Tags
Language
Tags
September 2025
Su Mo Tu We Th Fr Sa
31 1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 1 2 3 4
    Attention❗ To save your time, in order to download anything on this site, you must be registered 👉 HERE. If you do not have a registration yet, it is better to do it right away. ✌

    ( • )( • ) ( ͡⚆ ͜ʖ ͡⚆ ) (‿ˠ‿)
    SpicyMags.xyz

    Complete 3D Godot 4 Game Development Course

    Posted By: ELK1nG
    Complete 3D Godot 4 Game Development Course

    Complete 3D Godot 4 Game Development Course
    Published 9/2025
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 46.48 GB | Duration: 60h 37m

    Learn 3D game development step by step with Godot 4 by creating 5 complete projects.

    What you'll learn

    Build 5 complete 3D games from scratch, each teaching core techniques.

    Work with physics bodies, collisions, physics materials, and realistic stacking.

    Create UI systems with score tracking, progress bars, and persistent data.

    Use particles, shaders, and materials to create impactful visual effects.

    Design modular, reusable AI with finite state machines.

    Develop a flexible weapon system with hitscan, projectile, and throwable fire modes.

    Implement advanced gameplay patterns such as strategy and object pooling.

    Optimize performance with LOD, pooling, and efficient scene design.

    Master GDScript fundamentals, classes, inheritance, signals, and node lifecycles.

    Understand the Godot 4 editor, nodes, scenes, and scripting basics in 3D.

    Requirements

    A computer capable of running Godot 4.

    No prior 3D experience required — everything is explained from the ground up.

    Some basic programming knowledge is useful, but not essential.

    Description

    Making 3D games can seem overwhelming at first — but with Godot 4, it’s more accessible than ever.This course will guide you through the entire process of building 3D games in Godot 4, from the very foundations to advanced systems used in professional projects. Along the way, you’ll create five complete 3D games, each designed to teach you new skills and techniques:Sky Pogo – an endless jumper where you’ll learn physics, animation, UI, and persistence.Brick Stacker – a physics-based stacking game, covering rigidbodies, lighting, and progressive difficulty.Granny’s Capers – a full 3D platformer with enemies, animation trees, particles, and custom editor tools.Space Ace – an endless space shooter with visual shaders, object pooling, the strategy pattern, and immersive sound.Quack Lite – a complete FPS inspired by Quake, featuring modular AI with finite state machines, a flexible weapon system, multiple enemy types, powerful effects, and performance optimization.We’ll also take focused detours into core skills like GDScript programming, Godot’s scene and node system, and input handling, so you can approach each project with confidence.By the end, you’ll not only know how to make games in Godot 4 — you’ll have a toolkit of reusable patterns, scalable systems, and visual effects that you can bring into your own projects.Whether you’re brand new to 3D or coming from 2D development, this course will give you the skills to create complete, polished games from scratch!

    Overview

    Section 1: Introduction

    Lecture 1 Promotional video

    Lecture 2 Promotional video (a bit longer)

    Section 2: Preflight

    Lecture 3 01 - Is this course for you?

    Lecture 4 02 - For beginners

    Lecture 5 03 - Godot Versions

    Lecture 6 04 - How do I get help?

    Lecture 7 05 - Our Approach

    Section 3: Foundations

    Lecture 8 01 - Foundations Preview

    Lecture 9 02 - What is Godot?

    Lecture 10 03 - This section

    Lecture 11 04 - Setting up

    Lecture 12 05 - Running a scene

    Lecture 13 06 - Navigating a scene

    Lecture 14 06a - Vector 3

    Lecture 15 07 - Movement Positioning

    Lecture 16 08 - Scene Objectives

    Lecture 17 09 - Nodes, scenes, trees

    Lecture 18 10 - Resources

    Lecture 19 11 - Materials

    Lecture 20 12 - Materials Override

    Lecture 21 13 - Environment

    Lecture 22 14 - Position, Global Position

    Lecture 23 15 - Scale

    Lecture 24 16 - Transform Basis

    Lecture 25 17 - Jealous capsule

    Lecture 26 18 - Scripting Translate

    Lecture 27 19 - Global Translate

    Lecture 28 20 - Rotation x, y, z

    Lecture 29 21 - Rotation

    Lecture 30 22 - Rotation Local

    Lecture 31 23 - Rotation Global

    Lecture 32 24 - Aiming

    Lecture 33 25 - End

    Section 4: Getting to know GDScript and Godot

    Lecture 34 01 - Basics - Intro

    Lecture 35 02 - Basics - Script Setup

    Lecture 36 03 - Basics - Basic Types

    Lecture 37 04 - Basics - Operators

    Lecture 38 05 - Basics - Control Flow

    Lecture 39 06 - Basics - Dictionaries / Lists

    Lecture 40 07 - Basics - Functions

    Lecture 41 08 - Basics - String Formatting

    Lecture 42 09 - Basics - Enums match and constants

    Lecture 43 10 - Basics - Review of Foundations

    Lecture 44 11 - Godot - What are classes?

