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Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan
Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan
Autore Finnegan Thomas
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (320 p.)
Soggetto topico Computer games - Programming
Video games - Design
Three-dimensional display systems
Computer adventure games
Soggetto genere / forma Electronic books.
ISBN 1-84969-207-6
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: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a device
Time for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; Summary
Chapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animations
State machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effect
LightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemy
Time for action - giving it a weakness
Record Nr. UNINA-9910453613403321
Finnegan Thomas  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan
Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan
Autore Finnegan Thomas
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (320 p.)
Soggetto topico Computer games - Programming
Video games - Design
Three-dimensional display systems
Adventure video games
ISBN 1-84969-207-6
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: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a device
Time for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; Summary
Chapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animations
State machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effect
LightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemy
Time for action - giving it a weakness
Record Nr. UNINA-9910790738503321
Finnegan Thomas  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan
Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan
Autore Finnegan Thomas
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (320 p.)
Soggetto topico Computer games - Programming
Video games - Design
Three-dimensional display systems
Adventure video games
ISBN 1-84969-207-6
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: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a device
Time for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; Summary
Chapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animations
State machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effect
LightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemy
Time for action - giving it a weakness
Record Nr. UNINA-9910813036003321
Finnegan Thomas  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity multiplayer games / / Alan R. Stagner
Unity multiplayer games / / Alan R. Stagner
Autore Stagner Alan R
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (242 p.)
Disciplina 794.8
Collana Community experience distilled.
Soggetto topico Computer games - Design
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84969-233-5
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: Unity Networking - The Pong Game; Introducing multiplayer; Introducing UDP communication; Setting up the Master Server; NetworkViews and state serialization; Writing a custom state serializer; Using RPCs; Initializing a server; Connecting to a server; Connecting to the Master Server; Registering a server with the Master Server; Browsing available servers; Setting up a dedicated server model; Servers in Unity; Compiler directives; Setting up a server console without Pro
Loading networked levelsCreating a multiplayer Pong game; Preparing the Field; The ball script; The Paddle script; Keeping score; Displaying the score to the player; Networking the game; Spawning paddles; Networked ball; Networked scorekeeping; Connect screen; Summary; Chapter 2: Photon Unity Networking - The Chat Client; Differences between PUN and Unity Networking; Setting up PUN with Photon Cloud; Using PhotonViews; Connecting to Photon and getting a list of rooms; Creating and joining rooms; Creating rooms; Joining rooms; Filtering results by user preference; Filtering arrays
Filtering and caching a room listAutomatic matchmaking; Finding friends; Syncing a level between players; Creating a chat client; The Connect screen; The Lobby screen; The chat room; Adding friends lists; Summary; Chapter 3: Photon Server - Star Collector; Dedicated Servers; Getting Photon Server; Creating a server application; Creating a class library; Responding to operation requests; Deploying the server code; Connecting from Unity and passing messages; Creating a game logic class; Assigning player IDs; Building a star collector game; Preparing the class library; The Actor Class
Sending an ID to a playerKeeping track of the game state; Spawning and picking up stars; Broadcasting events; Connecting from Unity; Creating/destroying actors; Controlling the player; Summary; Chapter 4: Player.IO - Bot Wars; Player.IO versus Photon Server; Getting and setting up a development server; Setting up the Unity client SDK; Connecting to Player.IO; Getting a list of rooms; Connecting to rooms; Creating rooms; Random matchmaking; Sending/receiving messages; Server-side code; Working with BigDB; Creating a simple RTS prototype; Server-side code; Client-side code; Summary
