Mastering UI development with unity : an in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018 / / Ashley Godbold |
Autore | Godbold Ashley |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham ; ; Mumbai : , : Packt, , [2018] |
Descrizione fisica | 1 online resource (468 pages) |
Disciplina | 794.81526 |
Soggetto topico | Computer games - Programming |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910794632003321 |
Godbold Ashley
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Birmingham ; ; Mumbai : , : Packt, , [2018] | ||
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Lo trovi qui: Univ. Federico II | ||
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Mastering UI development with unity : an in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018 / / Ashley Godbold |
Autore | Godbold Ashley |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham ; ; Mumbai : , : Packt, , [2018] |
Descrizione fisica | 1 online resource (468 pages) |
Disciplina | 794.81526 |
Soggetto topico | Computer games - Programming |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910820827103321 |
Godbold Ashley
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Birmingham ; ; Mumbai : , : Packt, , [2018] | ||
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Lo trovi qui: Univ. Federico II | ||
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Mastering Unity 5.x : create amazing games with solid gameplay features, using a professional-grade workflow inside the Unity engine! / / Alan Thorn |
Autore | Thorn Alan |
Pubbl/distr/stampa | Birmingham : , : Packt, , 2017 |
Descrizione fisica | 1 online resource (584 pages) : color illustrations |
Soggetto topico | Computer games - Programming |
ISBN | 1-78588-484-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti | Mastering Unity five-point-x |
Record Nr. | UNINA-9910162766003321 |
Thorn Alan
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Birmingham : , : Packt, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Maya Python for Games and Film : a Complete Reference for the Maya Python API / / editors, Trowbridge, Ryan |
Autore | Mechtley Adam |
Edizione | [First edition.] |
Pubbl/distr/stampa | Boca Raton, FL : , : CRC Press, , 2011 |
Descrizione fisica | 1 online resource (409 p.) |
Disciplina | 794.8/1526 |
Soggetto topico |
Computer games - Programming
Python (Computer program language) |
Soggetto genere / forma | Electronic books. |
ISBN |
0-429-09919-3
1-283-34292-8 9786613342928 0-12-378579-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | pt. 1. Basics of Python and Maya -- pt. 2. Designing Maya tools with Python -- pt. 3. Maya Python API fundamentals. |
Record Nr. | UNINA-9910456676503321 |
Mechtley Adam
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Boca Raton, FL : , : CRC Press, , 2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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Microsoft XNA 4.0 game development cookbook [[electronic resource] ] : over 35 intermediate-advanced recipes for taking your XNA development arsenal further / / Luke Drumm |
Autore | Drumm Luke |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2012 |
Descrizione fisica | 1 online resource (357 p.) |
Disciplina | 006 |
Soggetto topico |
Computer games - Programming
Video games |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-09019-0
9786613775559 1-84969-199-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Applying Special Effects; Introduction; Creating shadows within the Reach profile; Creating shadows within the HiDef profile; Implementing lens flare within the Reach profile; Implementing lens flare within the HiDef profile; Implementing smoke within the Reach profile; Creating explosions within the Reach profile; Creating explosions within the HiDef profile; Chapter 2: Building 2D and 3D Terrain; Introduction; Displaying hexagonal maps; Displaying 2D isometric maps
Importing and displaying 3D isometric mapsGenerating 3D height maps; Creating block worlds within the Reach profile; Creating block worlds within the HiDef profile; Chapter 3: Procedural Modeling; Introduction; Modeling triangles; Modeling discs; Modeling spheres; Modeling tori; Modeling trees; Chapter 4: Creating Water and Sky; Introduction; Creating water within the HiDef profile; Building skyboxes within the Reach profile; Building skyboxes within the HiDef profile; Cloud generation within the Reach profile; Chapter 5: Non-Player Characters; Introduction; A* pathfinding Character state machinesConstructing dialogue; Decentralizing behavior; Chapter 6: Playing with Animation; Introduction; Applying animation with SkinnedEffect; Motion capture with Kinect; Integrating rag doll physics; Rendering crowds; Chapter 7: Creating Vehicles; Introduction; Applying simple car physics; Implementing simple plane controls; Rendering reflective materials within the Reach profile; Chapter 8: Receiving Player Input; Introduction; Adding text fields; Creating dialog wheels; Dragging, dropping, and sliding; Chapter 9: Networking; Introduction; Connecting across a LAN Connecting across the webSynchronizing client states; Index |
Record Nr. | UNINA-9910462444003321 |
Drumm Luke
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Birmingham, : Packt Pub., 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Microsoft XNA Game Studio 3.0 : learn programming now! / Rob Miles |
Autore | Miles, Rob S. |
Pubbl/distr/stampa | Redmond, Wash. : Microsoft Press, c2009 |
Descrizione fisica | xix, 378 p. : ill. ; 23 cm |
Disciplina | 794.81526 |
Soggetto topico |
Computer games - Programming
Video games |
ISBN | 9780735626584 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISALENTO-991001646669707536 |
Miles, Rob S.