    Lecture 45 12 - Godot - What is inheritance?

    Lecture 46 13 - Godot - Making our own types

    Lecture 47 14 - Godot - Adding properties and methods

    Lecture 48 15 - Godot - Getters and Setters

    Lecture 49 16 - Godot - Statics

    Lecture 50 17 - Godot - Inheritance

    Lecture 51 18 - Godot - Lifecycles

    Lecture 52 19 - Godot - Signals

    Section 5: Game 1: Endless Jumper - Sky Pogo

    Lecture 53 01 - Sky Pogo Preview

    Lecture 54 02 - Sky Pogo Outline

    Lecture 55 03 - Aspect resolution

    Lecture 56 04 - Environment

    Lecture 57 05 - Platform Scene

    Lecture 58 06 - Player Scene Physics

    Lecture 59 06a - Frame Rates

    Lecture 60 07 - Player Bouncing

    Lecture 61 08 - Platform Vanish

    Lecture 62 09 - Platform Animation

    Lecture 63 10 - Platform Animation Vanish

    Lecture 64 11 - Platform Collisions

    Lecture 65 12 - Platform Timing

    Lecture 66 13 - Spawner Scene

    Lecture 67 14 - Spawning Platforms

    Lecture 68 15 - Player Model

    Lecture 69 16 - Player Animation

    Lecture 70 17 - Player Movement

    Lecture 71 18 - Signal Hub

    Lecture 72 19 - Camera Movement

    Lecture 73 20 - Restarting the Game

    Lecture 74 21 - Inheriting Scenes

    Lecture 75 21a - Platform Models

    Lecture 76 22 - Random Platforms

    Lecture 77 23 - Music Effects

    Lecture 78 24 - Falling Effect

    Lecture 79 25 - UI Canvas Anchoring

    Lecture 80 26 - UI Canvas Layout

    Lecture 81 27 - Game UI

    Lecture 82 28 - Player Height

    Lecture 83 29 - Hud Score

    Lecture 84 30 - Score Persistence

    Lecture 85 31 - Game Over

    Lecture 86 32 - Pausing the Tree

    Lecture 87 33 - End of Section (almost)

    Lecture 88 34 - Project Settings

    Section 6: Game 2: Jenga (sort of)

