Scratch 2.0 beginner's guide : create digital stories, games, art, and animations through six unique projects / / Michael Badger ; Ross Manges, cover image |
Autore | Badger Michael |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham, England : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (296 p.) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games - Programming
Scratch (Computer program language) Visual programming languages (Computer science) |
Soggetto genere / forma | Electronic books. |
ISBN | 1-78216-073-6 |
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: Welcome to Scratch 2.0; About Scratch; Encouraging everyone to think programmatically; Sample Scratch uses; Computational thinking; Finding a project for you; Making animations; Telling stories; Building games; Programming games of chance; Creating art projects; Sensing the real world; Programming concepts; Using Scratch 2.0; Looking inside a Scratch project; The stage area; The sprites pane; The scripts area; The built-in image editor; Using Scratch 2.0 offline
Encountering Scratch 1.4Tinkering encouraged; Summary; Chapter 2: A Quick Start Guide to Scratch; Joining the Scratch community; Time for action - creating an account on the Scratch website; Time for action - understanding the key features of your account; Abiding by the terms of use; Creating projects under Creative Commons licenses; Finding free media online; Taking our first steps in Scratch; Time for action - moving the cat across the stage; Using events to trigger an action; Time for action - animating a walking motion with the cat; Understanding the basics of a Scratch Project Saving early, often, and automaticallyTime for action - saving our work; Undoing a deletion; Introducing forever loops; Time for action - setting the cat in motion, forever; Controlling a sprite with loops; Time for action - flipping the cat right-side up; Clicking on a block runs the command; Adding sprites to the project; Time for action - adding a second sprite and script; Reviewing a video-sensing project; Time for action - reviewing pop the balloon - video starter; Sensing video; Summary; Chapter 3: Creating an Animated Birthday Card; Introducing the paint editor Time for action - painting a happy birthday spriteChanging the size of a bitmap image; Choosing bitmap or vector images; Time for action - drawing a vector image; Changing the size of the vector image; Reviewing the image editing tools; Erasing in the vector mode; Filling the stage with color; Time for action - using the fill with color tool to paint the stage; Adding gradients; Time for action - applying a gradient; Time for action - adding more sprites to address the card; Initializing a sprite's starting values; Time for action - hiding all sprites when the flag is clicked Time for action - displaying happy birthdaySpecifying memorable names and comments; Time for action - renaming sprites; Inserting comments into our code; Time for action - adding comments to a script; Transforming sprites with graphical effects; Time for action - transforming sprites; Graphical transformations; Comparing the repeat and forever blocks; Time for action - turning m in a circle; Time for action - making a sprite fade in with the ghost effect; Two ways to control timing; Summary; Chapter 4: Creating a Scratch Story Book; Designing the outline of a barnyard joke book Time for action - designing a clickable table of contents |
Record Nr. | UNINA-9910465591403321 |
Badger Michael
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Birmingham, England : , : Packt Publishing, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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Scratch 2.0 game development hotshoot : 10 engaging projects that will teach you how to build exciting games with the easy-to-use Scratch 2.0 environment / / Sergio van Pul, Jessica Chiang |
Autore | van Pul Sergio |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, England : , : Packt Publishing Ltd, , 2014 |
Descrizione fisica | 1 online resource (330 p.) |
Disciplina | 794.81526 |
Altri autori (Persone) | ChiangJessica |
Soggetto topico |
Computer games - Programming
Computer programming Scratch (Computer program language) |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-757-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Project 1: Blowing Things Up!; Mission briefing; Creating a new project; Starting scripts; Adding targets; Creating a parabolic shot; Creating a landscape; Mission accomplished; Hotshot challenges; Project 2: Beating Back the Horde; Mission briefing; Creating a background; Creating enemies; Creating cannons; Fighting back; Increasing the horde; Adding a base; Limiting resources; Winning the game; Mission accomplished; Hotshot challenges; Project 3: Start Your Engines
