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23. May 2018


I just realized that even though I have been developing a Godot 3 tutorial series and book for the last several months, I haven’t actually posted it here on the front page of GameFromScratch.  Each tutorial is published as pages instead of posts so it doesn’t appear on the front page or in the GameFromScratch.com timeline!  Ooops…SeriesIntroduction


So anyways… I’m working on both a new tutorial series covering the recently released Godot 3.  If you followed my Godot 1/2 tutorial series you should have a good idea what to expect.  In this case the series is primarily video passed, but don’t worry if you prefer text I am publishing all code samples and assets here on GameFromScratch.  Additionally I am writing a book that parallels the videos published in the series.  While it is not available for purchase yet, I am making WIP chapters available to GFS Patreons as I finish them.


Currently the series covers the following topics:

  • Introduction
  • Getting Started
  • Nodes, Scenes and Trees
  • GDScript Programming 101
  • 2D Graphics, Sprites and Animation
  • Keyboard, Mouse and Joystick Input
  • User Interface Development


The series will expand to cover all aspects of Godot 3 development, including 3D, VR and Mobile development topics.  Expect a chapter on Godot 3 audio to be up shortly.


You can access the homepage to the tutorial series here which in addition to video links, also includes all of the code samples and assets used.  If you prefer to just watch the videos, you can find the YouTube playlist here.

Programming


5. May 2018


Godot 3 is gaining new functionality at a staggering rate.  Just last week I wrote about the addition of CSG Support.  Yesterday the development branch of Godot 3 gained 2D Skeletal Deformation, enabling you to animate deformations on a 2D texture using bones.  Essentially you create a Polygon2D object, apply a texture to it and create a polygon cage.  Then you set a series of bones and paint the influences for those bones, at which point on you can deform the underlying texture using the bone system you just created.  If you’ve used a tool like Creature, Spine, COATools or Spriter, you’ve probably got a decent idea how this process works.


If you want to play around with this functionality you current need to build the current development branch yourself.  However if you just want to see the how the new systems work, check out the following video which shows you step by step how to use 2D deformations in Godot.


Do keep in mind this functionality is brand new and under development, so expect some changes in the way things work and the occasional bug, although I didn’t encounter any personally.  If you are interested in learning more be sure to check out the full writeup over on GodotEngine.org.

GameDev News


28. April 2018


The development branch of the Godot game engine just received CSG (Constructive Solid Geometry) support.  Keep in mind it was just added and you need to build from source, so expect some bugs and glitches for now.  CSG can be thought of like super powered boolean modelling, enabling you to prototype game levels extremely quickly by adding and subtracting geometric primitives from each other.  You can also now loft polygonal objects to create more complex CSG shapes.  Since everything is implemented as nodes, everything can be instanced, animated, etc.


You can check out the new CSG functionality in action in this video, also embedded below.


If you are interested in learning to use the Godot 3 game engine, be sure to check out our complete tutorial series available here.

GameDev News


1. February 2018


As part of the Godot 3 release, Godot got official support for VR headsets using Cardboard, SteamVR and OpenHMD interfaces implemented using the new GDNative functionality in Godot.  Today I decided to test it using my Samsung Odyssey HMD a Windows Mixed Reality headset that has beta compatibility with SteamVR.  I personally had very little hope for things to go smoothly… boy was I wrong.  What follows is a step by step guide to using VR in Godot.  This whole process is made possible by the hard work of Bastiaan Olij, his Godot 3 OpenVR project is available here.


First, we assume that you are using Godot 3 or higher.  If you havent already installed Godot 3 or higher, go do so now.

Next, create a new project, the specifics really don’t matter.  There are a few requirements, every scene must have a ARVRCamera and the camera must have an ARVROrigin as it’s parent.  I start with the following setup:

image


The ARVROrigin only has one property, the world scale.  The ARVRCamera has several more options such as FoV, an Environment and more.  For now the defaults are fine.  Next we need to do a small bit of code to run the VR server.  Attach a script to the root node and add the following code to _ready:

func _ready():
	var vr = ARVRServer.find_interface("OpenVR")
	if(vr and vr.initialize()):
		get_viewport().arvr = true
		get_viewport().hdr = false


And… done!  Really, that’s it.  Add a few objects to your scene under the ARVROrigin.  Plugin in your headset and press play.  At this point in time your scene should render on your headset and you should already have head tracking enabled!


Next up, let’s go ahead and install the OpenVR functionality.  First select the AssetLib tab:

image


Now search for VR and select OpenVR module:

image


Click the install button.  Then once downloaded, click install again:

image


Now click Install once again and addons will be copied to your project including all of the dlls and scenes we need.


Next it’s time to implement some controller logic.  You could implement them yourself using ARVRController, or you can let someone else do the hard work!  With ARVROrigin selected, right click and select Instance Child Scene…

image


Navigate into the module we installed earlier into the folder addons/godot-openvr/scenes and select ovr_controller.tscn.

image



Next you can add default behavior to the controller you just created.  Right click the newly created controller node, instance child scene and this time select Function_Pointer.tscn.  Your scene should now look like:

image


At this point you now have a 3D game with full head tracking, a single controller with pointer functionality.  Pretty awesome!  For even more functionality you can implement another controller, attach teleport controls to it and you will have the ability to move around.  Next replace your camera with a ovr_first_person scene and presto, you’ve got a VR game!


If you’d prefer the video version check here (or embedded below):

Programming


30. January 2018


Godot 3.0 is finally here!  Godot is an open source 2D/3D game engine and the 3.0 release brings a massive number of new features including a new 3D renderer, Bullet physics,Godot3Released C# support, OpenVR and Cardboard support, GDNative plugins and much more!  Stay tuned to GameFromScratch for some great new Godot 3 tutorials and more.  Our existing tutorial series is still about 90% valid if you are looking to get started today.


New features of this release taken from the Godot announcement blog:


You can get more detail in our hands on video available here and embedded below.

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