Chapter 5: PubNub - The Global ChatboxOverview of PubNub; Getting started; How PubNub works; Parsing JSON from PubNub; Building a PubNub interface; Creating a global chatbox application; Publishing chat messages; Displaying chat logs; Summary; Chapter 6: Entity Interpolation And Prediction; Entity interpolation; Client-side prediction; Rigidbody simulation; Creating a networked object; Adding naive interpolation; Improving interpolation; Preparing for server authoritative movement; Implementing server authoritative movement; Notes on hacking; Summary; Chapter 7: Server-side Hit Detection
Client-side versus server-side hit detection
Record Nr. UNINA-9910453381203321
Stagner Alan R  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity virtual reality development with VRTK4 : a no-coding approach to developing immersive VR experiences, games, & apps / / Christopher Coutinho
Unity virtual reality development with VRTK4 : a no-coding approach to developing immersive VR experiences, games, & apps / / Christopher Coutinho
Autore Coutinho Christopher
Pubbl/distr/stampa Berkeley, California : , : Apress L. P., , [2022]
Descrizione fisica 1 online resource (410 pages)
Disciplina 794.81526
Soggetto topico Computer games - Programming
Three-dimensional display systems
ISBN 1-4842-7933-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Introduction -- A No-Coding Approach to VR Development -- Two Ways to Approach the Material Covered in This Book -- Advantages of VRTK over Alternative Solutions -- Summary -- Chapter 2: A New Reality through Virtual Reality -- What Is Virtual Reality? -- Become a VR pioneer now, and create the future! -- What Can You Do with VR? -- Medical and Mental Health -- Automotive Engineering and Design -- Training and Education -- Architecture, Construction, and Real Estate -- Entertainment and Journalism -- Advertising and Retail -- Gaming in VR -- Immersion and Presence in VR -- Place Illusion -- Plausibility Illusion -- Embodiment Illusion -- VR Hardware and Technology -- Input Controllers -- 3DOF -- 6DOF -- Summary -- Chapter 3: Setting Up Your Project for VR Development -- VR Hardware Prerequisites -- Unity Prerequisites and Oddities -- Setting Up Your VR project -- Importing the Unity Package File -- Exploring the XR Plugin Management for Unity -- Importing the Oculus Integration SDK -- Choosing Player Settings within Unity -- Summary -- Chapter 4: Importing VRTK 4 Tilia Packages -- Importing Version 4 of VRTK -- Unity's Package Manager and VRTK 4 Tilia Packages -- Exploring the "Packages" Folder -- Summary -- Chapter 5: Setting Up VRTK's Camera Rigs -- Setting Up Individual Camera Rigs -- Setting Up the Unity XR Camera Rig -- Setting Up the Oculus Camera Rig -- Setting Up the Spatial Simulator -- Setting Up the Tracked Alias -- Configuring the VRTK's Tracked Alias -- Hooking Camera Rigs to the Tracked Alias -- Test using the Spatial Simulator -- Universal Camera Rig -- Configuring the Oculus OVR Camera Rig -- Testing Spatial Movement Using a VR Headset -- Summary -- Chapter 6: Setting Up Interactors and Virtual Hands.
Interactors versus Interactables -- Setting up Interactors on Controllers -- Testing Out Your New Cuboid Avatar Interactors -- Setting Up Realistic Animated Virtual Hands -- Animated Hands for Camera Rigs Oculus Integration -- Playtesting Your Scene Using Your Oculus Headset -- Animated Hands for Unity XR and Spatial Simulator Camera Rigs -- Playtesting the Scene Using Your VR Headset -- Animating Custom Prototype Hands -- Capturing the Grip, Mouse, or Bumper Button Input -- Playtesting the Grab and Release Hand Animations -- Capturing Thumbstick and Keyboard Input -- Playtesting Teleporting Hand Animation -- Summary -- Chapter 7: Configuring Interactor Functionality and Setting Up Velocity Trackers -- Setting Up the Grab Action Property on Interactors to Enable Grabbing -- Setting Up an Interactable Object -- Exploring the Example Avatar Cuboid Object -- Testing Your Hand Proto Left and Hand Proto Right Game Objects -- The Grab Mechanism with Oculus-Provided Hands -- Setting Up the Example Avatar Object -- Setting Up Velocity Trackers -- Summary -- Chapter 8: Interactable Game Objects -- Picking Up Objects -- The Follow Tracking Property -- Picking Up an Interactable Object Using Precise Grab Points -- Custom Pickup Placements -- Adding Secondary Grab Actions to Interactable Objects -- Swapping Objects between Hands with a Secondary Grab Action -- Performing a Two-Handed Grab with a Secondary Grab Action -- Scaling an Interactable Object with a Secondary Grab Action -- Creating a Unity Layer for Interactable Objects -- Summary -- Chapter 9: Moving Around the Virtual World: Teleportation -- Teleport Locomotion -- Capturing Inputs to Trigger Teleportation -- Setting Up a Curved Teleport Pointer -- Setting up a Teleporter for Instant Teleportation -- Setting Up a Teleporter for Dash Teleportation -- Rotating Around Within the Virtual World.
