Game engine tutorial




















Through this series, you will learn how to project some 3D coordinates X, Y, Z associated to a point a vertex on a 2D screen, how to draw lines between each point, how to fill some triangles, to handle lights, materials and so on. This first tutorial will simply show you how to display 8 points associated to a cube and how to move them in a virtual 3D world.

Currently part one and part two are online. Here is the end result of part two:. Of course, this is all for educational purposes only! Creating a software based 3D engine in this day and age makes about as much sense as buying a horse and buggy instead of a car. So if you ever wanted a peek behind the curtains, you may want to keep an eye on this tutorial series. Branches Tags. Could not load branches.

Could not load tags. Latest commit. Git stats 21 commits. Failed to load latest commit information. Game Engine Tutorial. View code. Game Engine Tutorial Mr. See Game Engine Tutorial. Important Notes Toward the end of the tutorial, there is a call to a function that no longer exists.

So in place of setColor use setFillColor. There are some typos in the tutorial. They are good because they make you think. They make you look at the code instead of just typing away. So actually read the code and the surrounding text. You may learn something.

Meerkat demo. In this course, you'll learn how to set up the short, how Weta utilized various animation and optimization features to bring it to life, and how to render it with Movie Render Queue. Face AR Sample. Free assets. Explore a Twister city from the Unreal for all Creators projects. Epic Games Free. Epic content. Prototype your next project or get your mod up and running with this fantastic resource. Procedurally generate almost any nature scene you can think of with free rivers, trees, vines, branches, tree roots, and more.

PurePolygons Free. Expert advice, on demand. Explore a growing library of webinars dedicated to expanding your Unreal Engine and Twinmotion knowledge. Watch on your own time, learning tips and tricks from our team of product experts. Watch now. Professional training to build your real-time skillset. Learn in a live, virtual classroom setting taught by Epic instructors and authorized training partners. Learn more. Find a center.

Free for students. Free for schools. ScoreTimer will increment the score by 1. The PathFollow2D node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position.

Why PI? In functions requiring angles, GDScript uses radians , not degrees. If you're more comfortable working with degrees, you'll need to use the deg2rad and rad2deg functions to convert between the two.

Let's test the scene to make sure everything is working. Let's also assign Main as our "Main Scene" - the one that runs automatically when the game launches. Press the "Play" button and select Main. You should be able to move the player around, see mobs spawning, and see the player disappear when hit by a mob.

The final piece our game needs is a UI: an interface to display things like score, a "game over" message, and a restart button. The CanvasLayer node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs.

Score, changed by ScoreTimer. The basic node for UI elements is Control. Create the following as children of the HUD node:. Label named ScoreLabel. Label named Message. Button named StartButton.

Timer named MessageTimer. Click on the ScoreLabel and type a number into the Text field in the Inspector. The default font for Control nodes is small and doesn't scale well. There is a font file included in the game assets called "Xolonium-Regular. To use this font, do the following:. You must also set the font's Size. A setting of 64 works well.

Once you've done this on the ScoreLabel , you can click the down arrow next to the DynamicFont property and choose "Copy", then "Paste" it in the same place on the other two Control nodes. Anchors and Margins: Control nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node.

They represent the distance from the control node's edges to its anchor. See Design interfaces with the Control nodes for more details. Arrange the nodes as shown below. Click the "Layout" button to set a Control node's layout:. You can drag the nodes to place them manually, or for more precise placement, use the following settings:.

Text : Dodge the Creeps! Now add this script to HUD :. This function is called when we want to display a message temporarily, such as "Get Ready". This function is called when the player loses. It will show "Game Over" for 2 seconds, then return to the title screen and, after a brief pause, show the "Start" button. This can be very useful to add delays such as in the above code, where we want to wait some time before showing the "Start" button.

This function is called by Main whenever the score changes. Connect the timeout signal of MessageTimer and the pressed signal of StartButton and add the following code to the new functions:.

Now that we're done creating the HUD scene, go back to Main. The scene tree should look like this, so make sure you didn't miss anything:. Now we need to connect the HUD functionality to our Main script. This requires a few additions to the Main scene:. Now you're ready to play! Click the "Play the Project" button. You will be asked to select a main scene, so choose Main.

If you play until "Game Over" and then start a new game right away, the creeps from the previous game may still be on the screen. It would be better if they all disappeared at the start of a new game. We just need a way to tell all the mobs to remove themselves. We can do this with the "group" feature. In the Mob scene, select the root node and click the "Node" tab next to the Inspector the same place where you find the node's signals.

Next to "Signals", click "Groups" and you can type a new group name and click "Add". Now all mobs will be in the "mobs" group. We have now completed all the functionality for our game. Below are some remaining steps to add a bit more "juice" to improve the game experience.

Feel free to expand the gameplay with your own ideas. The default gray background is not very appealing, so let's change its color. One way to do this is to use a ColorRect node. Make it the first node under Main so that it will be drawn behind the other nodes. ColorRect only has one property: Color. You could also add a background image, if you have one, by using a TextureRect node instead.

Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: "House In a Forest Loop. Add two AudioStreamPlayer nodes as children of Main. Name one of them Music and the other DeathSound. On each one, click on the Stream property, select "Load", and choose the corresponding audio file. Since the game is played with keyboard controls, it would be convenient if we could also start the game by pressing a key on the keyboard.

We can do this with the "Shortcut" property of the Button node. Select "New Shortcut" and click on the "Shortcut" item. A second Shortcut property will appear. This is the default input event associated with the spacebar. Now when the start button appears, you can either click it or press Space to start the game. How much does it cost? What are the license terms?

Which platforms are supported by Godot? Which programming languages are supported in Godot?



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