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Book Unity in Action

    Book Details:
  • Author : Joseph Hocking
  • Publisher : Simon and Schuster
  • Release : 2018-03-27
  • ISBN : 1638356211
  • Pages : 586 pages

Download or read book Unity in Action written by Joseph Hocking and published by Simon and Schuster. This book was released on 2018-03-27 with total page 586 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices

Book Unity Game Development Essentials

Download or read book Unity Game Development Essentials written by Will Goldstone and published by Packt Publishing Ltd. This book was released on 2009-10-01 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!

Book Getting Started with Unity 5 x 2D Game Development

Download or read book Getting Started with Unity 5 x 2D Game Development written by Francesco Sapio and published by Packt Publishing Ltd. This book was released on 2017-02-10 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build a tower defense game and earn delectable C# treats by baking cupcakes and fighting fearsome sweet-toothed pandas About This Book Build a complete and exciting 2D Tower Defense game from scratch. Understand and learn to perform each phase of the game development pipeline Homework and exercises to improve your skills and take them to the next level Who This Book Is For If you are looking forward to get started with 2D game development, either if you are a newcomer to this world, or you came from 3D games or other game engines, this book is for you. Although there are many references to other resources throughout the book, it is assumed that you have a general understanding of C# and its syntax and structure. What You Will Learn Import and set up assets for 2D game development Design and implement dynamic and responsive User Interfaces Create and handle complex animation systems Unlock all the potentiality of the physics engine Implement Artificial Intelligence algorithms to give intelligence to your NPCs Script gameplay and overall bring your ideas to life In Detail Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network. Style and approach This is a fun step-by-step approach in the whole pipeline of 2D game development in Unity, which is explained in a conversational and easy-to-follow style. Each topic is explained sequentially, allowing you to experience both basics and advanced features of Unity. By doing this, the book is able to provide you with a solid grasp on each of the topics. In this way, by engaging with the book's content, exploring the additional references to further readings and completing the homework sections, you are able to challenge yourself and apply what you know in a variety of ways. Once you have finished reading this book, you will be well on your way to developing games from start to finish!

Book Getting Started with Unity 5

Download or read book Getting Started with Unity 5 written by Dr. Edward Lavieri and published by Packt Publishing Ltd. This book was released on 2015-05-29 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you are a game developer interested in learning Unity 3D from scratch and becoming familiar with its core features, then this book is for you. No prior knowledge of Unity 3D is required.

Book Beginning 3D Game Development with Unity

Download or read book Beginning 3D Game Development with Unity written by Sue Blackman and published by Apress. This book was released on 2011-08-18 with total page 985 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

Book Learn Unity for 2D Game Development

Download or read book Learn Unity for 2D Game Development written by Alan Thorn and published by Apress. This book was released on 2013-10-25 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: 2D games are everywhere, from mobile devices and websites to game consoles and PCs. Timeless and popular, 2D games represent a substantial segment of the games market. In Learn Unity for 2D Game Development, targeted at both game development newcomers and established developers, experienced game developer Alan Thorn shows you how to use the powerful Unity engine to create fun and imaginative 2D games. Written in clear and accessible language, Learn Unity for 2D Game Development will show you how to set up a step-by-step 2D workflow in Unity, how to build and import textures, how to configure and work with cameras, how to establish pixel-perfect ratios, and all of this so you can put that infrastructure to work in a real, playable game. Then the final chapters show you how to put what you've already made to work in creating a card-matching game, plus you'll learn how to optimize your game for mobile devices.

Book Proceedings of the Canadian Society of Civil Engineering Annual Conference 2021

Download or read book Proceedings of the Canadian Society of Civil Engineering Annual Conference 2021 written by Scott Walbridge and published by Springer Nature. This book was released on 2022-05-29 with total page 653 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book comprises the proceedings of the Annual Conference of the Canadian Society of Civil Engineering 2021. The contents of this volume focus on specialty conferences in construction, environmental, hydrotechnical, materials, structures, transportation engineering, etc. This volume will prove a valuable resource for those in academia and industry.

Book Quality Teaching

    Book Details:
  • Author : Edgar Stones
  • Publisher : Routledge
  • Release : 2002-11
  • ISBN : 1134811551
  • Pages : 347 pages

Download or read book Quality Teaching written by Edgar Stones and published by Routledge. This book was released on 2002-11 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2004. Routledge is an imprint of Taylor & Francis, an informa company.

