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Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users

Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users (Paperback)

Alan Thorn (지은이)
  |  
Apress
2020-06-14
  |  
119,550원

일반도서

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Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users

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· 제목 : Moving from Unity to Godot: An In-Depth Handbook to Godot for Unity Users (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484259078
· 쪽수 : 273쪽

목차

Chapter 1:  Introducing Godot - Why Migrate?

Chapter Goal: The Godot Engine is a free and powerful game engine. Learn why you should move from Unity to Godot. Explore the engine benefits and features in summary

Sub -Topics

1.            Godot engine introduction

2.            How to download and install

3.            Reasons to migrate

4.            Limitations and the future

Chapter 2:  Getting Started with Godot - Interface, Worlds, and Assets

Chapter Goal: The Godot engine has many similarities with Unity but also important differences. This chapter explores the core features of Godot for a first-time user looking to make a quick start.

Sub - Topics       

1.            Interface and controls

2.            Scenes and nodes

3.            Components and scripts

4.            Assets and resources

Chapter 3: Scripting with C# in Godot - Common Tasks

Chapter Goal:  Godot supports several scripting languages for building gameplay. C# is a powerful choice. This chapter explores how to use C# to implement critical gameplay tasks easily.

Sub - Topics:      

1.            Getting started with C# scripting

2.            Events and responses

3.          Signals and Connections

4.          Processing nodes and scenes

Chapter 4: Materials, Lighting, and Post-Processing

Chapter Goal: Learn how to make amazing looking scenes in 2D and 3D with Godot. This chapter explores materials, lights and post-processing to help you create believable, atmospheric worlds.

Sub - Topics:

1.            Direct vs indirect illumination

2.            Directional, point and spotlights

3.            Baked lighting and global illumination

4.            Environments and effects

Chapter 5: Navigation and Path-Finding

Chapter Goal: Create intelligent NPCs that can navigate around your scenes using the Godot Path-Finding Tools. Learn how to build navigation meshes and create steering behaviors for your NPCs.

Sub - Topics:

1.            Build navigation meshes

2.            Refine and improve navigation tools

3.            Create intelligent NPCs

4.            Moving objects

Chapter 6: Making a First-Person Controller

Chapter Goal: Build first-person functionality to create a first-person controller for 3D games. Allow your player to move and look around, and to collide with physical objects.

Sub - Topics:

1.            Create movement behavior

2.            Add mouse look functionality

3.            Add physics and collision behavior

4.            Coding jumps and gravity

Chapter 7: Mini-Projects - Case Studies in Godot

Chapter Goal: See practical, project samples in Godot for learning more advanced features. See how to save data, create coroutines, use visual scripting, and create animations.

Sub - Topics:

1.            Coroutines

2.            Visual scripting

3.            Animating objects

4.            Saving game data

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