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OverviewBuilding Better Games with Godot 4 addresses a growing reality in modern game development: as projects scale, success depends less on learning engine features and more on how well systems are designed, organized, and maintained over time. Godot 4 has matured into a powerful, production-ready engine, and with that maturity comes new architectural challenges. This book exists to help developers move beyond small prototypes and into sustainable, professional-grade game projects, without abandoning the flexibility and clarity that make Godot appealing in the first place. Written for intermediate Godot 4 developers, this book focuses on the practical realities of building games that grow: cleaner scene hierarchies, clearer code boundaries, data-driven workflows, performance-aware design, and long-term maintainability. It assumes you already know how to use Godot and GDScript, and instead concentrates on how to structure, scale, and evolve your games as complexity increases. The guidance throughout reflects modern engine capabilities, current development practices, and patterns that hold up across genres and project sizes. As the Godot ecosystem continues to expand across indie studios, open-source projects, and professional pipelines, the ability to design robust systems has become a defining skill. Learning these practices now means writing code that survives iteration, refactors, and future features, rather than being rewritten from scratch at every milestone. This book emphasizes durability, clarity, and informed decision-making over shortcuts or engine-specific tricks. What's Inside Designing scene architecture and composition that remains flexible as projects expand Applying code organization, naming conventions, and module boundaries for medium-to-large games Building reusable systems using components, signals, event buses, and state machines Implementing data-driven design with resources, tooling, and versioned content pipelines Managing autoloads, services, and shared state without fragile global dependencies Creating scalable UI architectures, menus, and workflows that perform well Designing reliable save systems, serialization strategies, and data migration paths Identifying real performance bottlenecks and making informed CPU/GPU trade-offs Laying foundations for physics consistency, determinism, and networking concepts Using editor tools, debugging strategies, automated tests, and CI workflows Preparing projects for shipping, patching, and long-term maintenance Each topic is grounded in real-world scenarios, with examples that emphasize why decisions matter, not just how to implement them. Building Better Games with Godot 4 is for developers who want their projects to last: students transitioning beyond tutorials, indie developers scaling their first serious game, and professionals seeking clearer structure in their Godot workflows. If you are ready to move from ""it works"" to ""it holds up,"" this book is designed to meet you there. Full Product DetailsAuthor: Lee E GowdyPublisher: Independently Published Imprint: Independently Published Dimensions: Width: 17.80cm , Height: 2.60cm , Length: 25.40cm Weight: 0.885kg ISBN: 9798247381006Pages: 516 Publication Date: 07 February 2026 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Available To Order We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |
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