<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Intro to 3D on Godot 4 レシピ</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/3d/index.html</link><description>Recent content in Intro to 3D on Godot 4 レシピ</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Sat, 09 Mar 2019 05:22:12 -0700</lastBuildDate><atom:link href="https://kamera25.github.io/godot_recipes/4.x/g101/3d/index.xml" rel="self" type="application/rss+xml"/><item><title>The 3D Editor</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_01/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_01/index.html</guid><description>&lt;p&gt;In this tutorial, we&amp;rsquo;ll look at how to start working in 3D in Godot. You&amp;rsquo;ll
learn how to navigate in the 3D editor, how to create and manipulate 3D objects,
and how to work with some of Godot&amp;rsquo;s essential 3D nodes, such as cameras and
lighting.&lt;/p&gt;
&lt;h3 id="are-you-ready"&gt;Are you ready?&lt;/h3&gt;
&lt;p&gt;A word of warning: 3D development can be quite a bit more complex than working
in 2D. While many of the same principles apply - such as working with nodes,
writing scripts, and handling logic/data - 3D brings with it a number of other
considerations. For this reason, it&amp;rsquo;s a good idea to stick to 2D for your first
few projects, moving to 3D once you have a good understanding of the game
development process. This tutorial will assume you have completed at least
an introductory Godot 2D project, such as the one in the [official Godot tutorial]
(&lt;a href="https://docs.godotengine.org/en/stable/getting_started/step_by_step/your_first_game.html%29" target="_blank"&gt;https://docs.godotengine.org/en/stable/getting_started/step_by_step/your_first_game.html)&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Importing 3D Objects</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_02/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_02/index.html</guid><description>&lt;p&gt;In the last part, we started a 3D project and looked at how to navigate and create 3D objects. In this part, you&amp;rsquo;ll learn how to import existing 3D objects that you&amp;rsquo;ve made or downloaded and how to use more of Godot&amp;rsquo;s 3D nodes.&lt;/p&gt;
&lt;h2 id="importing-3d-objects"&gt;Importing 3D Objects&lt;/h2&gt;
&lt;p&gt;If you&amp;rsquo;re familiar with 3D modeling software such as Blender, you can make your
own models to use in your game. If not, there are many sources where you can
download objects or even collections of objects for particular game types. One
of our favorite makers of free game art is &lt;a href="https://kenney.nl/" target="_blank"&gt;Kenney.nl&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Creating a 3D Character</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_03/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_03/index.html</guid><description>&lt;p&gt;In the last part, we covered how to import 3D objects and how to arrange them in a scene. In this installment, we&amp;rsquo;ll add more objects to the scene, including a user-controlled character.&lt;/p&gt;
&lt;h2 id="building-the-scene"&gt;Building the Scene&lt;/h2&gt;
&lt;p&gt;We&amp;rsquo;re going to continue using the Kenney Platformer Kit we downloaded in &lt;a href="https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_02/"&gt;Part 2&lt;/a&gt;. Select all the &lt;code&gt;block*.glb&lt;/code&gt; files and in the &lt;strong&gt;Import&lt;/strong&gt; tab set their &lt;strong&gt;Root Type&lt;/strong&gt; to &lt;i class="gd-StaticBody3D"&gt;&lt;/i&gt;&lt;code&gt;StaticBody3D&lt;/code&gt;. Uncheck the &lt;strong&gt;Root Name&lt;/strong&gt; property and click &lt;strong&gt;Reimport&lt;/strong&gt;. Select &lt;code&gt;blockLarge.glb&lt;/code&gt; and make a new inherited scene. Use the &lt;strong&gt;Create Single Convex Collision Sibling&lt;/strong&gt; option on the mesh using the menu as you did in the last tutorial. Now you can save the scene - I recommend making a separate folder for this, as soon you&amp;rsquo;re going to have a bunch of scenes representing the differently shaped platform parts.&lt;/p&gt;</description></item><item><title>Edge Detection &amp; Mouse Capture</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_05/index.html</link><pubDate>Sat, 09 Mar 2019 05:22:12 -0700</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_05/index.html</guid><description>&lt;p&gt;In the last part, we learned how
to use Area3D nodes to detect contact between objects, making coin, bullet,
and spike objects for our character to interact with. In this part, we&amp;rsquo;ll look
at a few small improvements: capturing the mouse, animating the coins, and
detecting edges so our character doesn&amp;rsquo;t fall.&lt;/p&gt;
&lt;h2 id="capturing-the-mouse"&gt;Capturing the Mouse&lt;/h2&gt;
&lt;p&gt;One issue with our mouse-based controls is that as you move the mouse from side
to side, it eventually moves out of the game window and hits the edge of your
screen. To solve this, we need to &amp;ldquo;capture&amp;rdquo; the mouse. However, if we do that,
we won&amp;rsquo;t be able to close the window or anything else - our mouse will be gone!
We&amp;rsquo;ll need a way to release the mouse again.&lt;/p&gt;</description></item><item><title>Using CSG</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_06/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_06/index.html</guid><description>&lt;div class="box notices cstyle tip"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-lightbulb"&gt;&lt;/i&gt; Tip&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;This article is being updated from Godot 3 to Godot 4.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;Earlier, we saw how to design a 3D environment using imported models. But what
if you want to make something like a room, with walls, doors, ramps, and other
features, but you don&amp;rsquo;t have any models handy? CSG to the rescue!&lt;/p&gt;
&lt;h2 id="what-is-csg"&gt;What is CSG?&lt;/h2&gt;
&lt;p&gt;CSG stands for &lt;strong&gt;Constructive Solid Geometry&lt;/strong&gt;. It allows you to combine primitive shapes to build complex geometry. Shapes can be combined with boolean operations such as &lt;em&gt;Union&lt;/em&gt;, &lt;em&gt;Intersection&lt;/em&gt;, and &lt;em&gt;Subtraction&lt;/em&gt;.&lt;/p&gt;</description></item><item><title>First-person Character</title><link>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_07/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/g101/3d/101_3d_07/index.html</guid><description>&lt;div class="box notices cstyle tip"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-lightbulb"&gt;&lt;/i&gt; Tip&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;This article is being updated from Godot 3 to Godot 4.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;In this installment, we&amp;rsquo;ll look at how to make a first-person character. We&amp;rsquo;ll use the CSG-based level we designed in the previous part as a place to walk around and test our movement.&lt;/p&gt;
&lt;h2 id="character-scene"&gt;Character Scene&lt;/h2&gt;
&lt;p&gt;In an FPS or similar game, we want to give the player the illusion that they&amp;rsquo;re
looking out of the character&amp;rsquo;s eyes. One nice aspect of this is that we don&amp;rsquo;t really need a model, at least to get started.&lt;/p&gt;</description></item></channel></rss>