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Game Development with Blender Paperback – June 19, 2013

4.2 out of 5 stars 25 customer reviews

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  • Game Development with Blender
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Editorial Reviews

Review

1. Blender Overview. 2. First model. 3. Logic Bricks. 4. Animation. 5. Advanced Graphics. 6. Physics. 7. Python Programming. 8. Extending Blender. 9. Case Studies.

About the Author

Dalai Felinto, who is currently living in Vancouver, Canada, was born in sunny Rio de Janeiro, Brazil. He has been using Blender since beginning his undergraduate studies in Architecture and Urban Planning in 2003. His participation in the Blender Community includes papers, workshops, and talks presented at events such as BlenderPRO in Brazil, Che Blender in Argentina, Blender Conference in Amsterdam, View Conference in Turin, BlenderVen in Venezuela, and Blender Workshop in Canada. He has contributed patches and code to Blender since version 2.47. Dalai uses Blender and the game engine in his work as a science communicator at the University of British Columbia, Canada. However, his day job doesn't stop him from doing freelance Blender projects around the world. His latest works have been for Italy, England, and the Netherlands. Dalai's dream career move is to land a job in the movie industry, working at Pixar. Follow his adventures at dalaifelinto.com

Mike Pan is a CG generalist who started using Blender 10 years ago, before it was open sourced. Mike's interest in Blender includes everything from special effects to compositing, and from real-time graphics to scripting. He has given talks at the Blender Conference in Amsterdam, hosted workshops at the View Conference in Turin and Blender Workshop in Vancouver, and conducted a three-day Blender course in Kerala, India. Mike is currently the lead programmer for a two-year project at Harvard Medical School to develop a biomolecular visualization software using Blender. Before that, he worked at the University of British Columbia with Dalai on a marine ecosystem visualization project. Mike lives in the always-raining Vancouver, Canada. You can find him at mikepan.com
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Product Details

  • Paperback: 448 pages
  • Publisher: Cengage Learning PTR; 1 edition (June 19, 2013)
  • Language: English
  • ISBN-10: 1435456629
  • ISBN-13: 978-1435456624
  • Product Dimensions: 1.2 x 7.5 x 9.2 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (25 customer reviews)
  • Amazon Best Sellers Rank: #579,753 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Kindle Edition
I was a bit disappointed with the book due to a few things, which I will go over, as I don't feel like I learned that much.(to be fair this may change over time)
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!
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The topic of the blender game engine is lacking in concise coverage. this book does a good job of filling in the gaps in knowledge from online video tutorials and wiki articles. if you are a total beginner to 3d modeling and want to get into game design, this book may not be completely for you, its defiantly on the future reference list, but there is much you must learn before you start worrying about game design! haha.

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.
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I think this book is excellent as an in-between resource between Python and Blender. I feel I have a better understanding now. I like being able to open it to find the definition of a particular logic brick or function. The book is definitely a coder's book (not super artistic per se). But that's ok. I got the book to make my art function, not to make things pretty. Intros to areas in Blender were appropriate in scope and were good for review. The areas I'm interested in, such as scientific visualizations, are an excellent part of the book. Wish I could get more on that as visualizing sensor readings in real-time would be very, very profitable for lab work, data reduction and simulation. Another book from you guys?
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.
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The writers are very upfront about what they don't cover and why. For the most part I completely agree with their rationales and where they draw the line. All in all I am surprised at how little you need to know before reading this book. It brings you along very logically and concisely. If you can do basic modeling and basic key framing animation you should find this book a pleasure.

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)")
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This is exactly what you need for beginning the adventure of game making in Blender and the open source world.
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!
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The book is titled Game Development, so one would think that there would be a substantial amount of coding tutorials . . . . not so, it is mostly done by GUI, which is quite insane, when it comes to writing a game of an consequence. I can find better tutorials on the web searching you tube, very easily.
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