Playing Animation When the Left Thumbstick Is Flicked -- Rotating Using an Arrow Pointer -- Unity's NavMesh-Based Teleportation -- Teleporting Using Teleport Targets -- Summary -- Chapter 10: Seamless Locomotion -- Capturing Horizontal and Vertical Axis Input -- Strafing Movement -- Free Movement Smooth Rotation -- Free Movement Snap Rotation -- Free Movement Warp Snap Rotation -- Summary -- Chapter 11: Arm-Swinging Movement -- Move in Place Locomotion -- Capturing Thumbstick Touch Input -- Setting Up the Move in Place Locomotion -- Summary -- Chapter 12: Setting Up a Pseudo-Body -- Advantages of Having a Pseudo-Body -- Pseudo-Body Setup -- Implementing a Rollback Mechanic -- Fading the Headset View to Black on Collision -- Summary -- Chapter 13: Climbing in VR -- Climbing Mechanic Requirements -- Setting Up the Climbing Controller -- Making the Containers Climbable -- Making the Ladder Climbable -- Deactivating Untouched Events on Climbable Game Objects -- Summary -- Chapter 14: Movement Amplifier -- Movement Amplifier Setup -- Testing Amplified Movement -- Summary -- Chapter 15: Distance Grabbing -- Prerequisites for Distance Grabbing -- Setting Up the Distance Grabber -- Setting Up a Telekinesis Grab -- Setting Up a straight pointer to Grab Interactable Objects -- Changing the Straight Pointer's Grabbing Distance -- Activating and Deactivating the Distance Grabber -- Automatically Deactivating the Distance Grabber -- Summary -- Chapter 16: Snap Zones -- Importing the Tool Holder UI Package and Setting Up Two New Work Tools -- Making the Hammer and Axe Interactable -- Setting Up a Tool Holder Snap Zone -- Setting Up Tooltips for Your Tool Holder Snap Zones -- Setting Up Rules to Restrict the Entry of Interactable Objects into Snap Zones -- Setting Up Holsters That Move Around with the Player -- Summary.
Chapter 17: Creating Spatial 3D User Interface Game Objects -- Setting Up a Straight Menu Pointer -- Setting Up Clickable Spatial 3D Buttons -- Setting Up a Spatial Button Group -- Changing the Appearance of Your Spatial Button -- Creating a Spatial Toggle Button -- Creating Spatial Option Buttons -- Interacting Directly with VRTK's Spatial Buttons -- Creating a Spatial Slider -- Hacking Your Straight Spatial Menu Pointer to Interact with Your Slider -- Summary -- Chapter 18: Using Unity's UI Controls with the VRTK -- Downloading and Importing Unity Package Files -- Setting Up the UI Elements 2D Skeletal Menu -- Setting Up a Straight 2D UI Menu Pointer -- Having the 2D UI Menu Pointer Interact with the 2D UI Menu System -- Summary -- Chapter 19: Angular Drives -- Setting Up a Steering Wheel -- Setting Up a Door -- Setting Up a Lever -- Angular Joint Drive and Logic Objects -- Summary -- Chapter 20: Linear Drives -- Setting Up a Drawer -- Setting Up a Push Button -- Summary -- Chapter 21: Tips, Tricks, and Recipes -- Adding Realistic Physical Hands -- Obtaining Haptic Feedback -- Highlighting Interactable Game Objects -- Summary -- Chapter 22: Minigame -- Importing the Base Unity Package -- Setting Up the VRTK Prefabs -- Enabling Obstacle Objects to Attach to the Ball -- Getting the Ball to Roll About Freely -- Spatial Tooltip to Display Countdown Timer -- Setting Up the Countdown Timer and Moment Processor -- Enhancing the Minigame -- Summary -- Index.