Mission briefingDrawing a racetrack; Creating a kart; Building keyboard controls; Using a collision mask; Dealing with collision events; Adding a second player; Finishing the game; Mission accomplished; Hotshot challenges; Project 4: Space Age; Mission briefing; Starting with the starter project; Adding scripts to Spaceship; Updating enemy sprites; Adding scripts to Spaceship Ammo and Enemy Ammo; Adding scripts to Shield and Shield Life; Meeting your Game Manager; Adding levels - three simple steps; Mission accomplished; Hotshot challenges; Project 5: Shoot 'Em Up; Mission briefing Creating a player characterCreating an enemy; Adding enemy patterns; Shooting those baddies!; Creating background images; Using parallax scrolling to simulate depth; Adding scores and power-ups; Tweaking and balancing; Mission accomplished; Hotshot challenges; Project 6: Building a Worthy Boss; Mission briefing; Sending a message; Adding a test script; Creating the boss; Creating attack pattern 1; Creating attack pattern 2; Creating attack pattern 3; Making the boss more impressive; Defeating the boss; Mission accomplished; Hotshot challenges; Project 7: Creating a Level Editor Mission briefingPlanning the level map; Drawing the level tiles; Preparing the tiles in Scratch; Creating a level generator; Creating a character; Creating a goal; Adding a bomb item; Adding the bomb effects; Mission accomplished; Hotshot challenge; Project 8: Dungeon Crawl; Mission briefing; Adding a knight; Adding a ghost; Creating a sword; Creating a bow and arrow; Tying up loose ends; Mission accomplished; Hotshot challenges; Project 9: Hunger Run; Mission briefing; Understanding scrolling; Adding scripts to the brick sprite; Adding scripts to the food sprite Adding scripts to the player spriteAdding scripts to the Game Manager sprite; Tweaking the game; Mission accomplished; Hotshot challenges; Project 10: Sprites with Characters; Mission briefing; Building the robot wireframe; Coloring it metallic; Performing final adjustments; Animating; Parting with a few tips; Mission accomplished; Hotshot challenges; Appendix: The New Scratch Interface; Mission briefing; Website overview; Creating an account and logging in; The Scratch editor layout; Creating and importing sprites; New script block categories; Saving and loading projects Sharing with the backpack feature |
Record Nr. | UNINA-9910464046803321 |
van Pul Sergio
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Birmingham, England : , : Packt Publishing Ltd, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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SFML game development [[electronic resource] ] : learn how to use SFML 2.0 to develop your own feature-packed game / / Jan Haller, Henrik Vogelius Hansson, Artur Moreira ; [foreword by Laurent Gomila] |
Autore | Haller Jan |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (vi, 276 pages) : color illustrations |
Altri autori (Persone) |
HanssonHenrik Vogelius
MoreiraArtur |
Collana | Community experience distilled |
Soggetto topico | Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-685-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Making a Game Tick; Introducing SFML; Downloading and installation; A minimal example; A few notes on C++; Developing the first game; The Game class; Game loops and frames; Input over several frames; Vector algebra; Frame-independent movement; Fixed time steps; Other techniques related to frame rates; Displaying sprites on the screen; File paths and working directories; Real-time rendering; Adapting the code; Summary
Chapter 2: Keeping Track of Your Textures - Resource ManagementDefining resources; Resources in SFML; Textures; Images; Fonts; Shaders; Sound buffers; Music; A typical use case; Graphics; Audio; Acquiring, releasing, and accessing resources; An automated approach; Finding an appropriate container; Loading from files; Accessing the textures; Error handling; Boolean return values; Throwing exceptions; Assertions; Generalizing the approach; Compatibility with sf::Music; A special case - sf::Shader; Summary; Chapter 3: Forge of the Gods - Shaping Our World; Entities; Aircraft Alternative entity designsRendering the scene; Relative coordinates; SFML and transforms; Scene graphs; Scene nodes; Node insertion and removal; Making scene nodes drawable; Drawing entities; Connecting entities with resources; Aligning the origin; Scene layers; Updating the scene; One step back - absolute transforms; The view; Viewport; View optimizations; Resolution and aspect ratio; View scrolling; Zoom and rotation; Landscape rendering; SpriteNode; Landscape texture; Texture repeating; Composing our world; World initialization; Loading the textures; Building the scene; Update and draw Integrating the Game classThe run method; Summary; Chapter 4: Command and Control - Input Handling; Polling events; Window events; Joystick events; Keyboard events; Mouse events; Getting the input state in real time; Events and real-time input - when to use which; Delta movement from the mouse; Playing nice with your application neighborhood; A command-based communication system; Introducing commands; Receiver categories; Command execution; Command queues; Handling player input; Commands in a nutshell; Implementing the game logic; A general-purpose communication mechanism Customizing key bindingsWhy a player is not an entity; Summary; Chapter 5: Diverting the Game Flow - State Stack; Defining a state; The state stack; Adding states to StateStack; Handling updates, input, and drawing; Input; Update; Draw; Delayed pop/push operations; The state context; Integrating the stack in the Application class; Navigating between states; Creating the game state; The title screen; Main menu; Pausing the game; The loading screen - sample; Progress bar; ParallelTask; Thread; Concurrency; Task implementation; Summary; Chapter 6: Waiting and Maintenance Area - Menus The GUI hierarchy, the Java way |
