04369nam 2200673Ia 450 991096619150332120200520144314.09781283637336128363733297818495170341849517037(CKB)2670000000261609(EBL)1036258(OCoLC)815391963(SSID)ssj0000768441(PQKBManifestationID)11419322(PQKBTitleCode)TC0000768441(PQKBWorkID)10767848(PQKB)10889565(Au-PeEL)EBL1036258(CaPaEBR)ebr10608612(CaONFJC)MIL394979(PPN)228047870(FR-PaCSA)88850807(MiAaPQ)EBC1036258(FRCYB88850807)88850807(DE-B1597)723802(DE-B1597)9781849517034(EXLCZ)99267000000026160920111102d2012 uy 0engur|n|---|||||txtccrBlender Game Engine beginner's guide /Victor Kuller Bacone1st ed.Birmingham Packt Publishing20121 online resource (207 p.)Includes index.9781849517027 1849517029 Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Things You Need to Know; Things you need, and things you don't; Time for action - start using the BGE; Exploring the interface of the Logic Editor's; Time for action - exploring the logic bricks world; Time for action - moving the cube; Summary; Chapter 2: Your Characters; An example - save the whale!; How to create a library; Time for action - downloading models from the Internet; Importing other files into Blender; Time for action - cleaning up the model in BlenderInvolving enemies in the gameTime for action - appending the enemy; Creating a meeting point; Time for action - making the enemy follow a path; Summary; Chapter 3: The First Level; Block out a level environment; Time for action - creating the scene; Creating a player view; Time for action - renaming the scene; Defining the boundaries; Time for action - closing the entry point; Marking the end of level; Time for action - opening the end point; Summary; Chapter 4: Collisions; Respawning the character; Time for action - returning to the original position; Creating trap doorsTime for action - moving the blocks of iceReal-time motion; Time for action - rolling objects; Creating looped actions; Time for action - making waves; Summary; Chapter 5: Gameplay; Growing the character; Time for action - counting; Creating a life indicator bar; Time for action - decreasing life; Creating a counter of items collected; Time for action - collecting; Creating a map of the level we play; Time for action - overlaying something like a map; Changing the camera view; Time for action - view 1, 2, 3; Moving to another layer; Time for action - throwing things; SummaryChapter 6: Liven up Your World!Animate the character; Time for action - moving the whale's tail; Making the environment come alive; Time for action - creating sounds and music; Animate your enemies; Time for action - animating the hunter; Make your own game; Time for action - making the hunter shoot; Summary; Chapter 7: Game Menu Screens; Making titles; Time for action - creating your first game title; Creating simple buttons; Time for action - using the up or down options; Making an externally executable game; Time for action - exporting your game; Summary; Chapter 8: Publishing Your GamePlaying your game on the WebTime for action - using the Burster plug-in; Making some trailers; Time for action - recording it; Creating something more; Time for action - updating your game; Summary; Appendix: Pop Quiz Answers; IndexThe non-programmer's guide to creating 3D video gamesComputer animationComputer animation.006.693Bacone Victor Kuller1797264MiAaPQMiAaPQMiAaPQBOOK9910966191503321Blender Game Engine4339402UNINA