Record Nr. UNINA-9910558497503321
Coutinho Christopher  
Berkeley, California : , : Apress L. P., , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Autore Moore Richard J
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2011
Descrizione fisica 1 online resource (244 p.)
Disciplina 006.37
794.81526
Collana Learn by doing: less theory, more results
Soggetto topico Computer games - Programming
UnrealScript (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-283-30845-2
9786613308450
1-84969-053-7
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: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties
Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses
Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary
Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material?
Time for action - creating a new material
Record Nr. UNINA-9910456679303321
Moore Richard J  
Birmingham, U.K., : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Windows 8 and Windows Phone 8 game development / / Adam Dawes
Windows 8 and Windows Phone 8 game development / / Adam Dawes
Autore Dawes Adam
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xxix, 481 pages) : color illustrations
Disciplina 004
005.265
Collana Gale eBooks
Soggetto topico Computer games - Programming
ISBN 1-4302-5837-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Getting Started""; ""A Closer Look at Visual Studio Development for Windows 8 and Windows Phone 8""; ""Language Choices""; ""IDE Features""; ""Simulators and Emulators""; ""XAML Page Designer""; ""Breakpoints""; ""Debug Output""; ""Windows 8 Devices""; ""Screen Hardware""; ""Hardware Buttons""; ""Graphics Hardware""; ""Location and Orientation""; ""Cooperation with the Device""; ""Windows Phone Devices""; ""Screen Hardware""; ""Hardware Buttons""
""Processors""""Graphics Hardware""; ""Location and Orientation""; ""Cooperation with the Device""; ""Using Visual Studio for Windows 8 and Windows Phone Development""; ""Installing Visual Studio""; ""Creating a Windows Store Project""; ""Project Templates""; ""Designing a Page""; ""Running the Application""; ""Running in the Simulator""; ""Running on an External Device""; ""Connecting the Device""; ""Installing the Remote Debugger""; ""Deploying to the Device from Visual Studio""; ""Creating a Windows Phone Project""; ""Project Templates""; ""Designing a Page""; ""Running in the Emulator""
""Selecting an Emulator Image""""Running on a Real Device""; ""Registering the Device""; ""Deploying to the Device from Visual Studio""; ""Debugging""; ""Breakpoints""; ""Debug Output""; ""Cross-Platform Development""; ""Building Entirely Separate Projects""; ""Using Shared Source Files""; ""Choosing a Development Approach""; ""Getting Help""; ""MSDN""; ""Search Engines""; ""Microsoft�s Windows Phone Developer Center""; ""Game Development""; ""Suitable Games""; ""Welcome to the World of Windows 8 and Windows Phone Development""; ""Summary""; ""Chapter 2: Getting Started with MonoGame""
""What Is MonoGame?""""Installing MonoGame""; ""Creating a MonoGame Project""; ""Creating a MonoGame Project for Windows 8""; ""Creating a MonoGame Project for Windows Phone""; ""Adding Some Content""; ""Adding the Sprite Graphic to the Project""; ""Displaying the Graphic""; ""Moving the Graphic""; ""Examining the Projects in More Detail""; ""The Windows 8 MonoGame Project""; ""The Windows Phone MonoGame Project""; ""The Content Project""; ""Sharing Graphic Resources between Windows 8 and Windows Phone""; ""Sprites in Detail""; ""Supported Graphic Formats""; ""Scaling""
""Using a Uniform Scaling Factor""""Using a Nonuniform Scaling Factor""; ""Using a Destination Rectangle""; ""Rotation""; ""Tinting""; ""Partial Image Rendering""; ""Layer Depth""; ""Sprite Transparency""; ""Color Key Transparency""; ""Alpha Channel Transparency""; ""Alpha Tinting""; ""Useful Sprite Effects""; ""Setting a Background Image""; ""Fading to Black""; ""Fading between Images""; ""Displaying Text""; ""Font Support""; ""Creating SpriteFont Objects""; ""Displaying Text""; ""Supporting Portrait and Landscape Orientations""; ""Orientation in Windows 8 Projects""
""Orientation in Windows Phone Projects""
Record Nr. UNINA-9910735396303321
Dawes Adam  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers
XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers
Autore Jaegers Kurt
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2012
Descrizione fisica 1 online resource (322 p.)
