top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Building an RPG with Unity 2018 : leverage the power of Unity 2018 to build elements of an RPG / / Vahe Karamian
Autore Karamian Vahe
Edizione [Second edition.]
Pubbl/distr/stampa Birmingham : , : Packt, , 2018
Descrizione fisica 1 online resource (366 pages)
Disciplina 794.81525
Soggetto topico Computer games - Programming
Computer games - Design
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910814243403321
Karamian Vahe  
Birmingham : , : Packt, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building an RPG with Unity 5.x : unleash the full potential of Unity to build a fully playable, high-quality multiplayer RPG / / Vahé Karamian
Building an RPG with Unity 5.x : unleash the full potential of Unity to build a fully playable, high-quality multiplayer RPG / / Vahé Karamian
Autore Karamian Vahé
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2016
Descrizione fisica 1 online resource (369 pages) : illustrations (some color)
Disciplina 794.81526
Collana Community Experience Distilled
Soggetto topico Computer games - Programming
Computer games - Design
ISBN 9781785287350
1785287354
9781785285004
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910136706103321
Karamian Vahé  
Birmingham, England : , : Packt Publishing, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building Minecraft Server Modifications
Building Minecraft Server Modifications
Autore Sommer Cody M
Pubbl/distr/stampa [Place of publication not identified], : Packt Publishing Limited, 2013
Descrizione fisica 1 online resource (1 v.) : ill
Collana Community experience distilled
Soggetto topico Minecraft (Game)
Computer games - Programming
Client/server computing
Soggetto genere / forma Electronic books.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910462672103321
Sommer Cody M  
[Place of publication not identified], : Packt Publishing Limited, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building quality shaders for Unity® : using shader graphs and HLSL shaders / / Daniel Ilett
Building quality shaders for Unity® : using shader graphs and HLSL shaders / / Daniel Ilett
Autore Ilett Daniel
Pubbl/distr/stampa Berkeley, California : , : Apress L. P., , [2022]
Descrizione fisica 1 online resource (745 pages)
Disciplina 929.605
Soggetto topico Computer graphics
Computer games - Programming
Three-dimensional display systems
ISBN 1-4842-8652-9
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 to Shaders in Unity -- Rendering -- Game Data -- The Vertex Shader -- The Fragment Shader -- Unity's Render Pipelines -- Shader Graph -- Summary -- Chapter 2: Math for Shader Development -- Vectors -- Position and Direction Vectors -- Vector Addition and Subtraction -- Scalar Multiplication -- Vector Magnitude -- Vector Normalization -- Basis Vectors and Linear Combinations -- Dot Product -- Cross Product -- Matrices -- Matrix Addition and Subtraction -- Scalar Multiplication -- Square, Diagonal, and Identity Matrices -- Matrix Transpose -- Matrix Determinant -- Matrix Multiplication -- Matrix Inverse -- Matrix Transformations -- Scaling Matrices -- Rotation Matrices -- Translation Matrices -- Homogeneous Coordinates -- Space Transformations -- Object-to-World Space Transformation -- World-to-View Space Transformation -- View-to-Clip Space Transformation -- Perspective Divide -- Summary -- Chapter 3: Your Very First Shader -- Project Setup -- Creating a Project -- Setting Up the Scene -- Writing a Shader in Unity -- Writing ShaderLab Code -- Adding a SubShader -- SubShader Tags -- Adding a Pass -- Pragma Directives and Includes -- Controlling Data Flow with Structs -- The appdata Struct -- The v2f Struct -- Variables in HLSL -- The Vertex Shader -- The Fragment Shader -- The SRP Batcher and Constant Buffers -- Common Shader Syntax -- Scalar Types -- Vector Types -- Matrix Types -- Included Variables -- Transformation Matrices -- Time-Based Variables -- Summary -- Chapter 4: Shader Graph -- Shader Graph Overview -- Creating a Basic Shader in Shader Graph -- Scene Setup -- The Shader Graph Interface -- The Toolbar -- Togglable Windows -- The Graph Environment -- Adding Properties -- Property Naming.
