How to start with 3D?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Conducto
:warning: Old Version Published before Godot 3 was released.

Hi everybody!

I’ve been playing around with godot for a couple of months now and have made a few 2D-Games now.
Now i am working on my first serious concept for a game and i thought that this might be the perfect time to build a prototype which uses some of Godot’s 3D capabilities. It didn’t take long to notice that developing in three dimensions is quite a challenge. I already failed to implement a camera like in a strategy game (moves above a terrain, is turnable and movable when the mouse cursor is near the edge of the screen).
I think that I have to get a better understanding of all the basic principles of moving an object in 3d and vector manipulation etc… but since Godot’s 3D documentation is very poor I am not sure how or where to get started. Are there any articles, ressources concerning Godot’s 3D part or explaining 3D programming in general which are worth reading to get this more clear?

Thanks for your help!

Conducto

I also struggled a bit with 3d vector operations, gimbal lock (strange results when working with rotation angles) and godot datatypes.

After I understood a bit, I wrote this Cheat Sheet:
https://godotdevelopers.org/forum/discussion/18480/godot-3d-vector-physics-chea

(This also includes a little demo project for godot 2)

All Infos are for Godot 2 but infos about vector calculation should be similar.

This won’t answer all your question but perhaps together with the docs it can get you started.

wombatstampede | 2018-01-18 11:57

:bust_in_silhouette: Reply From: myjul

Keep trying with Blender and one day you will be able to model very fast! It’s also important to start learning common keyboard shortcuts, as that’s what Blender is all about. Like scale(s) rotate(r) grab(g) extrude(e) bevel(ctr)+(b) x y z axis (x)(y)(z), then for example if you wanna scale something along the x axis times 2, you do (s) (x) (2). If you want to do something along two axises you do (shift) + (the axis you want to exclude).