    Lecture 89 Jenga (sort of) Preview

    Lecture 90 01 - Jenga (sort of) Intro

    Lecture 91 02 - RigidBody3D

    Lecture 92 03 - RigidBody3D - properties

    Lecture 93 04 - RigidBody3D - code

    Lecture 94 05 - Game Outline

    Lecture 95 06 - Game Scene

    Lecture 96 07 - Mesh Textures

    Lecture 97 07a - A brief word on Color Space

    Lecture 98 08 - Lighting Basics

    Lecture 99 09 - Basic Game Lights

    Lecture 100 10 - Texture Maps

    Lecture 101 11 - Falling Brick

    Lecture 102 12 - Brick Function Review

    Lecture 103 13 - Brick Signals

    Lecture 104 14 - Signal Hub

    Lecture 105 15 - Spawner Outline

    Lecture 106 16 - Movement

    Lecture 107 17 - Spawner Logic Outline

    Lecture 108 18 - Spawner Logic

    Lecture 109 19 - Spawning Bricks

    Lecture 110 19a - Camera

    Lecture 111 20 - UI

    Lecture 112 21 - Game Over

    Lecture 113 22 - Scoring

    Lecture 114 23 - Hud Game Over

    Lecture 115 24 - Scaling Difficulty

    Lecture 116 25 - High Score Persistence

    Lecture 117 26 - Encrypting Scores

    Lecture 118 27 - Sound and Music

    Lecture 119 28 - Summary

    Section 7: Input Handling

    Lecture 120 Input Handling Preview

    Lecture 121 01 - Introduction

    Lecture 122 02 - Callback order

    Lecture 123 03 - UI Input Filtering

    Lecture 124 04 - Manual Handling

    Lecture 125 05 - Wrap Up

    Section 8: Game 3: Platformer - Granny's Capers

    Lecture 126 Platformer Preview

    Lecture 127 00 - Part 2 Approach

    Lecture 128 01 - Common Tools

    Lecture 129 02 - Project Setup

    Lecture 130 03 - Project Review - Optional

    Lecture 131 04 - Scene Navigation

    Lecture 132 05 - Main Animations

    Lecture 133 06 - Animation Tree

    Lecture 134 07 - Animation Method Calls

    Lecture 135 08 - Particles

    Lecture 136 09 - Player

    Lecture 137 10 - Player Outline

    Lecture 138 11 - Player Debug Collision

    Lecture 139 12 - Player Basic Movement

    Lecture 140 13 - Player Rotation

    Lecture 141 14 - Player Jump

    Lecture 142 15 - Animation Outline

    Lecture 143 16 - Animation Tree

    Lecture 144 16a - OPTIONAL - Materials Overview

    Lecture 145 16b - OPTIONAL - Particles Overview

    Lecture 146 17 - Game Sequence Outline

    Lecture 147 18 - Pickup Scene

    Lecture 148 19 - Pickup Logic

    Lecture 149 20 - Pickup Tracker Outline

    Lecture 150 21 - Pickup Tracker

    Lecture 151 22 - Hud Pickups

    Lecture 152 23 - Key

    Lecture 153 24 - Hud Tween

    Lecture 154 25 - Exit Door

    Lecture 155 26 - Exit Logic

    Lecture 156 27 - Level Complete

    Lecture 157 27a - Utility Scenes

    Lecture 158 28 - Enemies Overview

    Lecture 159 29 - Pumpkin

    Lecture 160 30 - Pumpkin Logic

    Lecture 161 31 - Ghost

    Lecture 162 32 - Ghost Logic

    Lecture 163 33 - Vampire Coffin

    Lecture 164 34 - Vampire Coffin Logic

    Lecture 165 35 - Vampire Character

    Lecture 166 36 - Vampire Character Logic

    Lecture 167 37 - Vampire Complete

    Lecture 168 38 - Turret

    Lecture 169 39 - Turret Logic

    Lecture 170 40 - Turret Bullet

    Lecture 171 41 - Turret Bullet Logic

    Lecture 172 42 - Turret Shoot

    Lecture 173 43 - Fireball

    Lecture 174 44 - Fireball Logic

    Lecture 175 45 - Shooting

    Lecture 176 46 - Create a Fireball

    Lecture 177 47 - Damage Overview

    Lecture 178 48 - Collider

    Lecture 179 49 - Damage Collider

    Lecture 180 50 - Hurt Box

    Lecture 181 51 - Collider Setup

    Lecture 182 52 - Fireball Collisions

    Lecture 183 53 - Coming up

    Lecture 184 54 - Explosion

    Lecture 185 55 - Player Sounds

    Lecture 186 56 - Player Health

    Lecture 187 57 - Player Dies

    Lecture 188 58 - Moving Platform PF

    Lecture 189 59 - Moving Platform

    Lecture 190 60 - Bomb Outline

    Lecture 191 61 - Bomb Scene

    Lecture 192 62 - Completing the Bomb Scene

    Lecture 193 63 - Scenery

    Lecture 194 64 - Scenery Collisions

    Lecture 195 65 - Bounce Button

    Lecture 196 66 - Joints

    Lecture 197 67 - Rope Bridge

    Lecture 198 68 - Score Effect

    Lecture 199 69 - Score Manager

    Lecture 200 70 - High Score Display

    Lecture 201 71 - High Scores

    Lecture 202 72 - Optional - Moving Platform Meshes

    Lecture 203 73 - Spring Arm

    Lecture 204 74 - Level Switch

    Lecture 205 75 - End of Section

    Section 9: Game 4: Shooter - Space Ace

    Lecture 206 Space Ace Preview

    Lecture 207 01 - Space Ace Outline

    Lecture 208 02 - Setup