Book Learning C  Programming with Unity 3D

Download or read book Learning C Programming with Unity 3D written by Alex Okita and published by CRC Press. This book was released on 2014-08-01 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designed to give you enough familiarity in a programming language to be immediately productive, Learning C# Programming with Unity 3D provides the basics of programming and brings you quickly up to speed. Organized into easy-to-follow lessons, the book covers how C# is used to make a game in Unity3D. After reading this book, you will be armed with the knowledge required to feel confident in learning more. You’ll have what it takes to at least look at code without your head spinning. Writing a massive multiplayer online role-playing game is quite hard, of course, but learning how to write a simple behavior isn’t. Like drawing, you start off with the basics such as spheres and cubes. After plenty of practice, you’ll be able to create a real work of art. This applies to writing code—you start off with basic calculations, then move on to the logic that drives a complex game. By the end of this book, you will have the skills to be a capable programmer, or at least know what is involved with how to read and write code. Although you could go online and find videos and tutorials, there is a distinct advantage when it comes to learning things in order and in one place. Most online tutorials for C# are scattered, disordered, and incohesive. It’s difficult to find a good starting point, and even more difficult to find a continuous list of tutorials to bring you to any clear understanding of the C# programming language. This book not only gives you a strong foundation, but puts you on the path to game development.

Book Basic Math for Game Development with Unity 3D

Download or read book Basic Math for Game Development with Unity 3D written by Kelvin Sung and published by Apress. This book was released on 2019-12-05 with total page 414 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls. Throughout this book, you learn and examine the concepts and their applications in a game engine. What You Will Learn Understand the basic concepts of points and vectors and their applications in game developmentApply mathematical concepts to modern video game functionality, such as spherical and box collidersImplement autonomous behaviors, including following way points, facing a target, chasing an object, etc. Who This Book is For Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples

Book The Essential Guide to Game Audio

Download or read book The Essential Guide to Game Audio written by Steve Horowitz and published by CRC Press. This book was released on 2014-03-05 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Essential Guide to Game Audio: The Theory and Practice of Sound for Games is a first of its kind textbook and must-have reference guide for everything you ever wanted to know about sound for games. This book provides a basic overview of game audio, how it has developed over time, and how you can make a career in this industry. Each chapter gives you the background and context you will need to understand the unique workflow associated with interactive media. The practical, easy to understand interactive examples provide hands-on experience applying the concepts in real world situations.

Book Unity from Zero to Proficiency  Proficient

Download or read book Unity from Zero to Proficiency Proficient written by Patrick Felicia and published by Patrick Felicia. This book was released on 2019-10-15 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Edition, Published in September 2019 Content and structure of this book In this book, the fifth book in the series, you will become comfortable with creating your own RPG. If you were ever interested in creating systems for your game to speed-up your coding and create and maintain levels easily, then this book is for you. The book includes a list of the learning objectives at the start of each chapter, step-by-step activities, and quizzes to test your knowledge, and the content of each chapter is as follows: - Chapter 1 gives an introduction to the RPG genre. You will learn the design principles that will help you to speed-up your development process. - Chapter 2 helps you to create and animate your main 3D character, add a camera that will follow this character as well as a mini-map. You will also learn to use ProBuilder to create a village. - Chapter 3 explains how to create a dialogue system from an XML file, and how to integrate it seamlessly into your game. - Chapter 4 explains how you can create a simple inventory system and use it to collect, store, and use items that you will find in your quest. - Chapter 5 shows you how to create a shop where the player can buy items that will then be added to the inventory. - Chapter 6 explains how you can create different types of animated and intelligent NPCs that will challenge the player. - Chapter 7 explains how you can create a quest system based on an XML file to manage the objectives for each of your levels. You will learn to read, and use this file for your game. - Chapter 8 explains how you can create an XP attribution system where the player can use the Xps gained in the previous level to increase his/her skills (e.g., accuracy, power, etc.) - Chapter 9 shows you how you can create a maze randomly using a procedural method so that the maze is different every time the game is played. - Chapter 10 combines the skills that you have learned so far to create a final level where the player needs to eliminate guards, collect gold, and also defeat the boss. After reading this book you will become a better game programmer, improve your knowledge of coding and unity, understand how to make a more complex product, learn some techniques to make an RPG game more modular, especially the quest system, use reusable code/assets that you can employ in your own game, create an inventory for your characters and much more... If you want to get started with your first RPG in Unity and learn reusable systems for your other games, using a tried-and-tested method: buy this book now!