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Redmond, Wash. : Microsoft Press, c2009 | ||
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Lo trovi qui: Univ. del Salento | ||
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Mobile game design essentials / / Charles Scolastici |
Autore | Scolastici Claudio |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (358 p.) |
Disciplina | 794.8151 |
Altri autori (Persone) | NolteDavid |
Collana | Community experience distilled |
Soggetto topico |
Computer games - Design
Computer games - Programming Mobile games |
Soggetto genere / forma | Electronic books. |
ISBN |
1-4619-5298-0
1-84969-299-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453477003321 |
Scolastici Claudio
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Modeling and animation using Blender : Blender 2.80 : the rise of Eevee / / Ezra Thess Mendoza Guevarra |
Autore | Guevarra Ezra Thess Mendoza |
Edizione | [1st edition 2020.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 |
Descrizione fisica | 1 online resource (xvii, 295 pages) : illustrations |
Disciplina | 006.696 |
Soggetto topico |
Computer games - Programming
Open source software Computer programming Computer animation Computer graphics Game Development Open Source |
ISBN | 1-4842-5340-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: The Tour! -- Chapter 2: Blending with Blender: Getting Started -- Chapter 3: Blending with Blender: Modeling Workspace -- Chapter 4: Blending with Blender: Shading Workspace -- Chapter 5: Let’s Animate -- Chapter 6: The Future of Game Engine. |
Record Nr. | UNINA-9910369904203321 |
Guevarra Ezra Thess Mendoza
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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MonoGame mastery : build a multi-platform 2D game and reusable game engine / / Jarred Capellman, Louis Salin |
Autore | Capellman Jarred |
Edizione | [1st ed. 2020.] |
Pubbl/distr/stampa | [Place of publication not identified] : , : Apress, , [2020] |
Descrizione fisica | 1 online resource (XVIII, 323 p. 106 illus.) |
Disciplina | 794.81526 |
Soggetto topico | Computer games - Programming |
ISBN | 1-4842-6309-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: Introduction -- Chapter 2: Configuring the Dev Environment -- Chapter 3: MonoGame Architecture -- Chapter 4: Planning Your Game Engine -- Chapter 5: Asset Pipeline -- Chapter 6: Input -- Chapter 7: Audio -- Chapter 8: Particles -- Chapter 9: Collision Detection -- Chapter 10: Animations and Text -- Chapter 11: Level Design.-. |
Record Nr. | UNINA-9910427046503321 |
Capellman Jarred
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[Place of publication not identified] : , : Apress, , [2020] | ||
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Lo trovi qui: Univ. Federico II | ||
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Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.) |
Edizione | [1st ed. 2008.] |
Pubbl/distr/stampa | Berlin, Germany ; ; New York, New York : , : Springer, , [2008] |
Descrizione fisica | 1 online resource (IX, 257 p.) |
Disciplina | 794.81 |
Collana | Image Processing, Computer Vision, Pattern Recognition, and Graphics |
Soggetto topico |
Computer games - Programming
Computer games - Design Motion - Computer simulation |
ISBN | 3-540-89220-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors. |
Record Nr. | UNINA-9910483953603321 |
Berlin, Germany ; ; New York, New York : , : Springer, , [2008] | ||
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Lo trovi qui: Univ. Federico II | ||
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