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Blender Game Engine is the part of the Blender 3D editor used to create actual 3D video games. It's the ideal entry level game development environment because you don't even need to learn to program. Create a complete game using Bender's innovative logic bricks."Blender Game Engine: Beginner's Guide" is the ideal introduction to game development. Using only logic bricks, the reader will create a complete game in Blender. By the end of the book the reader will be able to use their skills to create their own 3D games.
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Seitenzahl: 151
Veröffentlichungsjahr: 2012
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First published: September 2012
Production Reference: 1300812
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Cover Image by Asher Wishkerman ( <[email protected]> )
Author
Victor Kuller Bacone
Reviewers
Pang Lih-Hern
Michelangelo Manrique
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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.
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.
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.
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In this book, you will find the necessary tools for the friendly Blender Game Engine. When I set out to write a book for beginners, I was preparing the text of a game called "Save the Whale." Of course, much of the introduction to this text could be applied to the first chapters of the book you have in your hand. So mostly, some of the exercises you will find are extracted from a game idea of mine, which eventually helped me explain many of the concepts of Blender Game Engine, such as how Blender's interface works, and what kind of connections must be learned to move our character within our own game.
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.
Blender, as you know, is an open source program and has many followers. So much so that the program is complex, involving many fields of work, and you can use it in different disciplines. Parts of the program may be unknown to you if you do not apply them to your project. So a part of the BGE is for beginners, not for those who have not used Blender in their life, but for those who use Blender daily and have not played with the game engine program. This is a powerful tool whose potential you will see in the following pages of this book. Here is a list of the chapters with their brief overview.
Chapter 1, Things You Need to Know, starts off with a general overview of what the Blender interface looks like, how to focus in BGE mode, what the Logic Editor is and how it runs. The Logic Editor is simple to use, as determined by using the keys and the actions, which are associated with each object in the scene. A simple explanation of how they connect the bricks will open a world of possibilities.
Chapter 2, Your Characters, directly starts with BGE, but needs some models for it to work. If we start working with the BGE, then we must have a library of all of the objects we use in our game. On the Internet, we can find plenty of 3D objects that can be useful for our game. We suggest that you use some pages from the best library, and some good advice to create your game.
Chapter 3, The First Level, begins with the specific objects that we need, with a quick overview of the game level by creating an environment. We will show you how to create the beginning of a game, which marks the start and end of the level of play we created.
Chapter 4, Collisions, explains some of the most common responses of collisions. This is because collisions are the most important part of our character's interaction with its own universe. This confrontation between the character and everything around it can be very important in the game.
Chapter 5, Gameplay, explains the next level of the game. It explains how to keep score, the level of life bar, and many more essential constants in the game, regardless of the level of play you are in. In this chapter, we will discuss the most essential topics, such as life bar, counters, maps, or viewpoints.
Chapter 6, Liven Up Your World!, makes it extremely important for us to improve our game, by animating it and creating the difference.
Chapter 7, Game Menu Screens, covers the menu screens of a game, and shows how to create menus to start playing, create titles and buttons, and how to create the executable to start the game.
Chapter 8, Publishing Your Game, creates a first draft, which is playable at the first level of your game that was made in Blender. When you have finished the game or demo, it is time to publicize your game in order to get people to download it and mark their comments. In this section, we show some interesting ideas for the same.
This book will not make your game the best, but will only show the fundamental principles of the game engine and how it works with the logic bricks.
For good and best use, I highly recommend the reader of this book to write down his idea of the game on a paper, decide on the character or characters that will be a part of it, the enemies of the characters, and especially how the game environment should look.
A good plan like this will get half the work done. The basic equipment that the user may need later is the Blender program which can be downloaded for free from its official website: http://www.blender.org.
Remember, idea, pen and paper, and then Blender. Do not even begin to reverse this, else you might have too many headaches.
Blender has very low hardware requirements; for more details visit http://en.wikipedia.org/wiki/Blender_(software) and http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender.
