Vai al contenuto principale della pagina
Autore: | Bacone Victor Kuller |
Titolo: | Blender Game Engine [[electronic resource] ] : beginner's guide / / Victor Kuller Bacone |
Pubblicazione: | Birmingham, : Packt Publishing, 2012 |
Descrizione fisica: | 1 online resource (207 p.) |
Disciplina: | 006.693 |
Soggetto topico: | Computer animation |
Soggetto genere / forma: | Electronic books. |
Note generali: | Includes index. |
Nota di contenuto: | 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 Blender |
Involving 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 | |
Time 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 | |
Chapter 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 | |
Playing 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 | |
Sommario/riassunto: | The non-programmer's guide to creating 3D video games |
Titolo autorizzato: | Blender Game Engine |
ISBN: | 1-283-63733-2 |
1-84951-703-7 | |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910462282703321 |
Lo trovi qui: | Univ. Federico II |
Opac: | Controlla la disponibilità qui |