Record Nr. | UNINA-9910463036503321 |
Haller Jan
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Torque 3D game development cookbook [[electronic resource] ] : over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine / / David Wyand |
Autore | Wyand David |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (381 p.) |
Disciplina | 005.26 |
Soggetto topico | Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-84969-355-2
1-299-19827-9 |
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: TorqueScript: The Only Script You Need to Know; Introduction; Accessing delimited fields within a string; Iterating on words in a string list; Retrieving components of a variable using accessors; Iterating on objects in a SimSet or SimGroup collection; Getting a random object from a SimSet or SimGroup collection; Finding an object in a SimSet or SimGroup collection using its internal name; Executing a method on a SimSet or SimGroup collection
Creating a new SimObject instanceCreating a new internal name only SimObject instance; Creating a new Datablock object; Creating a new singleton; Extending a SimObject instance using the class property; Using a variable to access methods or properties of a SimObject instance; Using call() to call a variable method on a SimObject instance with arguments; Using call() to call a variable function with arguments; Using script arrays as dictionaries; Using ArrayObject and custom script sorting callbacks; Scheduling SimObject methods; Scheduling functions; Activating and deactivating a package Chapter 2: Working with Your EditorsIntroduction; Setting up fogging of the level; How to cover seams and texture changes using decals placed in the World Editor; Copying the transform of an object to another in the World Editor window; How to change the material of an object in the World Editor; Setting up a glow mask using the Material Editor window; Using a convex shape as a zone; Setting zone-specific ambient lighting; Grouping adjacent zones together; Chapter 3: Graphical User Interface; Introduction; Creating a password text edit box Using pushDialog() and popDialog() and setting up the UI file to work with themDisplaying metrics (such as FPS) from the console; Displaying a list of all game objects; Displaying a level at the main menu; Dragging and dropping between two windows; Chapter 4: Camera and Mouse Controls; Introduction; Locking and hiding the mouse while the right mouse button is down; Clicking on an object in the scene (client-side); Clicking on an object in the scene (server-side); Picking up an item in the scene while the mouse is locked and hidden; Changing the camera's view and control mode Giving the camera smooth movementHaving the camera follow a path; Chapter 5: Your Graphics Evolved; Introduction; Using the built-in video recording; Changing the material of a ShapeBase object using script; Building a custom material; Building a custom material using advanced lighting; Building a postFX; Chapter 6: Make That Sound Happen; Introduction; Playing a quick 2D or 3D sound on all clients; Using SFXEmitter to create networked sound effects; Playing a sound on a ShapeBase object; Playing music while a level is loading; How to have a background sound for a level How to have music change according to the mood |
Record Nr. | UNINA-9910452477603321 |
Wyand David
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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UDK iOS game development beginner's guide [[electronic resource] /] / John P. Doran, Christos Gatzidis |
Autore | Doran John P |
Pubbl/distr/stampa | Birmingham, : Packt Publishing, 2012 |
Descrizione fisica | 1 online resource (281 p.) |
Disciplina |
794.8
794.81526 |
Altri autori (Persone) | GatzidisChristos |
Soggetto topico |
Computer games - Programming
iPhone (Smartphone) - Programming iPad (Computer) - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-59403-X
9786613906489 1-84969-191-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started on UDK with iOS; Defining UDK; Don't expect to make Gears of War; Downloading and installing UDK; Time for action - installing UDK on your PC; UDK directory overview; Binaries; Development; Engine; UDKGame; Setting up for iOS development with UDK; Walkthrough of Unreal Remote; Time for action - downloading and installing UDK Remote; Time for action - matching the Mobile Previewer settings with your iOS device
