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Blender Game Engine. Beginners Guide / Игровой движок Blender. Руководство для начинающих


Год: 2012
Автор: Victor Kuller Bacone / Виктор Куллер Бэкон
Жанр: Практическое пособие
Издательство: Packt Publishing
ISBN: 978-1-84951-702-7
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 207
Описание: BGE is a section of the Blender program that is a free, 3D software package. Blender is very
powerful and very complex at the same time. The Beginner''s Guide is a gentle introduction,
not only for someone interested in learning about games made in Blender, but also for
anyone who is curious to know all about what can be done with Blender.

What you will 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
Preface

Chapter 1: Things You Need to Know
Things you need, and things you don''t
Time for action – start using the BGE
Exploring the interface of the Logic Editor
Time for action – exploring the logic bricks world
Time for action – moving the cube
Summary

Chapter 2: Your Characters
An example – save the whale!
How to create a library
Time for action – downloading models from the Internet
Importing other files into Blender
Time for action – cleaning up the model in Blender
Involving enemies in the game
Time for action – appending the enemy
Creating a meeting point
Time for action – making the enemy follow a path
Summary

Chapter 3: The First Level
Block out a level environment
Time for action – creating the scene
Creating a player view
Time for action – renaming the scene
Defining the boundaries
Time for action – closing the entry point
Marking the end of level
Time for action – opening the end point
Summary

Chapter 4: Collisions
Respawning the character
Time for action – returning to the original position
Creating trap doors
Time for action – moving the blocks of ice
Real-time motion
Time for action – rolling objects
Creating looped actions
Time for action – making waves
Summary

Chapter 5: Gameplay
Growing the character
Time for action – counting
Creating a life indicator bar
Time for action – decreasing life
Creating a counter of items collected
Time for action – collecting
Creating a map of the level we play
Time for action – overlaying something like a map
Changing the camera view
Time for action – view 1, 2, 3
Moving to another layer
Time for action – throwing things
Summary

Chapter 6: Liven up Your World!
Animate the character
Time for action – moving the whale''s tail
Making the environment come alive
Time for action – creating sounds and music
Animate your enemies
Time for action – animating the hunter
Make your own game
Time for action – making the hunter shoot
Summary

Chapter 7: Game Menu Screens
Making titles
Time for action – creating your first game title
Creating simple buttons
Time for action – using the up or down options
Making an externally executable game
Time for action – exporting your game
Summary

Chapter 8: Publishing Your Game
Playing your game on the Web
Time for action – using the Burster plug-in
Making some trailers
Time for action – recording it
Creating something more
Time for action – updating your game
Summary

Appendix: Pop Quiz Answers
Download
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