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Game Development with Blender Paperback – June 19, 2013
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Top Customer Reviews
1/ the fact that some really common examples of games(such as a side scroller,or a firing weapon, or an fps character for example, and how to set one up, as a standard game asset) and doing both as a mini tutorial, and also explaining game industry standard setups for these, like a heads up display for example, aren't demonstrated.
2/ the first third of the book just goes into full detail of the sensors, actuators and controllers, but without showing a real world example. This was why I bought the book, but I don't feel that it really fulfilled this goal . It has many screen shots of the sensor/controller panels an settings, but no actual example of it in use to demonstrate it very clearly.
3/ The book sort of assumes you know a fair bit about game engines, but that's why I bought this book! To learn about games using Blenders logic bricks, not coding in Python.
I think if I downloaded the games described at the end of the book,(e.g. Super Blender Galaxy by Carlos Limon) and studied those files, I would learn more than the book, I just think it doesn't build up from easy to difficult, it's sort of all difficult, the sensor and controllers could have been an appendix instead, as a reference after learning how to use them in a game.
The shark game was a bit lame, it could have been really awesome with a cool fearsome shark, and a realistic water shader by Martins Upitis, not a monkey head shark! I am sick of old school super low poly Blender game demos!They are not even as good as a current phone game! What about Dead Cyborg, that is awesome in comparison!Read more ›
the only real complaint i have for this book is the treatment of the 2nd chapter, which is supposed to be a walk-through of making a simple game. the author spends half the chapter on modeling and animating, and glosses over creating AI fish and the interface overlay, instead telling how to import the premade assets (available on the companion website) into your game.blend. it seems to me that a book about making a game should assume basic skills such as modeling and rigging, and move on to the nuts and bolts. but this is a minor oversight, and i can see why the author chose to do it this way, to avoid the chapter spiraling into a book unto itself. the following chapters more than make up for it.
The only weird thing was no CD came with the book though it mentions one. Link for files is on intro page xiv. No biggie for me.
They are a little light on directly addressing the practical applications of using the Blender Game Engine but they do address clearly the GPL and how it sort of gets in the way but not completely.
This is the definitive guide on the BGE so if you want to learn it you will be glad you parted with 30 bucks to get this book (and for a more beginner approach to Python scripting get "Blender Meets Python: Blender 2.6 Unites with Python 3 for a Completely 3D Relationship (Volume 1)")
The Game Engine needed an updated guide because informations about it on the web were disorganized and old in many aspects.
The guide sums everything in one complete, up to date, easy to read book.
Congratulations to the authors!
Most Recent Customer Reviews
This is the best book I have found on Blender Game Development so far. When I got the book, I did not read it cover to cover, I used it as a reference, and I think that is the... Read morePublished 19 months ago by Shawn Irwin
This book is absolutely terrible. Following the instructions that they give you in the tutorials do not make workable games. Read morePublished 20 months ago by Nate
I was happy with the shipment timing still I am plucky sunny about it but I am mashing tons of theories first to see if I can make a blender game meet a console or a ios, android... Read morePublished 21 months ago by Richard Aaron II