Common Property Options -- Color Property Options -- Building the Graph -- Shader Graph Features -- Adding Blocks to the Master Stack -- Redirect Node -- Preview Node -- Color Mode -- Shader Path -- Node Groups -- Sticky Notes -- Node Snapping -- Sub Graphs -- Color Invert Sub Graph -- Custom Function Node -- Color Invert Custom Function -- Custom Function String Mode -- Custom Function File Mode -- Summary -- Chapter 5: Textures and UV Coordinates -- Basic Texturing -- Texture Support in HLSL -- Adding Texture Properties -- Texture Coordinates -- Texture Sampling -- Texture Support in Shader Graph -- Applying Tiling and Offset Vectors -- Sampling Textures -- Mipmaps and Level of Detail -- Level of Detail -- Texture LOD in HLSL -- Texture LOD in Shader Graph -- Sampling Options -- Wrap Mode -- Filter Mode -- Sampler States -- Sampler States in HLSL -- Sampler States in Shader Graph -- Summary -- Chapter 6: Advanced Texturing -- Base Shader in HLSL -- Modifying Texture Coordinates -- UV Rotation -- UV Rotation in HLSL -- UV Rotation in Shader Graph -- Flipbook Mapping -- Flipbooks in HLSL -- Flipbooks in Shader Graph -- Polar Coordinate Mapping -- Polar Coordinates in HLSL -- Polar Coordinates in Shader Graph -- Triplanar Mapping -- Triplanar Mapping in HLSL -- Triplanar Node in Shader Graph -- UV Shear -- Shear in HLSL -- Shear in Shader Graph -- Texture3D -- Importing 3D Textures from 2D Textures -- Blended Particles Using Texture3D -- Blended Particles in HLSL -- Blended Particles in Shader Graph -- Cubemaps -- Importing Cubemaps from 2D Textures -- Using Cubemaps in HLSL -- Sampling a Cubemap in HLSL -- Sampling a Reflected Cubemap in HLSL -- Using Cubemaps in Shader Graph -- Sampling a Cubemap in Shader Graph -- Sampling a Reflected Cubemap in Shader Graph -- Summary -- Chapter 7: The Depth Buffer -- How Rendering Opaque Objects Works.
How the Depth Buffer Works -- Render Queues -- Depth Testing and Writing -- The ZTest Keyword -- The ZWrite Keyword -- Depth Settings with Shader Graph -- Early Depth Testing -- Z-Fighting -- Shader Effects Using Depth -- Silhouette -- Silhouette Effect in HLSL -- Preparing the Depth Texture -- Camera Depth Texture -- Reading Depth Values -- Converting Depth Values -- Silhouette Effect in Shader Graph -- Writing to the Depth Texture Using a Depth-Only Pass -- Depth-Only Pass in the Built-In Pipeline -- Depth-Only Pass in URP -- Scene Intersections -- Scene Intersections in HLSL -- Scene Intersections in Shader Graph -- The Stencil Buffer -- Stencil Testing in HLSL -- Stencil Mask Shader -- Reading the Stencil Buffer -- URP Renderer Features -- Render Objects -- X-Ray Effect Using Depth -- X-Ray Effect with HLSL -- X-Ray Effect with HLSL in the Built-in Pipeline -- Textured Pass -- X-Ray Pass -- X-Ray Effect with HLSL in URP -- X-Ray Effect with URP Render Objects (No Code) -- Rendering Objects Behind Walls -- Rendering Unobstructed Objects -- Impossible Room Effect Using Stencils -- Impossible Room Effect with HLSL -- Impossible Room Effect with Render Objects -- Summary -- Chapter 8: Transparency and Alpha -- How Rendering Transparent Objects Works -- How Alpha Blending Works -- Alpha Blending in HLSL -- Premultiplied Blending -- Additive Blending -- Multiplicative Blending -- Blend Mode Properties -- Alpha Blending in Shader Graph -- Other Blend Modes -- Alpha Clipping -- Alpha Cutout in HLSL -- Alpha Cutout in Shader Graph -- Dithered Transparency with Alpha Clip -- Dithered Transparency in HLSL -- Dithered Transparency in Shader Graph -- Dissolve Effect with Alpha Clip -- Dissolve Effect in HLSL -- Dissolve Effect in Shader Graph -- Summary -- Chapter 9: More Shader Fundamentals -- Interacting with C# Code.