Disciplina 004.5
Soggetto topico Computer games - Programming
Computer games - Design
Soggetto genere / forma Electronic books.
ISBN 1-283-63741-3
1-84968-709-9
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:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix
Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way
The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1
Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures
Time for action - Vertex Shader Input and Output definition
Record Nr. UNINA-9910462278103321
Jaegers Kurt  
Birmingham, : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Xna 4.0 game development by example [[electronic resource] ] : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Xna 4.0 game development by example [[electronic resource] ] : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Autore Jaegers Kurt
Edizione [1st edition]
Pubbl/distr/stampa Birmingham [U.K.], : Packt Pub., 2010
Descrizione fisica 1 online resource (428 p.)
Disciplina 794.81526
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-282-81935-6
9786612819353
1-84969-067-7
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:Introducing XNA Game Studio; Overview of the games; System requirements; Installing XNA Game Studio; Time for action - installing XNA Game Studio; Building your first game; Time for action - creating a new Windows game project; Anatomy of an XNA game; The declarations area; Time for action - adding variables to the class declaration area; The Game1 class constructor; The Initialize() method; Time for action - customizing the Initialize() method; The LoadContent() method
Time for action - creating the squareTextureThe Update() method; Time for action - coding Update() for SquareChase; The Draw() method; Time for action - draw SquareChase!; Time for action - play SquareChase!; Summary; Chapter 2:Flood Control - Underwater Puzzling; Designing a puzzle game; Time for action - set up the Flood Control project; Introducing the Content Pipeline; Time for action - reading textures into memory; Sprites and sprite sheets; Classes used in Flood Control; The GamePiece class; Identifying a GamePiece; Time for action - build a GamePiece class - declarations
Creating a GamePieceTime for action - building a GamePiece class: constructors; Updating a GamePiece; Time for action - GamePiece class methods - part 1 - updating; Rotating pieces; Time for action - GamePiece class methods - part 2 - rotation; Pipe connectors; Time for action - GamePiece class methods - part 3 -; connection methods; Sprite sheet coordinates; Time for action - GamePiece class methods - part 4 -; GetSourceRect; The GameBoard class; Time for action - create the GameBoard.cs class; Creating the game board; Time for action - initialize the game board; Updating GamePieces
Time for action - manipulating the game boardFilling in the gaps; Time for action - filling in the gaps; Generating new pieces; Time for action - generating new pieces; Water filled pipes; Time for action - water in the pipes; Propagating water; Time for action - making the connection; Building the game; Declarations; Time for action - Game1 declarations; Initialization; Time for action - updating the Initialize() method; The Draw() method - the title screen; Time for action - drawing the screen - the title screen; The Draw() method - the play screen
Time for action - drawing the screen - the play screenKeeping score; Time for action - scores and scoring chains; Input handling; Time for action - handling mouse input; Letting the player play!; Time for action - letting the player play; Play the game; Summary; Chapter 3:Flood Control - Smoothing Out the Rough Edges; Animated pieces; Classes for animated pieces; Time for action -rotating pieces; Time for action -falling pieces; Time for action -fading pieces; Managing animated pieces; Time for action - updating GameBoard to support animated; pieces; Fading pieces
Time for action - generating fading pieces
Record Nr. UNINA-9910459198103321
Jaegers Kurt  
Birmingham [U.K.], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
ZBrush 4 sculpting for games [[electronic resource] ] : beginner's guide : sculpt machines, environments, and creatures for your game development projects / / Manuel Scherer
ZBrush 4 sculpting for games [[electronic resource] ] : beginner's guide : sculpt machines, environments, and creatures for your game development projects / / Manuel Scherer
Autore Scherer Manual
Pubbl/distr/stampa Olton, Birmingham, : Packt Pub. Ltd., 2011
Descrizione fisica 1 online resource (348 p.)