Book Armor

Download or read book Armor written by and published by . This book was released on 2009 with total page 56 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Sams Teach Yourself Unity Game Development in 24 Hours

Download or read book Sams Teach Yourself Unity Game Development in 24 Hours written by Mike Geig and published by Pearson Education. This book was released on 2014 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete beginner's guide to game development with the powerful Unity game engine. CS Instructor and game designer, Mike Geig, offers a do-it-yourself approach to game development - with all of the main essentials covered. In just 24 hours, learn how to get started developing games with Unity with a hands-on and modular approach. Each chapter covers an essential component of the game development process, illustrated with sample projects, and including full source code, all 3rd party art assets (textures, fonts, models), and all 3rd party sound assets.

Book Unity from Zero to Proficiency  Intermediate

Download or read book Unity from Zero to Proficiency Intermediate written by Patrick Felicia and published by Patrick Felicia. This book was released on with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: Newly Edited and Updated Version (Third Edition) for Unity 2020 Learn C# with Unity, and create a full FPS game without the headaches Without this book, most people spend too long trying to learn C# with Unity the hard way. This book is the only one that will get you to learn Unity fast without wasting so much time. It includes twelve chapters that painlessly teach you the necessary skills to create an FPS game and to learn intermediate C# and Unity techniques. What you will learn After completing this book, you will be able to: - Use Unity's built-in methods. - Use Rigidbody physics to propel airborne objects. - Use a Finite State Machine to create intelligent Non-Payer Characters(NPCs). - Manage 3D animations for the NPCs. - Create NPCs who can chase the player. - Create and manage weapons and ammunition for the player. - Include advanced Artificial Intelligence for NPCs including: vision, hearing, random paths, fleeing from or ambusghing the player. - Create a 2D scrolling shooter. Content and structure of this book The content of the books is as follows: - In Chapter 1, you will create a simple 3D game where the user has to reach the end of the level by avoiding projectiles from intelligent robots. - In Chapter 2, you will create a gun and a grenade launcher that the player can use to defeat enemies. - In Chapter 3, you will start to use Mecanim and NavMesh navigation to control an animated character that detects, follows, or attacks the player. - In Chapter 4, you will combine the skills that you have acquired in the previous chapters to create a fully functional level where the player needs to escape a level full of armed NPCs. You will also learn how to generate a game level dynamically from your code. - In Chapter 5, you will add off mesh links and manage costs and areas so that NPCs can avoid sections. - In Chapter 6, you will make it possibel for NPCs to follow fixed or random paths. - In Chapter 7, you will add vision and hearing to the NPCs. - In Chapter 8, you will create smarter NPCs that can flee from or ambush the player. - In Chapter 9, you will control an army of NPCs and create an AI-driven oppoite team. - In Chapter 10, you will create a simple 2D scrolling shooter. - In Chapter 11, you will improve your game by adding explosions and a scrolling background. - In Chapter 12, you will add intelligent spaceships that attack the player. - In Chapter 13, you will include a shield to the player's spaceship, along with other interesting features (e.g., sound FX, a scoring system, etc). If you want to create FPS games, Intelligent NPCs, and 2D Shooters with Unity using a tried-and-tested method: download this book now!

Book Applied Technologies

    Book Details:
  • Author : Miguel Botto-Tobar
  • Publisher : Springer Nature
  • Release : 2023-01-27
  • ISBN : 3031249852
  • Pages : 624 pages

Download or read book Applied Technologies written by Miguel Botto-Tobar and published by Springer Nature. This book was released on 2023-01-27 with total page 624 pages. Available in PDF, EPUB and Kindle. Book excerpt: This three-volume set CCIS 1755-1757 constitutes the refereed proceedings of the 4th International Conference on Applied Technologies, ICAT 2022, held in Quito, Ecuador, in November 2022. The 112 full papers included in this book were carefully reviewed and selected from 415 submissions. They were organized in topical sections as follows: human computing and information science, IT financial and business management.

Book Blender Foundations

    Book Details:
  • Author : Roland Hess
  • Publisher : Taylor & Francis
  • Release : 2010
  • ISBN : 0240814304
  • Pages : 418 pages

Download or read book Blender Foundations written by Roland Hess and published by Taylor & Francis. This book was released on 2010 with total page 418 pages. Available in PDF, EPUB and Kindle. Book excerpt: More than just a tutorial guide, "Blender Foundations" covers the philosophy behind this ingenious software that so many 3D artists are turning to today. The book offers techniques and tools for the complete Blender workflow, demonstrating a real-world project from start to finish.