Cycling Colors with the HelloWorld Shader -- World-Space Dissolve -- World-Space Dissolve in HLSL -- World-Space Dissolve in Shader Graph -- World-Space Dissolve Scripting -- Controlling Shaders with Animations -- Shader Keywords -- Shader Keywords in HLSL -- Declaring Keyword Properties -- Using Keywords -- Shader Keywords in Shader Graph -- Modifying Keywords Using C# Scripting -- UsePass in ShaderLab -- GrabPass in ShaderLab -- Sepia Tone Effect Using GrabPass in the Built-in Pipeline -- Sepia Tone Effect Using Camera Opaque Texture in URP -- Sepia Tone Effect Using the Scene Color Node in Shader Graph -- Summary -- Chapter 10: Lighting and Shadows -- Lighting Models -- Ambient Light -- Diffuse Light -- Specular Light -- Fresnel Light -- Blinn-Phong Reflection Model -- Flat Shading -- Flat Shading in HLSL -- Accessing Lights in the Built-In Pipeline -- Accessing Lights in URP -- Flat Shading in Shader Graph -- Gouraud Shading -- Gouraud Shading in HLSL -- Gouraud Vertex Shader in the Built-In Pipeline -- Gouraud Vertex Shader in URP -- Gouraud Shading in Shader Graph -- GetMainLight Sub Graph -- GetAmbientLight Sub Graph -- Gouraud Shading with Custom Interpolators -- Phong Shading -- Phong Shading in HLSL -- Phong Shading in the Built-In Pipeline -- Phong Shading in URP -- Fresnel Light Modification -- Phong Shading in Shader Graph -- Physically Based Rendering -- Smoothness -- Metallic Mode -- Specular Mode -- Normal Mapping -- Ambient Occlusion -- Emission -- PBR in the Built-In Pipeline -- PBR in URP -- PBR in Shader Graph -- Shadow Casting -- Shadow Casting in the Built-In Pipeline -- Shadow Casting in URP -- Shadow Casting in Shader Graph -- Summary -- Chapter 11: Image Effects and Post-Processing -- Render Textures -- Post-Processing Effects -- Grayscale Image Effect -- Post-Processing in the Built-In Pipeline.
Grayscale C# Scripting in the Built-In Pipeline -- Grayscale Shader in the Built-In Pipeline -- Post-Processing in URP -- Grayscale C# Scripting in URP -- The GrayscaleSettings C# Script -- The GrayscaleRenderPass C# Script -- The GrayscaleFeature C# Script -- The Grayscale Shader -- Using Volumes with Grayscale in URP -- Post-Processing in HDRP -- Grayscale C# Scripting in HDRP -- Grayscale Shader in HDRP -- Using Volumes with Grayscale in HDRP -- Gaussian Blur Image Effect -- Gaussian Blur in the Built-In Pipeline -- Gaussian Blur C# Scripting in the Built-In Pipeline -- Gaussian Blur Shader in the Built-In Pipeline -- Gaussian Blur in URP -- Gaussian Blur C# Scripting in URP -- The GaussianBlurSettings C# Script -- The GaussianBlurRenderPass C# Script -- The GaussianBlurFeature C# Script -- Gaussian Blur Shader in URP -- Gaussian Blur in HDRP -- Gaussian Blur C# Scripting in HDRP -- Gaussian Blur Shader in HDRP -- Summary -- Chapter 12: Advanced Shaders -- Tessellation Shaders -- Water Wave Effect with Tessellation -- Wave Tessellation in Shader Code -- Wave Vertex Shader -- Wave Tessellation Control (Hull) Shader -- Wave Tessellation Evaluation (Domain) Shader -- Wave Tessellation tessVert Function and Fragment Shader -- Wave Tessellation in Shader Graph -- Level of Detail Using Tessellation -- Level of Detail Tessellation in Shader Code -- Level of Detail Tessellation in Shader Graph -- Geometry Shaders -- Visualizing Normals with Geometry Shaders -- Compute Shaders -- Grass Mesh Instancing -- The ProceduralGrass C# Script -- ProceduralGrass Properties -- ProceduralGrass Start Method -- ProceduralGrass RunComputeShader Method -- ProceduralGrass Script Update Method -- ProceduralGrass Script OnDestroy Method -- The ProceduralGrass Compute Shader -- The Grass Blade Shader -- Summary -- Chapter 13: Profiling and Optimization -- Profiling Shaders.
