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(11 reviews)
Author: Dalai Felinto
ISBN : 1435456629
New from $23.77
Format: PDF
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Game Development with Blender is the complete guide to the Blender game engine. More than two years in the making, the book spans topics ranging from logic brick and physics to graphics, animation, scripting, and more. Each chapter covers in detail a different aspect of the Blender game engine, with tutorials, extensive documentation, and valuable advice on when to use the tools--all distilled from the authors' 20 years of combined Blender experience. Blender is a free, open-source 3D content-creation suite, a powerful and flexible platform that allows you to build games and interactive applications such as architecture walk-throughs, science visualizations, experimental projects, and much more. In this comprehensive guide, you will learn how to design a complete game from beginning to end, create games without writing a single line of code, bring your 3D characters to life with animations, unleash the power of material creation with nodes, have fun making JELL-O bounce with the physics engine, program in Python like a pro, make your games run faster using lightmaps and normal maps, publish your games for Windows, Mac, and Linux, and improve your games by learning from 10 real-world projects. This book has been prepared for the release of Blender 2.66a, ensuring that you have the most up-to-date information in your hands. Whether you are new to Blender or a seasoned Blenderhead, Game Development with Blender will help you create the games you've always wanted. Purchasing this book also gives you access to more than 100 online companion files, which include tutorials, sample files, and extra demos that will help you get the most out of the Blender game engine.
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- Paperback: 448 pages
- Publisher: Cengage Learning PTR; 1 edition (June 19, 2013)
- Language: English
- ISBN-10: 1435456629
- ISBN-13: 978-1435456624
- Product Dimensions: 9.1 x 7.2 x 1.2 inches
- Shipping Weight: 2 pounds (View shipping rates and policies)
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I was a bit disappointed with the book due to a few things, which I will go over, as I don't feel like I learned that much.(to be fair this may change over time)
1/ the fact that some really common examples of games(such as a side scroller,or a firing weapon, or an fps character for example, and how to set one up, as a standard game asset) and doing both as a mini tutorial, and also explaining game industry standard setups for these, like a heads up display for example, aren't demonstrated.
2/ the first third of the book just goes into full detail of the sensors, actuators and controllers, but without showing a real world example. This was why I bought the book, but I don't feel that it really fulfilled this goal . It has many screen shots of the sensor/controller panels an settings, but no actual example of it in use to demonstrate it very clearly.
3/ The book sort of assumes you know a fair bit about game engines, but that's why I bought this book! To learn about games using Blenders logic bricks, not coding in Python.
I think if I downloaded the games described at the end of the book,(e.g. Super Blender Galaxy by Carlos Limon) and studied those files, I would learn more than the book, I just think it doesn't build up from easy to difficult, it's sort of all difficult, the sensor and controllers could have been an appendix instead, as a reference after learning how to use them in a game.
The shark game was a bit lame, it could have been really awesome with a cool fearsome shark, and a realistic water shader by Martins Upitis, not a monkey head shark! I am sick of old school super low poly Blender game demos!They are not even as good as a current phone game! What about Dead Cyborg, that is awesome in comparison!
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