Describing the concept of Urban Warrior, a third-person shooter titleSummary; Chapter 2: Beginning Urban Warrior, a Third-person Shooter; Starting out; Brief walkthrough of the UDK interface; Toolbox sidebar; Modes; Brushes; Volumes and Select; Go to and Builder Brush; Viewport toolbar; The toolbar; Exploring the main menu bar; File; Edit; View; Brush; Build; Play; Tools; Preferences; Help; The console bar; Keyboard shortcuts; Creating environments and the basics of level design; CSG brushes; Static meshes; The differences between CSG brushes and static meshes; Moving around viewports Adding world geometry and texturing to the gameTime for action - creating a basic room; Time for action - texturing the level; Creating lighting for the game; Time for action - lighting the level; Creating actors and static meshes for the game; Time for action - adding static mesh detail; Progress in Urban Warrior so far; Summary; Chapter 3: Taking It To The Next Level: Enriching With Content; The outside world; Time for action - creating an exterior; Previewing the mobile editor; Particles make everything better; Time for action - adding a particle system; Foggy weather Time for action - adding fogSummary; Chapter 4: Using Kismet and Matinee; Defining Kismet; Creating your first Kismet sequence; Time for action - changing the level to a third person perspective; Kismet primer; Parts of a sequence object; Benefits and drawbacks of using Kismet; Benefits of using Kismet; Drawbacks; Defining Matinee; Creating your first Matinee movie; Time for action - opening cutscene; With our powers combined...; Time for action - creating an automatic door; Kismet for mobile devices; Mobile Kismet - actions; Add Input Zone; Clear Input Zones; Remove Input Zone Save/Load ValuesMobile Kismet - events; Analog Input; Mobile Button Access; Mobile Input Access; Mobile Look; Mobile Object Picker; Mobile Simple Swipes; Touch Input; Draw Image; Draw Text; Give some input to the situation; Time for action - adding input; Summary; Chapter 5: Action Sequences for Urban Warrior; Sequences and you; Life, or something like it; Time for action - spawning an AI into our level; It lives! but...; Time for action - base enemy AI; Improvements to be made; Time for action - base enemy AI; Exporting subsequences; Time for action - creating a second enemy; Remote events When we can use it |
Record Nr. | UNINA-9910462120103321 |
Doran John P
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Birmingham, : Packt Publishing, 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Unity 2018 augmented reality projects : build four immersive and fun AR applications using ARKit, ARCore, and Vuforia / Jesse Glover |
Autore | Glover, Jesse |
Descrizione fisica | iv, 346 p. : ill. ; 24 cm |
Disciplina | 006.8 |
Soggetto topico |
Computer games - Development
Augmented reality Computer games - Programming Computer graphics |
ISBN | 9781788838764 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISALENTO-991003657099707536 |
Glover, Jesse
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Lo trovi qui: Univ. del Salento | ||
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Unity 3.x game development by example [[electronic resource] ] : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton |
Autore | Creighton Ryan Henson |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Birmingham, UK, : Packt Pub., 2011 |
Descrizione fisica | 1 online resource (408 p.) |
Disciplina | 794.816693 |
Collana | Learn by doing: less theory, more results |
Soggetto topico |
Computer games - Programming
Computer games - Design Computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-28388-3
9786613283887 1-84969-185-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - Install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; I bent my Wooglie; Big Fun Racing; Diceworks; Walk before you can run (or double jump); There's no such thing as ""finished""; Stop! Hammer time
Explore Bootcamp The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Heads up?; Layers and layout drop downs; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little light bulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin; That singular piece of joy; One percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games Toy or story Redefining the sky; Summary; Let's begin; Chapter 3:Game 1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - Creating the ball; A ball by any other name; Time for action - Renaming the ball; Origin story; XYZ/RGB; Time for action - Moving the ball Into the ""sky""; Time for action - Shrinking the ball; Time for action - Saving your scene; Time for action - Adding the paddle; What is a mesh?; Poly wanna crack your game performance? Keeping yourself in the dark Time for action - Adding a light; Time for action - Moving and rotating the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - Camera mania; Time for action - Test your game; Let's get physical; Time for action - Add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - Make the ball bouncy; Summary; Following the script; Chapter 4:Code Comfort; What is code?; Time for action - Writing your first Unity script; A leap of faith; Lick it and stick it Disappear Me! It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - Find the Mesh Renderer component; Time for action - Make the ball re-appear; Ding!; Time for action - Journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - Unstick the script; Gone, but not forgotten; Why code?; Equip your baby bird; Time for action - Creating a new MouseFollow script; A capital idea; Animating with code; Time for action - Animating the paddle Pick a word-(almost) any word |