FPS or Milliseconds?.
Record Nr. UNINA-9910617306603321
Ilett Daniel  
Berkeley, California : , : Apress L. P., , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building your first mobile game using XNA 4.0 [[electronic resource] ] : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Building your first mobile game using XNA 4.0 [[electronic resource] ] : a fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0 / / Brecht Kets, Thomas Goussaert
Autore Kets Brecht
Pubbl/distr/stampa Birmingham, : Packt Pub., 2012
Descrizione fisica 1 online resource (159 p.)
Disciplina 004.165
Altri autori (Persone) GoussaertThomas
Collana Professional expertise distilled
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84968-775-7
1-299-19846-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Developing for Windows Phone; Installing the Windows Phone SDK; Registering your Windows Phone; Getting started with your first application; The Game class; Fields; Constructor; Initialize; LoadContent; UnloadContent; Update; Draw; Summary; Chapter 2: 2D Graphics; 2D coordinate system; Adding content; Drawing sprites; Adding fields; Loading textures; Drawing textures; Refactoring our code; Render context; The base class; Properties
ConstructorMethods; Building the GameSprite class; Fields; Properties; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent; Update; Draw; Result; Adding movement to the hero; The Hero2D class; Fields; Initialize; LoadContent; Update; Draw; Updating the game class; Result; Adding animation to our hero; Sprite sheets; The GameAnimatedSprite class; Fields; Properties; Constructors; Play, pause, and stop; Update; Updating Hero2D; Fields; Initialize; Update; Result; Summary; Chapter 3: 3D Graphics; 3D coordinate system; Using matrices; Drawing models; Adding fields; Initialize
Loading modelsDrawing models; Result; Mixing 2D and 3D; Refactoring our code; The base class; Properties; Constructor; Methods; The camera; Updating RenderContext; The GameModel; Fields; Constructor; Methods; Updating MainGame; Fields; Initialize; LoadContent, Update, and Draw; Result; Adding movement to the hero; The Hero3D class; Fields; Initialize; LoadContent and Draw; Update; Updating the Game class; Result; Adding animation to our hero; The GameAnimatedModel class; Fields; LoadContent; Update; Controlling animations; Draw; Updating Hero3D; Result; Exercise: adding enemies; Summary
Chapter 4: InputUsing keyboard; Using the accelerometer; Using touch; Gestures; Enabling gestures; Reading gestures; Summary; Chapter 5: Sound; Before we start; Playing sound; SoundEffect; Setting volume, pitch, and pan; SoundEffectInstance; Fields; LoadContent; Playing 3D sound; Fields; LoadContent; Update; Result; Playing a song; Summary; Chapter 6: Building a Basic Framework; Scene graph; Implementation; Fields; Constructor; Methods; Using the code; Scene manager; The GameScene; Properties; Constructor; Methods; The SceneManager; Properties; Constructor; Managing the scenes
Initialize and LoadContentUpdate and Draw; Creating scenes; Updating the main game; Initialize; LoadContent; Update and Draw; Result; Collision; The extension method; Updating GameObject2D; Updating Hero2D; Testing for collisions; Result; Menus; The button; Fields and events; Constructor; LoadContent; Update; The menu scene; Result; Summary; Chapter 7: Building a Game; Game concept; Menu scene; Fields; Constructor; Initialize; LoadContent; Level Scene; Prerequisites; Level Scene; Background; Fields; Initialize; Update; Scene Implementation; Path; Fields; Initialize; Update
Scene Implementation
Record Nr. UNINA-9910452486903321
Kets Brecht  
Birmingham, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors
Computer games [[electronic resource] ] : learning objectives, cognitive performance and effects on development / / Agustin Soria and Julian Maldonado, editors
Pubbl/distr/stampa New York, : Nova Science Publisher's, c2010
Descrizione fisica 1 online resource (219 p.)
