LEADER 04175nam 2200589Ia 450 001 9910462282703321 005 20200520144314.0 010 $a1-283-63733-2 010 $a1-84951-703-7 035 $a(CKB)2670000000261609 035 $a(EBL)1036258 035 $a(OCoLC)815391963 035 $a(SSID)ssj0000768441 035 $a(PQKBManifestationID)11419322 035 $a(PQKBTitleCode)TC0000768441 035 $a(PQKBWorkID)10767848 035 $a(PQKB)10889565 035 $a(MiAaPQ)EBC1036258 035 $a(PPN)228047870 035 $a(Au-PeEL)EBL1036258 035 $a(CaPaEBR)ebr10608612 035 $a(CaONFJC)MIL394979 035 $a(EXLCZ)992670000000261609 100 $a20111102d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBlender Game Engine$b[electronic resource] $ebeginner's guide /$fVictor Kuller Bacone 210 $aBirmingham $cPackt Publishing$d2012 215 $a1 online resource (207 p.) 300 $aIncludes index. 311 $a1-84951-702-9 327 $aCover; 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 Blender 327 $aInvolving 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 doors 327 $aTime 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; Summary 327 $aChapter 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 Game 327 $aPlaying 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; Index 330 $aThe non-programmer's guide to creating 3D video games 606 $aComputer animation 608 $aElectronic books. 615 0$aComputer animation. 676 $a006.693 700 $aBacone$b Victor Kuller$0987214 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910462282703321 996 $aBlender Game Engine$92256350 997 $aUNINA