Record Nr. | UNINA-9910461846203321 |
Creighton Ryan Henson
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Birmingham, UK, : Packt Pub., 2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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Unity 3D and PlayMaker essentials : game development from concept to publishing / / Jere Miles |
Autore | Miles Jere |
Pubbl/distr/stampa | Boca Raton : , : Taylor & Francis, CRC Press, , 2016 |
Descrizione fisica | 1 online resource (507 pages) : color illustrations, tables |
Disciplina | 794.8/1536 |
Soggetto topico |
Computer games - Programming
Video games - Design Three-dimensional display systems |
ISBN |
1-315-68616-3
1-317-41432-2 1-317-41431-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | section 1. Background -- section 2. Building blocks -- section 3. Bringing it together. |
Record Nr. | UNINA-9910153183003321 |
Miles Jere
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Boca Raton : , : Taylor & Francis, CRC Press, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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Unity 3D game development by example [[electronic resource] ] : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton |
Autore | Creighton Ryan Henson |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham [U.K.], : Packt Pub., 2010 |
Descrizione fisica | 1 online resource (384 p.) |
Disciplina |
006.6
794.8 |
Soggetto topico |
Computer games - Programming
Three-dimensional display systems Real-time programming Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-81934-8
9786612819346 1-84969-055-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; Fewer features, more promise; Maybe we should build Off-Road Velociraptor Safari?; I bent my Wooglie; Big Fun Racing; Diceworks
Walk before you can run (or double jump)There's no such thing as ""finished""; Stop! Hammer time; Explore Demo island; The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Invade Island Demo as a paratrooper; Layers and layout dropdowns; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little lightbulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin That singular piece of joyOne percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Toy or story; Redefining the sky; Summary; Let's begin; Chapter 3:Game #1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - create the ball; A ball by any other name; Time for action - rename the ball; Origin story; XYZ/RGB; Time for action - move the ball into the ""sky"" Time for action - shrink the ballTime for action - save your Scene; Time for action - add the paddle; What's a Mesh?; Poly wanna crack your game performance?; Keeping yourself in the dark; Time for action - add a light; Time for action - move and rotate the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - test your game; Let's get physical; Time for action - add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - make the ball bouncy; Summary; Following the script Chapter 4:Code ComfortWhat is code?; Time for action - write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me!; It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - find the Mesh Renderer component; Time for action - make the ball reappear; Ding!; Time for action - journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - unstick the Script; Gone, but not forgotten; Why code?; Equip your baby bird Time for action - create a new MouseFollow Script |
Record Nr. | UNINA-9910459220503321 |
Creighton Ryan Henson
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Birmingham [U.K.], : Packt Pub., 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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Unity 4.x game development by example beginner's guide / / Ryan Henson Creighton |
Autore | Creighton Ryan Henson |
Edizione | [3rd ed.] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (572 p.) |
Disciplina | 794.81526 |
Collana | Learn by doing: less theory more results |
Soggetto topico |
Computer games - Design
Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-527-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453411303321 |
Creighton Ryan Henson
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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