Disciplina 794.8/1526
Altri autori (Persone) SoriaAgustin <1954->
MaldonadoJulian
Collana Computer science, technology and applications series
Soggetto topico Computer games - Programming
Computer games - Design
Computer games - Research
Video games - Design
Soggetto genere / forma Electronic books.
ISBN 1-61761-178-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT ""; ""CONTENTS ""; ""PREFACE ""; ""EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES""; ""Abstract""; ""1. Introduction""; ""2. Model""; ""2.1. Game Application Model""; ""2.2. Game Load Complexity Model""; ""2.3. Game Hosting Model""; ""2.4. Complete Game Ecosystem Model""; ""3. Architecture""; ""4. Monitoring""; ""4.1. Real-Time Metrics""; ""4.2. Monitored Entities""
""4.2.1. Host Entity""""4.2.2. Game Process Entity""; ""4.2.3.Game Local Session Entity""; ""4.3. Monitoring Method""; ""5. Load Prediction""; ""5.1. Predictor Families""; ""5.2. Prediction Method""; ""5.3. Neural Network-Based Prediction""; ""5.3.1. Preprocessor""; ""5.3.2. Signal Expander""; ""5.3.3. Neural Network""; ""5.3.4. Postprocessor""; ""5.3.5. Utilisation""; ""5.3.6. Complexity Analysis""; ""5.4. Implementation""; ""5.5. Distributed FPS Game Simulator""; ""5.6. Neural Network Tuning""; ""5.6.1. Network Type""; ""5.6.2. Network Structure""; ""5.6.3. Transfer Function""
""5.6.4. Signal Expanding""""5.7. Prediction Results""; ""6. Capacity Management""; ""6.1. Processor Load Model""; ""6.2. Memory Load Model""; ""6.3. Network Load Model""; ""6.4. General Load Model""; ""7. Resource Allocation""; ""8. Conclusions""; ""References""; ""A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES""; ""Abstract""; ""Introduction""; ""Game Categorization""; ""Epistemic Patterns""; ""Pattern List""; ""Arranging""; ""Assigning""; ""Collecting""; ""Comparing""; ""Composing""; ""Filtering""; ""Linking""; ""Probing""; ""Searching""; ""Selecting""
""Analysis of Games Using These Patterns""""Adventures of Lolo""; ""Bejeweled""; ""Blocksum""; ""Bookworm""; ""Civilization IV""; ""The Incredible Machine""; ""Legend of Zelda: Ocarina of Time""; ""Myst""; ""Pacman""; ""Step-By-Step""; ""Tetris""; ""Conclusion""; ""References""; ""PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD ""; ""Abstract ""; ""Introduction ""; ""Digital Game Playing and Emotion Regulation""; ""Patterns of Playing Digital Games and Depressed Mood""; ""The Current Study""; ""Methods""; ""Participants""; ""Study Procedure""; ""Measures""
""Results""""Descriptive Results""; ""Digital Game Playing Patterns""; ""Digital Game Playing Patterns and Depressed Mood""; ""Conclusion ""; ""Acknowledgements""; ""References""; ""VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING""; ""Abstract""; ""Introduction""; ""Scope of this Chapter""; ""Video Games for Learning""; ""Video Games for Health""; ""Concrete Versus Conceptual Games""; ""Learning Theory and Health Game Design""; ""The Example of Re-Mission""; ""Symbolic Self Modeling in Re-Mission""; ""Other Learning Principles in Re-Mission""; ""Conclusion""; ""References""
""DREAMS AND VIDEO GAME PLAY""
Record Nr. UNINA-9910452204903321
New York, : Nova Science Publisher's, c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Autore Bigelow Daven
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Collana Learn by doing : less theory, more results
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-280-67661-2
9786613653543
1-84951-661-8
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: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force
Time for action - creating forces
Record Nr. UNINA-9910462447403321
Bigelow Daven  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Creating e-Learning games with unity : develop your own 3D e-learning game using gamification, systems design, and gameplay programming techniques / / David Horachek
Creating e-Learning games with unity : develop your own 3D e-learning game using gamification, systems design, and gameplay programming techniques / / David Horachek
Autore Horachek David
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (246 p.)
