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De Bénicourt Grégory Gossellin. - Create your own 3D games with Blender Game Engine

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De Bénicourt Grégory Gossellin. Create your own 3D games with Blender Game Engine

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Graziel Press, 2015. 354 p. ISBN: 979-1093846019.
Reserved, for a long time, to a small circle of enthusiast developers, 3D is not yet commonly used by independent video games development studios (the Indies). Its for a good reason: the entrance ticket is relatively high.With Blender (free and Open Source), you can model, animate, create a 3D rendering and have a game engine. With this book, we invite you to try to create directly several game projects. With these projects, about a hundred recipes will help you to create any type of game.Thanks to the resources freely available to everybody on the Internet, you dont have to be graphic designer or programmer to create a game.
You dont want to read 400 pages of theory about modeling, animating and programming in python? This book was written for you. You are invited to create directly several game projects: a platform game (like Super mario), a First-person Shooter (like Doom, Far Cry or Half-Life), a Third-person RPG (like Tomb Raider, GTA or Watch Dogs), a voxel sandbox game (like Minecraft), a car race and a flight simulator. With these projects, about a hundred recipes will help you to create any type of game.If you arent an addict, itll come to you sooner than you realize. Its more fun to create a game than to play with the last blockbuster. Youll be the architect of a new world, with its own rules. The only limits are the one of your imagination...
High technology enthusiast, games addict and 3D geek, the author wants to honor these games that have revolutionized this domain.

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Collection Do & Understand
Graziel Press

Create your own 3D games like pros

With Blender Game Engine

I dedicate this book to my father, Ernest, who has taught me that you must now enjoy life and never postpone your dreams, otherwise they'll never happen. I remember those long nights where we copied program lines together, without really understanding their meaning. Then the day came when I realized I could create. He was a good man, hardworking, inquisitive and clever with his hands. You wanted to travel and explore the world... I hope that wherever you are, you can paint the world with the largest color palette.

And I would also like to dedicate this book to you, readers, with the secret hope that this book inspires you beyond theory. Everyone has a story to tell. I rely on you for telling yours through a game and giving your family, friends and, why not, whole world through the Internet, a chance to play it. This potential is in you. The game is probably the best way to transmit knowledge, employ it wisely.

And never forget that Nothing great in the world has ever been accomplished without passion (Hegel)

Greg G.d.B.

Copyright Graziel Press Legal depot: december 2015

ISBN : 979-10-93846-01-9

Graziel Press

9, chemin des Barroutiers

81300 Graulhet

France

Phone: 33 952 054 015

Fax: 33 957 054 015
RCS: Castres B 801 370 800

email:

website: www.graziel.com

Author Gregory GOSSELLIN DE BENICOURT Collection Do Understand The - photo 1

Author: Gregory GOSSELLIN DE BENICOURT

Collection Do & Understand

The Blender logo is a copyrighted property of NaN Holding B.V, and had a license in 2002 - Blender Foundation. The logo and the brand name Blender are not part of the GNU GPL, and can only be used commercially by the Blender Foundation on products, websites and publications. The use of the logo has been permitted by Ton Rosendaal.

The names quoted on this Internet site are registered or are trademarks belonging to their respective proprietors.

This book is therefore protected by international law on authors rights and the protection of intellectual property. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, excepted as permitted by the law of March 11 1957 and of July 3 1985 which cover authors copyrigh t. In France, authors copyright is governed by the Code of Intellectual Property of the July 1st 1992 which groups together the laws relative to intellectual property, notably that of March 11 1957 and the law of July 3, 1985.

For the first edition of this book

Press :

More than a book, the author developed a method based on martial arts: to understand, you should repeat a gesture until it was perfect. (AFJV, Association Franaise pour le Jeu Vido)

It'll be your reference book on the Blender game Engine thanks to its recipes step by step (Web site developpez.com)

The author has developed a new approach to educate children and young peoples to video-game creation. By teaching them the necessary techniques for this job, players can see differently their games, giving way to a creative approach. (Programmez)

Feedback from readers :

Perfect for beginners like me. I was first surprised by the quality of the content, the text was written in a smart and effective way []. A book that I further recommend to Blender users to learn some subtleties (Jeremy H.)

I am really pleased to have this book. Computer graphics designer by profession, I use 3DSMax for many years and I had listen good things about Blender. But I did not known that we could create some games or interactive demonstrations with it! I did not want to program, but the visual editor is pleasant. I learned plenty about video games creation, I recommend it to beginners and also to passionate (Aurlie P.)

It's very empowering. You can't imagine how much I dreamt about this book in my childhood (Pierre A.)

I have always been intrigued by the way the games are made until this book, I thought it takes a real genius to produce a game. Actually, it's not the case I don't understand why it has taken so long for an author to write a book where we can find everything I need to create a game. Thanks for this wonderful book, a revelation and a Bible for video game creation! (Sbastien R.)

A book with a content which cover the subject beyond my expectations, far beyond. Saying that it's excellent is a euphemism... it's a must-reading ! Thanks to the author for this jewel which proposes turnkey functionalities and a pragmatic approach. (Christian B.)

Thanks to the others whose we don't reproduce the feedback but we was been enormously touched.

Table of contents

TOC \t "Titre 1,1,Titre 2,2,Titre 3,3" \h

I - Foreword

Reserved, for a long time, to a small circle of enthusiast developers, 3D is not yet commonly used by independent video games development studios (the Indies). And it's for a good reason: the entrance ticket is relatively high . Create a 3D game requires a lot of knowledge because it's a multidisciplinary domain. In addition, software are mostly overpriced and development times are much longer than for 2D games.

With this book, we want you to discover this vast field, with an introduction to the creation of several types of games, arcade games such as "platform" for FPS (First-Person Shooter), through adventure games or racing cars. We realize that it's difficult for a newbie to make his first game, but we hope we'll give him the motivation to increase one's knowledge with many tutorials and videos web-based. Before being a book on Blender, this is primarily a book about video games creation.

Ultimately, what better use of a computer can we expect that the creation of his own universe and the possibility to see it live and grow? Limited only by imagination...

Game is entertainment, but it's also a great tool for learning. The "Serious Games" and edutainment games have a great future ahead of them.

The author discovered the computer through the Amstrad CPC 464 and a book "Adventure Game Writers Handbook for CPC" written by Jrg Walkowiak. For that reason, his first book is dedicated to this topic. P assionate about game development and player, he wanted to pay tribute to all those games that have revolutionized the field. With this book, the author hoped that young people can find more enjoyment in creating games than playing them. Computer engineer by training, he has created two video games that have been published in France, Germany and the United States. He hosts a blog on video game creation, with a particular attention to game engines and 3D graphics: www.benicourt.com .

All scripts offered in this book can be freely used in your projects whether educational or commercial respecting licenses when limitations are indicated. A mention of the author and this book would be greatly appreciated .

Acknowledgments

Firstly, many thanks to Ton Roosendaal for creating the finest tool for modeling and 3D animation, and offering it to the community.

Thanks to Alexandre Laurent , in charge of the 2D/3D/Games section of developpez.com, for its corrections and suggestions.

Thank you to Jrg Walkowiak for enchanted my childhood with the book "Adventure Game Writers Handbook for CPC" published by Data Becker / Micro Application.

Thank you to the community of BlenderArtists.org (Monster, Agoose77, Mobious, HG1, BluePrintRandom, Kheetor, Solarlune, Raco, and all others) for their help, their imagination and passion shared on these forums. And to the Francophone community Blenderclan .

Thank you to artists who have generously shared their creations on BlendSwap.com and without whom this book would not been able to go so far in creating different projects.

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