LEADER 04445nam 2200529 450 001 9910522980403321 005 20230215172556.0 010 $a1-4842-7851-8 024 7 $a10.1007/978-1-4842-7851-2 024 8 $a9781484278505 024 8 $a9781484278512 035 $a(CKB)5500000000157289 035 $a(MiAaPQ)EBC6856272 035 $a(Au-PeEL)EBL6856272 035 $a(OCoLC)1287615969 035 $a(OCoLC-P)1287615969 035 $a(CaSebORM)9781484278512 035 $a(EXLCZ)995500000000157289 100 $a20220225d2022 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aAdvanced Unity game development $ebuild professional games with Unity, C#, and Visual studio /$fVictor G. Brusca 210 1$aNew York :$cApress,$d[2022] 210 4$dİ2022 215 $a1 online resource (363 pages) 300 $aIncludes index. 311 $a1-4842-7850-X 327 $aChapter 1: Introduction and Getting Started -- Chapter 2: Game Specifications -- Chapter 3: Base Class -- Chapter 4: Interaction Classes -- Chapter 5: Advanced Interaction Classes -- Chapter 6: Helper Classes -- Chapter 7: Input Classes -- Chapter 8: Menu System Classes -- Chapter 9: Player and Game State Classes Part 1 -- Chapter 10: Player and Game State Classes Part 2 -- Chapter 11: Making it Professional -- Chapter 12: Adding a New Racetrack -- Chapter 13: Conclusion. 330 $aJump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more. Author Victor Brusca walks you through the game's code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you'll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, you'll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project. On completing this book, you'll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more. What You Will Learn Understand Unity project design and implementation with regard to code base and scene hierarchy/game objects Learn to implement game mechanics connected to Unity scene game objects with working demonstrations Review professional topics, such as AI opponents, data persistence, menu systems, etc., and implement in the included project Create a complete game from ground up using prefab models and the code reviewed throughout the text Who This Book Is For Readers with some coding experience, an understanding of classes in an OOP language, and solid experience using the Unity Editor. The code is reviewed and explained in detail on a class-by-class basis while also providing an overview of the overall structure of the code base, project, and scenes. 606 $aComputer games$xProgramming 606 $aVideo games$xProgramming 606 $aC (Computer program language) 615 0$aComputer games$xProgramming. 615 0$aVideo games$xProgramming. 615 0$aC (Computer program language) 676 $a794.81526 700 $aBrusca$b Victor G.$0915531 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910522980403321 996 $aAdvanced Unity Game Development$92590585 997 $aUNINA LEADER 02473nam 2200469 450 001 9910154641203321 005 20210113165513.0 010 $a0-19-182330-9 035 $a(CKB)3710000000881875 035 $a(StDuBDS)EDZ0001530628 035 $a(MiAaPQ)EBC4713696 035 $a(EXLCZ)993710000000881875 100 $a20160613d2016 fy| 0 101 0 $aeng 135 $aur||||||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 00$aAnimalism $enew essays on persons, animals, and identity /$fStephan Blatti and Paul F. Snowdon$b[electronic resource] 205 $aFirst edition. 210 1$aOxford :$cOxford University Press,$d2016. 215 $a1 online resource 300 $aPreviously issued in print: 2016. 311 $a0-19-960875-X 320 $aIncludes bibliographical references and index. 327 $aWe are not human beings / Derek Parfit -- Animalism vs. constitutionalism / Lynne Rudder Baker -- Constitution and the debate between animalism and psychological views / Denis Robinson -- Remnant persons : animalism's undoing / Mark Johnston -- Thinking animals without animalism / Sydney Shoemaker -- The remnant-person problem / Eric T. Olson -- Headhunters / Stephan Blatti -- Thinking parts / Rory Madden -- Four-dimensional animalism / David B. Hershenov -- Animalism and the varieties of conjoined twinning / Tim Campbell and Jeff McMahan -- A case in which two persons exist in one animal / Mark D. Reid -- Animalism and the unity of consciousness : some issues / Paul F. Snowdon -- Animal ethics / Jens Johansson -- The stony metaphysical heart of animalism / David Shoemaker. 330 8 $aWhat are we? What is the nature of the human person? Animalism has a straightforward answer to these long-standing philosophical questions: we are animals. In this publication, fifteen philosophers offer new essays exploring this increasingly popular view, some defending animalism, others criticising it and others exploring its more philosophical implications. 606 $aSelf (Philosophy) 606 $aHuman behavior 606 $aHuman beings 615 0$aSelf (Philosophy) 615 0$aHuman behavior. 615 0$aHuman beings. 676 $a128 702 $aBlatti$b Stephan$f1975- 702 $aSnowdon$b Paul F. 801 0$bStDuBDS 801 1$bStDuBDS 906 $aBOOK 912 $a9910154641203321 996 $aAnimalism$92879212 997 $aUNINA