Disciplina 794.81526
Collana Community experience distilled
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84969-343-9
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 E-Learning and the Three Cs of 3D Games; Understanding e-learning; Introducing our game - Geography Quest; Comprehending the three Cs; Creating our first scene; Developing the character system; Building character representation; Developing the camera code; Implementing GameCam.cs; Developing the player controls code; Implementing PlayerControls.cs; Try it out; Summary; Chapter 2: Interactive Objects and MissionMgr; Understanding the base scripts
Building an interactive objectImplementing the CustomGameObj script; Implementing the InteractiveObj script; Implementing the ObjectInteraction script; Implementing the InventoryItem script; Implementing the InventoryMgr script; Implementing the DisplayInventory method; Implementing the MissionMgr script; Implementing the Mission script; Implementing the MissionToken script; Implementing the SimpleLifespanScript; Putting it all together; Testing the mission system; Try it out!; Summary; Chapter 3: Mission One - Find the Facts; Finding the facts; Designing games to maximize fun
The teaching loop in game designImplementing the core classes for mission one; Creating a terrain; Creating the FlagLocators; Creating the FlagMonument; Creating the MonumentMgr; Creating the InventoryPlaceOnMonument class; Creating the MissionMgrHelper script; Creating the TriviaCardScript script; Creating the SetupMissionOne script; Creating the flag Prefabs; Creating the pop-up card Prefabs; Creating the mission pop-up Prefab; Creating the mission reward Prefabs; Creating the FoundAllTheFlags Prefab; Creating the ReturnedTheFlagsResult Prefab; Configuring the mission manager
Playing the level!Summary; Chapter 4: Mission One - Future Proofing the Code; Reorganizing our GameObjects in the Scene view; Creating a global scene; Creating a first level scene; Adding new scenes to the project; Creating the PopupMainMenu GameObject; An introduction to Finite State Machines; Implementing an FSM in a game; Switch Case FSM; Classes implementation of FSM; Implementing the GameMgr script; Reflecting on our code changes; Analyzing code functionality; Updating some systems; Making the ScorePlate active; Updating the player motion algorithm; Playing the level!; Summary
Chapter 5: User Interfaces in UnityGetting familiar with Unity UI classes; Developing the pop-up system; Exploring the GUIText component; Interpreting the members on GUIText; Exploring the GUITexture component; Exploring the TextMesh component; Ideal use of TextMesh; Creating clickable text elements; Detecting mouse clicks; Detecting mouse over; Detecting leaving mouse over; Exploring UnityScript and the GUIButton object; Using UnityGUI; Creating a clickable button; Detecting a mouse click; Building the main menu pop up; Testing our work; Future extensions; Summary
Chapter 6: NPCs and Associated Technology
Record Nr. UNINA-9910453510503321
Horachek David  
Birmingham, England : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Creating game environments in blender 3D : learn to create low poly game environments / / Ezra Thess Mendoza Guevarra
Creating game environments in blender 3D : learn to create low poly game environments / / Ezra Thess Mendoza Guevarra
Autore Mendoza Guevarra Ezra Thess
Edizione [1st ed. 2020.]
