LEADER 05364nam 2200637 450 001 9910453510503321 005 20200520144314.0 010 $a1-84969-343-9 035 $a(CKB)2550000001250862 035 $a(EBL)1611831 035 $a(SSID)ssj0001211710 035 $a(PQKBManifestationID)11627048 035 $a(PQKBTitleCode)TC0001211710 035 $a(PQKBWorkID)11205344 035 $a(PQKB)10451995 035 $a(MiAaPQ)EBC1611831 035 $a(PPN)228019508 035 $a(Au-PeEL)EBL1611831 035 $a(CaPaEBR)ebr10854999 035 $a(CaONFJC)MIL585818 035 $a(OCoLC)875641120 035 $a(EXLCZ)992550000001250862 100 $a20140412h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCreating e-Learning games with unity $edevelop your own 3D e-learning game using gamification, systems design, and gameplay programming techniques /$fDavid Horachek 210 1$aBirmingham, England :$cPackt Publishing,$d2014. 210 4$dİ2014 215 $a1 online resource (246 p.) 225 1 $aCommunity experience distilled 300 $aIncludes index. 300 $a"Community Experience Distilled" --Cover. 311 $a1-84969-342-0 311 $a1-306-54567-6 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to E-Learning and the Three Cs of 3D Games; Understanding e-learning; Introducing our game - Geography Quest; Comprehending the three Cs; Creating our first scene; Developing the character system; Building character representation; Developing the camera code; Implementing GameCam.cs; Developing the player controls code; Implementing PlayerControls.cs; Try it out; Summary; Chapter 2: Interactive Objects and MissionMgr; Understanding the base scripts 327 $aBuilding an interactive objectImplementing the CustomGameObj script; Implementing the InteractiveObj script; Implementing the ObjectInteraction script; Implementing the InventoryItem script; Implementing the InventoryMgr script; Implementing the DisplayInventory method; Implementing the MissionMgr script; Implementing the Mission script; Implementing the MissionToken script; Implementing the SimpleLifespanScript; Putting it all together; Testing the mission system; Try it out!; Summary; Chapter 3: Mission One - Find the Facts; Finding the facts; Designing games to maximize fun 327 $aThe teaching loop in game designImplementing the core classes for mission one; Creating a terrain; Creating the FlagLocators; Creating the FlagMonument; Creating the MonumentMgr; Creating the InventoryPlaceOnMonument class; Creating the MissionMgrHelper script; Creating the TriviaCardScript script; Creating the SetupMissionOne script; Creating the flag Prefabs; Creating the pop-up card Prefabs; Creating the mission pop-up Prefab; Creating the mission reward Prefabs; Creating the FoundAllTheFlags Prefab; Creating the ReturnedTheFlagsResult Prefab; Configuring the mission manager 327 $aPlaying the level!Summary; Chapter 4: Mission One - Future Proofing the Code; Reorganizing our GameObjects in the Scene view; Creating a global scene; Creating a first level scene; Adding new scenes to the project; Creating the PopupMainMenu GameObject; An introduction to Finite State Machines; Implementing an FSM in a game; Switch Case FSM; Classes implementation of FSM; Implementing the GameMgr script; Reflecting on our code changes; Analyzing code functionality; Updating some systems; Making the ScorePlate active; Updating the player motion algorithm; Playing the level!; Summary 327 $aChapter 5: User Interfaces in UnityGetting familiar with Unity UI classes; Developing the pop-up system; Exploring the GUIText component; Interpreting the members on GUIText; Exploring the GUITexture component; Exploring the TextMesh component; Ideal use of TextMesh; Creating clickable text elements; Detecting mouse clicks; Detecting mouse over; Detecting leaving mouse over; Exploring UnityScript and the GUIButton object; Using UnityGUI; Creating a clickable button; Detecting a mouse click; Building the main menu pop up; Testing our work; Future extensions; Summary 327 $aChapter 6: NPCs and Associated Technology 330 $aUnity is a fully integrated development engine providing the required functionality to create games and interactive 3D content, while reducing the time, effort, and cost of developing the content. Nowadays, many people have started to use Unity in an eLearning setting as it allows them to create real-world scenarios, or models, for training purposes. With Unity, one can develop video games that are not only fun, but are also effective teaching and learning tools. When properly designed, an engaging game is an ideal platform for the presentation, testing, and application of learning objectives. 606 $aComputer games$xProgramming 608 $aElectronic books. 615 0$aComputer games$xProgramming. 676 $a794.81526 700 $aHorachek$b David$0857723 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910453510503321 996 $aCreating e-Learning games with unity$91915132 997 $aUNINA