    Lecture 209 03 - Sky Rotation

    Lecture 210 04 - Player Scene

    Lecture 211 05 - Player Movement

    Lecture 212 06 - OPTIONAL Shaders, UV Panning

    Lecture 213 06a - OPTIONAL Shaders Masking, Fading

    Lecture 214 06b - OPTIONAL Shaders Fresnel Glow

    Lecture 215 06c - OPTIONAL Shaders Vertex displacement

    Lecture 216 07 - Shaded Wall

    Lecture 217 08 - Shaded Wall Fade

    Lecture 218 09 - Shaded Wall Box

    Lecture 219 10 - Player Camera

    Lecture 220 11 - Simple Effects

    Lecture 221 12 - Gun Scene

    Lecture 222 13 - Laser Scene

    Lecture 223 14 - Object Pooling

    Lecture 224 15 - Life Timer

    Lecture 225 16 - Laser Start/Stop

    Lecture 226 17 - Object Pool Implementation

    Lecture 227 18 - TIE Fighter Intro

    Lecture 228 19 - TIE Fighter Basics

    Lecture 229 20 - TIE Fighter Logic

    Lecture 230 21 - TIE Behaviours

    Lecture 231 22 - TIE Turn and Shoot

    Lecture 232 23 - TIE Loss of Control

    Lecture 233 24 - TIE Shoots

    Lecture 234 25 - Hit Box

    Lecture 235 26 - TIE Explosion Effect

    Lecture 236 27 - TIE Explosion

    Lecture 237 28 - Hit Box Explosion

    Lecture 238 29 - Asteroid Scene

    Lecture 239 30 - Asteroid Material

    Lecture 240 31 - Asteroid Explode

    Lecture 241 31a - Asteroid Explosion Ring

    Lecture 242 31b - Asteroid Explosion Fire

    Lecture 243 31c - Asteroid Explosion Stars

    Lecture 244 32 - Spawning

    Lecture 245 33 - Spawning Fighters

    Lecture 246 34 - Pausing

    Lecture 247 35 - Stats

    Lecture 248 36 - Impacts

    Lecture 249 37 - Health Bar

    Lecture 250 38 - Health Bar Logic

    Lecture 251 39 - Game Over

    Lecture 252 40 - Shield

    Lecture 253 41 - Power Up Shader

    Lecture 254 42 - Power Up Logic

    Lecture 255 43 - Power Up Detection

    Lecture 256 44 - Camera Shake

    Lecture 257 45 - Score

    Lecture 258 46 - Summary

    Section 10: Game 5: FPS - QuackLite

    Lecture 259 FPS Preview

    Lecture 260 01 - FPS Intro

    Lecture 261 01a - Sound Switch

    Lecture 262 02 - Project

    Lecture 263 03 - Player Look

    Lecture 264 04 - Player Move

    Lecture 265 05 - Weapons Overview

    Lecture 266 06 - Pistol

    Lecture 267 07 - Pistol Effects

    Lecture 268 08 - Rocket Nail Launcher

    Lecture 269 09 - Grenade Launcher

    Lecture 270 10 - Scene Pool

    Lecture 271 11 - Object Pool

    Lecture 272 12 - Grenade Explosion Pool

    Lecture 273 13 - LOD and Performance

    Lecture 274 14 - Weapon Switching

    Lecture 275 15 - Weapon Testing

    Lecture 276 16 - Weapon Rate Ammo

    Lecture 277 17 - Navigation Intro

    Lecture 278 18 - Navigation Demo Scene

    Lecture 279 19 - Navigation Links Height

    Lecture 280 20 - Navigation Regions Connection

    Lecture 281 21 - Navigation Geometry

    Lecture 282 22 - Navigation Avoidance

    Lecture 283 23 - Navigation Gravity

    Lecture 284 24 - Enemies Demo

    Lecture 285 25 - Enemies Setup

    Lecture 286 26 - Enemies Damage

    Lecture 287 27 - Finite State Machine

    Lecture 288 28 - Idle State

    Lecture 289 29 - Walking State

    Lecture 290 30 - Hurt

    Lecture 291 31 - Death

    Lecture 292 32 - Shoot Attack

    Lecture 293 33 - Throw Attack

    Lecture 294 34 - Melee Attack

    Lecture 295 35 - A Quick Check

    Lecture 296 36 - Player Damage

    Lecture 297 37 - Player Health Pick Up

    Lecture 298 38 - Weapon Box

    Lecture 299 39 - Ammo Box

    Lecture 300 40 - Misc Sound

    Lecture 301 41 - Player UI

    Lecture 302 42 - Rune

    Lecture 303 43 - Level End

    Lecture 304 44 - Lava

    Lecture 305 45 - Scenery GSC Nodes

    Lecture 306 46 - Building Level

    Lecture 307 47 - Level Lift

    Lecture 308 48 - Movement Tweaks

    Lecture 309 48a - Assets

    Lecture 310 49 - End of Section

    Section 11: Appendix

    Lecture 311 01 - Appendix Intro

    Lecture 312 02 - Onion skinning

    Lecture 313 03 - Bezier Curves Animations

    Lecture 314 04 - Quaternion

    Lecture 315 05 - Boot Splash Icons

    Lecture 316 06 - Animation Trees

    Lecture 317 07 - Orm Material

    Lecture 318 08 - Grid Map

    Lecture 319 09 - Web Export

    Lecture 320 10 - Desktop Export

    Lecture 321 11 - Navigation Options

    Lecture 322 12 - You did it!

    Beginners who want to learn 3D game development with Godot 4.,2D developers looking to transition into 3D.,Indie developers who want to understand scalable systems and reusable design patterns.,Anyone who wants to build polished, playable 3D games step by step.