Pubbl/distr/stampa [Place of publication not identified] : , : Apress, , [2020]
Descrizione fisica 1 online resource (XVII, 243 p. 241 illus.)
Disciplina 794.81526
Soggetto topico Computer games - Programming
ISBN 1-4842-6174-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Getting Started -- Chapter 2: Let’s Create! -- Chapter 3: Color It! -- Chapter 4: Texture It! -- Chapter 5: The Finale.
Record Nr. UNINA-9910427049803321
Mendoza Guevarra Ezra Thess  
[Place of publication not identified] : , : Apress, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
CryENGINE 3 game development [[electronic resource] ] : eginner's guide / / Sean Tracy, Paul Reindell
CryENGINE 3 game development [[electronic resource] ] : eginner's guide / / Sean Tracy, Paul Reindell
Autore Tracy Sean
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2012
Descrizione fisica 1 online resource (354 p.)
Disciplina 006.6
Altri autori (Persone) ReindellPaul
Soggetto topico Computer games - Programming
Electronic games - Design
Soggetto genere / forma Electronic books.
ISBN 1-283-63742-1
1-84969-206-8
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: Introducing the CryENGINE 3 Free SDK; What is the CryENGINE?; Applying your vision; Far Cry by Crytek - first-person shooter; Aion by NCsoft - massively online role-playing game; Crysis by Crytek - first-person shooter; Crysis Warhead by Crytek - first-person shooter; Crysis 2 by Crytek - first-person shooter; CryENGINE 3 Free SDK; What's in it for me?; Do I need a full team to develop with the CryENGINE?; Learning by example
Time for action - installing the CryENGINE 3 Free SDKCome in...stay awhile; Time for action - load the sample map in the launcher; Visual Studio Express and C++ game code; Acquiring the sample source assets; Time for action - installation of the 3Ds Max exporter Plugin; Time for action - downloading and opening the sample assets; Time for action - installing the Adobe Photoshop plugin-CryTif; CryENGINE 3 Sandbox; Time for action - starting Sandbox and WYSIWYP; Getting around in the Sandbox Editor; Time for action - manipulating the perspective camera; Handling level objects
Time for action - selecting and browsing objectsTime for action - saving our work; Summary; Chapter 2: Breaking Ground with Sandbox; What makes a game?; Reducing, reusing, recycling; Developing out of the box; Time for action - creating a new level; Using the right Heightmap Resolution; Scaling your level with Meters Per Unit; Calculating the real-world size of the terrain; Using or not using terrain; Time for action - creating your own heightmap; Using alternative ways for creating terrain; Generating procedural terrain; Importing a pre-made heightmap; Creating terrain textures
Time for action - creating some basic terrain texture layersAdding altitude and slope; Adjusting the tile resolution; Creating vegetation; Time for action - creating some flora for your level; Time for action - setting up time of day and its basic parameters; Adding Atmosphere; Summary; Chapter 3: Playable Levels in No Time; Building levels with entities and objects; Starting a level; Creating a spawn point; Time for action - creating a spawn point; Landmarks to guide the player; Using roads in levels; Time for action - creating a road object; Utilizing layers to organize level objects
Time for action - creating and managing layersAdding objects using the asset browser; Time for action - adding brushes to the level; White boxing; White boxing using Constructive Solid Geometry (CSG); Time for action - creating constructive solid geometry; Adding characters with Artificial Intelligence (AI); Time for action - place a basic AI entity; Create an archetype entity; Time for action - creating your own archetype; Exporting to engine; Time for action - exporting your level to engine; Summary; Chapter 4: I'm a Scripter, Not a Coder; Scripting and the CryENGINE 3
Lua usage in the CryENGINE 3
Record Nr. UNINA-9910462543303321
Tracy Sean  
Birmingham, : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui