hern Joel T. Johnson Michelangelo Manrique Indexer Acquisition Editor Rekha Nair Robin de Jongh Production Coordinator Lead Technical Editor Melwyn D'sa Hithesh Uchil Cover Work Technical Editors Melwyn D'sa Rati Pillai Lubna Shaikh Copy Editors Brandt D'mello Insiya Morbiwala Alfida Paiva About the Author Victor Kuller Bacone is the pen name for a Blender enthusiast of six years. By profession, he is a video editor, but the explosion of current technologies has led him to learn 3D software, and he chose Blender out of them all. In the short span of his career within the Blender community in Catalonia (Spain), Victor has promoted Blender events, master classes, and an online magazine under the name Blendercat (http://www.blendercat.org) for anyone who wants to learn 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 Pang Lih-Hern is a Computer Game Engine Programmer with more than five years of industry experience. He started programming when he was 12, learning the quick, basic language. After graduating with a degree in Software Engineering and Games Design from Multimedia University Malaysia, he began his freelancing endeavors, which eventually led him to be a part of the core technical team for John Galt Games (Malaysia). He was a part of the decision-making group for designing and implementing the company's proprietary game engine. Lih-Hern is also actively involved on the open source front, often submitting fixtures and features for the popular, open source Ogre3D engine. One notable contribution of his was the Parallel Split Shadow Map feature that enhances the shadow rendering of a 3D scene. He is also a strong advocate of Blender and is currently holding the position of maintaining the Blender exporter to Ogre3D's mesh format. After leaving John Galt Games (Malaysia), Lih-Hern co-founded Liquid Rock Games Sdn. Bhd. (outsource development) and Nakama Studios Sdn. Bhd.(in-house development) with his fellow artist partner Yap Chun Fei. The goal was to create innovative, AAA-quality games, without the need for a huge budget cost, by means of using open source technology and tools, such as Blender, Gimp, and Ogre3D. As of now, Nakama Studios (their in-house development studio) is in the process of developing its first, racing title named TrackVerse (formally known as Aftershock), an online, multiplayer, racing construction kit game. The game's artwork have been modeled and textured using Blender and Gimp, showcasing the capability of such tools in the commercial market. Lih-Hern has also reviewed another book for Blender published by Packt Publishing called Blender 2.49 Scripting by Micheal Anders. First of all, I would like to thank Packt Publishing for giving me the opportunity to review this book. I would also like to thank my family and the co-partner of my company, for allowing me the spare time and support to review this book. This book serves as a nice introduction to the world of game development, to enthusiasts with little or no knowledge in game development. I hope this book will help pave the initial, stepping stones for using the Blender Game Engine to create their own dream games. This material is copyright and is licensed for the sole use by on 4th October 2012 This material is copyright and is licensed for the sole use by on 4th October 2012 Michelangelo Manrique, born on May 20th, 1980, has always been interested in Fine Arts. This interest made him not only start his university studies in the History of Art, but also to work as a painter and art curator. Michelangelo also has a love of technology, and he discovered the use of Blender in 2004. Blender caught his attention and he was fascinated by this 3D suite's possibilities and workflow. He is currently a member of bf-docboard-es, helping with the official wiki translation of the Blender software to the Latin-Spanish community. Presently, Michelangelo is working as a programmer. He publishes tutorials and writes articles, and at the same time offers different courses for Blender learning. He is available to do freelance or collaborative work with other studios, or for discussion events about the software. Michelangelo is a Blender Foundation Certified Trainer. For further information, visit http://www.lighthouseanimation.es. Michelangelo has also been working on different areas of software engineering, such as developing websites, managing databases, or programming for http://www.gpvwc.com. He is currently working as a full-time programmer at gamereactor.es, and is actively involved in the Blender community through publishing articles and offering courses for Blender learning, especially regarding rigging and modeling. This material is copyright and is licensed for the sole use by on 4th October 2012 www.PacktPub.com Support files, eBooks, discount offers and more You might want to visit www.PacktPub.com for support files and downloads related to your book. Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at www.PacktPub.com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at [email protected] for more details. At www.PacktPub.com, you can also read a collection of free technical articles, sign up for a range of free newsletters and receive exclusive discounts and offers on Packt books and eBooks. http://PacktLib.PacktPub.com Do you need instant solutions to your IT questions? PacktLib is Packt's online digital book library. Here, you can access, read and search across Packt's entire library of books. Why Subscribe? ‹ Fully searchable across every book published by Packt ‹ Copy and paste, print and bookmark content ‹ On demand and accessible via web browser Free Access for Packt account holders If you have an account with Packt at www.PacktPub.com, you can use this to access PacktLib today and view nine entirely free books. Simply use your login credentials for immediate access. This material is copyright and is licensed for the sole use by on 4th October 2012 Table of Contents Preface 1 Chapter 1: Things You Need to Know 7 Things you need, and things you don't 8 Time for action – start using the BGE 9 Exploring the interface of the Logic Editor 11 Time for action – exploring the logic bricks world 12 Time for action – moving the cube 18 Summary 25 Chapter 2: Your Characters 27 An example – save the whale! 27 How to create a library 28 Time for action – downloading models from the Internet 28 Importing other files into Blender 32 Time for action – cleaning up the model in Blender 32 Involving enemies in the game 37 Time for action – appending the enemy 37 Creating a meeting point 39 Time for action – making the enemy follow a path 39 Summary 44 Chapter 3: The First Level 45 Block out a level environment 46 Time for action – creating the scene 46 Creating a player view 54 Time for action – renaming the scene 54 Defining the boundaries 58 Time for action – closing the entry point 59 Marking the end of level 62 Time for action – opening the end point 62 Summary 66 This material is copyright and is licensed for the sole use by on 4th October 2012

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