Disciplina 006.6
794.81686
Soggetto topico Computer games - Programming
Computer games - Design
Soggetto genere / forma Electronic books.
ISBN 1-283-37689-X
9786613376893
1-84969-081-2
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: Getting Started; Who this book is for; What we will learn in this book; Why ZBrush?; How ZBrush is used in a game's production; What you'll need for this book; Terminology; Working in the field of digital art; The concept; Time for action - a short example of a concept; Explore ZBrush on the Web; Summary; Chapter 2: Learning the Interface; Interface and navigation; Time for action - navigating in 3D space; More on the interface - The Tray
Time for action - using the TraysPalettes; Trays; The difference between 2.5D and 3D in ZBrush; Time for action - working in 3D with ""Tools""; The Edit mode; How to enter 2D, 2.5D, or 3D mode; Summary; Chapter 3: Modeling a Spooky Tree with ZSpheres; ZSpheres workflow; The concept of the spooky tree; Time for action - preparing the spooky tree with ZSpheres; Time for action - starting the spooky tree with ZSpheres; Time for action - finishing the tree; Time for action - converting our ZSpheres into polygons; Summary; Chapter 4: Adding Details to the Tree; The sculpting interface
Time for action - using the interface preset Sculpt01Time for action - choosing the right material for sculpting; Time for action - using brushes; Controlling the brushes; Time for action - shaping the spooky tree; Local transformations and rotations; Time for action - isolating parts of the tree with Polygroups; Time for action - working with subdivisions; Finishing the sculpt; Time for action - sculpting the tree on the next level; Time for action - finishing the sculpt; Lazymouse; Summary; Chapter 5: Texturing the Tree with Polypaint; What is Polypainting?
Time for action - setting up our model for PolypaintingTime for action - using masks for Polypainting; Brushes for Polypainting; Time for action - using Auto Masking to finish the Polypainting; Auto Masking; Have a go hero - adding final shading with Ambient Occlusion; Summary; Chapter 6: Adding an Environment to the Tree; Changing the document size to fit your screen; Time for action - setting up the canvas size; Adding objects with subtools; Time for action - stand your ground; The Transpose tool; Time for action - moving the ground floor with Transpose; Transpose; Single-sided polygons
Time for action - roughing in the hillTime for action - creating a mushroom; Time for action - sculpting the mushroom with radial symmetry; Summary; Chapter 7: Modeling a Sci-Fi Drone; Using ZBrush with other 3D applications; In-game meshes - less is more; Workflows - where to start; Concept art - the Pioneer Drone; The in-game mesh; Texture coordinates; Summary; Chapter 8: Sci-Fi-Drone: Hard Surface Sculpting; Preparing the mesh for sculpting; Time for action - preparing the mesh; Autogroups; Subdividing for hard surface sculpting; Hard surface brushes
Time for action - sculpting the upper air outlets
Record Nr. UNINA-9910459961203321
Scherer Manual  
Olton, Birmingham, : Packt Pub. Ltd., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui