Fondamenti di grafica tridimensionale interattiva / Riccardo Scateni ... [et. al]. |
Pubbl/distr/stampa | Milano [etc.] : McGraw-Hill, 2005 |
Descrizione fisica | xii, 247 p., 16 p. of col. plates : ill. ; 24 cm |
Disciplina | 006.693 |
Altri autori (Persone) |
Scateni, Riccardoauthor
Scopigno, Roberto Montani, Claudio Cignoni, Paolo |
Collana | Collana di istruzione scientifica. Serie di informatica |
Soggetto topico |
Computer graphics
Three-dimensional display systems |
ISBN | 8838662150 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ita |
Record Nr. | UNISALENTO-991001614259707536 |
Milano [etc.] : McGraw-Hill, 2005 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. del Salento | ||
|
Foundations of 3D computer graphics [[electronic resource] /] / Steven J. Gortler |
Autore | Gortler Steven J (Steven Jacob), <1966-> |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, 2012 |
Descrizione fisica | xvi, 273 p. : ill. (some col.) |
Disciplina | 006.6/93 |
Soggetto topico |
Computer graphics
Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
0-262-30481-3
0-262-30574-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910462086803321 |
Gortler Steven J (Steven Jacob), <1966-> | ||
Cambridge, Mass., : MIT Press, 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
The game artist's guide to Maya [[electronic resource] /] / Michael McKinley |
Autore | McKinley Michael (Michael T.) |
Pubbl/distr/stampa | San Francisco, : SYBEX, c2005 |
Descrizione fisica | 1 online resource (238 p.) |
Disciplina | 794.816696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer games - Design Video games - Design |
Soggetto genere / forma | Electronic books. |
ISBN |
1-280-52126-0
9786610521265 0-7821-5053-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
The Game Artist's Guide to Maya; Front matter; Acknowledgments; Contents; Introduction; 1: The Game Industry; Developers and Publishers; Artist Jobs; Getting the Job; Art Tests; Crunch Time; The Game Development Pipeline; 2: Polygonal Modeling; Game Art Limitations; Game Modeling Common Tools and Commands; Game Modeling Pointers; Efficiency; Edge Flow; Articulation; Cleanup; Reference Usage; Symmetry; Scale and Orientation; Tutorial: Creating the Weapon; Creating the Blade; Creating the Hilt and Grip; Tutorial: Creating the Character Model; Creating Silenus's Head; Creating Silenus's Body
Creating Silenus's Armor3: Texturing; Texturing in the Gaming World; Mapping UVs; UV Projection Commands; The UV Texture Editor; Texture Resolutions and Formats; Alpha Channel and Pixel Shader Effects; UV Mapping the Sword; UV Mapping the Body; UV Mapping the Torso; UV Mapping the Leg; UV Mapping the Arm; UV Mapping the Armor; UV Mapping the Head; The Hypershade; Applying a Material to a Model; Applying a Texture to a Material; Optional Procedures; The 3D Paint Tool; Vertex Coloring; Baking Normal Maps; Texture Painting Tips; The Finished Model; 4: Rigging; Skeletons and Joints Creating a SkeletonThe Pelvis and Legs; The Spine; The Arms; The Hands; Extra Joints; Setting the Local Rotation Axis; Forward and Inverse Kinematics; Leg IK; Displaying Selection Handles; Armor Parenting; Binding to the Skeleton; Painting Weights; Joint Rotation Limits; Eye Controls; Rigging the Face; Blend Shapes; Binding the Head; Set Driven Key; Facial Skeletons; Creating SDK Controls; Sword Constraints; 5: Animation; Creating a Character Set; Editing the Character Set; Creating a Subcharacter Set; Creating a Quality Animation; Animation Reference; Making an Attack Animation Creating EmphasisModify Timing in the Trax Editor; Secondary Motion; Idle Animation; Forward Movement; Blending Between Clips; The End?; 6: Particle Effects; Sprites; Creating a Sprite Effect; Adjusting the Effect; Creating a Second Effect; Continuing the Dust Effect; Geometry Effects; Creating Impact Effects; Additional Helpful CD Files; Final Thoughts; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; X |
Record Nr. | UNINA-9910457590803321 |
McKinley Michael (Michael T.) | ||
San Francisco, : SYBEX, c2005 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
The game artist's guide to Maya [[electronic resource] /] / Michael McKinley |
Autore | McKinley Michael (Michael T.) |
Pubbl/distr/stampa | San Francisco, : SYBEX, c2005 |
Descrizione fisica | 1 online resource (238 p.) |
Disciplina | 794.816696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Video games - Design |
ISBN |
1-280-52126-0
9786610521265 0-7821-5053-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
The Game Artist's Guide to Maya; Front matter; Acknowledgments; Contents; Introduction; 1: The Game Industry; Developers and Publishers; Artist Jobs; Getting the Job; Art Tests; Crunch Time; The Game Development Pipeline; 2: Polygonal Modeling; Game Art Limitations; Game Modeling Common Tools and Commands; Game Modeling Pointers; Efficiency; Edge Flow; Articulation; Cleanup; Reference Usage; Symmetry; Scale and Orientation; Tutorial: Creating the Weapon; Creating the Blade; Creating the Hilt and Grip; Tutorial: Creating the Character Model; Creating Silenus's Head; Creating Silenus's Body
Creating Silenus's Armor3: Texturing; Texturing in the Gaming World; Mapping UVs; UV Projection Commands; The UV Texture Editor; Texture Resolutions and Formats; Alpha Channel and Pixel Shader Effects; UV Mapping the Sword; UV Mapping the Body; UV Mapping the Torso; UV Mapping the Leg; UV Mapping the Arm; UV Mapping the Armor; UV Mapping the Head; The Hypershade; Applying a Material to a Model; Applying a Texture to a Material; Optional Procedures; The 3D Paint Tool; Vertex Coloring; Baking Normal Maps; Texture Painting Tips; The Finished Model; 4: Rigging; Skeletons and Joints Creating a SkeletonThe Pelvis and Legs; The Spine; The Arms; The Hands; Extra Joints; Setting the Local Rotation Axis; Forward and Inverse Kinematics; Leg IK; Displaying Selection Handles; Armor Parenting; Binding to the Skeleton; Painting Weights; Joint Rotation Limits; Eye Controls; Rigging the Face; Blend Shapes; Binding the Head; Set Driven Key; Facial Skeletons; Creating SDK Controls; Sword Constraints; 5: Animation; Creating a Character Set; Editing the Character Set; Creating a Subcharacter Set; Creating a Quality Animation; Animation Reference; Making an Attack Animation Creating EmphasisModify Timing in the Trax Editor; Secondary Motion; Idle Animation; Forward Movement; Blending Between Clips; The End?; 6: Particle Effects; Sprites; Creating a Sprite Effect; Adjusting the Effect; Creating a Second Effect; Continuing the Dust Effect; Geometry Effects; Creating Impact Effects; Additional Helpful CD Files; Final Thoughts; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; X |
Record Nr. | UNINA-9910784481203321 |
McKinley Michael (Michael T.) | ||
San Francisco, : SYBEX, c2005 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
The game artist's guide to Maya / / Michael McKinley |
Autore | McKinley Michael (Michael T.) |
Edizione | [1st ed.] |
Pubbl/distr/stampa | San Francisco, : SYBEX, c2005 |
Descrizione fisica | 1 online resource (238 p.) |
Disciplina | 794.816696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Video games - Design |
ISBN |
1-280-52126-0
9786610521265 0-7821-5053-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
The Game Artist's Guide to Maya; Front matter; Acknowledgments; Contents; Introduction; 1: The Game Industry; Developers and Publishers; Artist Jobs; Getting the Job; Art Tests; Crunch Time; The Game Development Pipeline; 2: Polygonal Modeling; Game Art Limitations; Game Modeling Common Tools and Commands; Game Modeling Pointers; Efficiency; Edge Flow; Articulation; Cleanup; Reference Usage; Symmetry; Scale and Orientation; Tutorial: Creating the Weapon; Creating the Blade; Creating the Hilt and Grip; Tutorial: Creating the Character Model; Creating Silenus's Head; Creating Silenus's Body
Creating Silenus's Armor3: Texturing; Texturing in the Gaming World; Mapping UVs; UV Projection Commands; The UV Texture Editor; Texture Resolutions and Formats; Alpha Channel and Pixel Shader Effects; UV Mapping the Sword; UV Mapping the Body; UV Mapping the Torso; UV Mapping the Leg; UV Mapping the Arm; UV Mapping the Armor; UV Mapping the Head; The Hypershade; Applying a Material to a Model; Applying a Texture to a Material; Optional Procedures; The 3D Paint Tool; Vertex Coloring; Baking Normal Maps; Texture Painting Tips; The Finished Model; 4: Rigging; Skeletons and Joints Creating a SkeletonThe Pelvis and Legs; The Spine; The Arms; The Hands; Extra Joints; Setting the Local Rotation Axis; Forward and Inverse Kinematics; Leg IK; Displaying Selection Handles; Armor Parenting; Binding to the Skeleton; Painting Weights; Joint Rotation Limits; Eye Controls; Rigging the Face; Blend Shapes; Binding the Head; Set Driven Key; Facial Skeletons; Creating SDK Controls; Sword Constraints; 5: Animation; Creating a Character Set; Editing the Character Set; Creating a Subcharacter Set; Creating a Quality Animation; Animation Reference; Making an Attack Animation Creating EmphasisModify Timing in the Trax Editor; Secondary Motion; Idle Animation; Forward Movement; Blending Between Clips; The End?; 6: Particle Effects; Sprites; Creating a Sprite Effect; Adjusting the Effect; Creating a Second Effect; Continuing the Dust Effect; Geometry Effects; Creating Impact Effects; Additional Helpful CD Files; Final Thoughts; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; X |
Record Nr. | UNINA-9910825849103321 |
McKinley Michael (Michael T.) | ||
San Francisco, : SYBEX, c2005 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game physics / / by David H. Eberly |
Autore | Eberly David H. |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Boca Raton, FL : , : CRC Press, , 2010 |
Descrizione fisica | 1 online resource (959 p.) |
Disciplina | 794.8/1526 |
Collana | Interactive 3D technology series |
Soggetto topico |
Computer games - Programming
Physics - Computer simulation Computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
0-429-09970-3
1-282-87887-5 9786612878879 0-08-096407-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque
2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass 3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction 4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress 5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation 5.7.5 Include Temperature |
Record Nr. | UNINA-9910459299503321 |
Eberly David H. | ||
Boca Raton, FL : , : CRC Press, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game physics / / by David H. Eberly |
Autore | Eberly David H. |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Boca Raton, FL : , : CRC Press, , 2010 |
Descrizione fisica | 1 online resource (959 p.) |
Disciplina | 794.8/1526 |
Collana | Interactive 3D technology series |
Soggetto topico |
Video games - Programming
Physics - Computer simulation Computer graphics Three-dimensional display systems |
ISBN |
0-429-09970-3
1-282-87887-5 9786612878879 0-08-096407-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque
2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass 3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction 4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress 5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation 5.7.5 Include Temperature |
Record Nr. | UNINA-9910785067503321 |
Eberly David H. | ||
Boca Raton, FL : , : CRC Press, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game physics / / by David H. Eberly |
Autore | Eberly David H. |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Boca Raton, FL : , : CRC Press, , 2010 |
Descrizione fisica | 1 online resource (959 p.) |
Disciplina |
794.8/1526
794.816693 |
Collana | Interactive 3D technology series |
Soggetto topico |
Video games - Programming
Physics - Computer simulation Computer graphics Three-dimensional display systems |
ISBN |
0-429-09970-3
1-282-87887-5 9786612878879 0-08-096407-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque
2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass 3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction 4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress 5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation 5.7.5 Include Temperature |
Record Nr. | UNINA-9910819120203321 |
Eberly David H. | ||
Boca Raton, FL : , : CRC Press, , 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game Programming with Unity and C# : A Complete Beginner's Guide / / Casey Hardman |
Autore | Hardman Casey |
Edizione | [Second edition.] |
Pubbl/distr/stampa | New York, NY : , : Apress Media LLC, , [2024] |
Descrizione fisica | 1 online resource (428 pages) |
Disciplina | 794.8/1526 |
Soggetto topico |
Video games - Programming
C# (Computer program language) Three-dimensional display systems |
ISBN | 1-4842-9720-2 |
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 -- Introduction -- Part I: Unity Fundamentals -- Chapter 1: Installation and Setup -- Unity Hub -- Installing Our Code Editor -- Installing Unity -- Creating a Project -- Summary -- Chapter 2: Unity Basics -- Windows -- Project Window -- Scene Window -- Hierarchy Window -- Inspector Window -- Components -- Adding GameObjects -- Summary -- Chapter 3: Manipulating the Scene -- Transform Tools -- Positions and Axes -- Making a Floor -- Scale and Unit Measurements -- Summary -- Chapter 4: Parents and Their Children -- Child GameObjects -- World vs. Local Coordinates -- A Simple Building -- Pivot Points -- Summary -- Chapter 5: Prefabs -- Making and Placing Prefabs -- Editing Prefabs -- Overriding Values -- Nested Prefabs -- Prefab Variants -- Summary -- Part II: Programming Fundamentals -- Chapter 6: Programming Primer -- Programming Languages and Syntax -- What Code Does -- Strong vs. Weak Typing -- File-Type Extensions -- Scripts -- Summary -- Chapter 7: Code Blocks and Methods -- Statements and Semicolons -- Code Blocks -- Comments -- Methods -- Calling Methods -- Basic Data Types -- Returning Values with Methods -- Declaring Methods -- Operators -- Summary -- Chapter 8: Conditions -- The "if" Block -- Overloads -- Enums -- The "else" Block -- The "else if" Block -- Operators for Conditions -- Equality Operators -- Greater Than and Less Than -- Or -- And -- Summary -- Chapter 9: Working with Objects -- Classes -- Variables -- Accessing Class Members -- Instance Methods -- Declaring Constructors -- Using the Constructor -- Static Members -- Summary -- Chapter 10: Working with Scripts -- Usings and Namespaces -- Script Class -- Rotating a Transform -- Frames and Seconds -- Attributes -- Summary -- Chapter 11: Inheritance -- Inheritance in Action: RPG Items.
Declaring Our Classes -- Constructor Chaining -- Subtypes and Casting -- Type Checking -- Virtual Methods -- Number Value Types -- Summary -- Chapter 12: Debugging -- Setting Up the Debugger -- Breakpoints -- Using Unity's Documentation -- Summary -- Part III: Obstacle Course -- Chapter 13: Obstacle Course Design and Outline -- Gameplay Overview -- Technical Overview -- Player Controls -- Death and Respawn -- Levels -- Level Selection -- Obstacles -- Project Setup -- Summary -- Chapter 14: Player Movement -- Player Setup -- Materials and Colors -- Applying Materials -- Declaring Our Variables -- Properties -- Tracking the Velocity -- Applying the Movement -- Summary -- Chapter 15: Death and Respawning -- Enabling and Disabling -- Death Method -- Respawn Method -- Summary -- Chapter 16: Basic Hazards -- Collision Detection -- Hazard Script -- Projectile Script -- Shooting Script -- Summary -- Chapter 17: Walls and Goals -- Walls -- Goals -- Build Settings for Scenes -- Summary -- Chapter 18: Patrolling Hazards -- Resembling a Patrol Point -- Arrays -- Setting Up Patrol Points -- Detecting Patrol Points -- The "for" Loop -- Sorting Patrol Points -- Moving the Patroller -- Summary -- Chapter 19: Wandering Hazards -- Wander Regions -- Wanderer Setup -- Wanderer Script -- Handling the State -- Reacting to the State -- Summary -- Chapter 20: Dashing -- Dashing Variables -- Dashing Method -- Final Touches -- Summary -- Chapter 21: Designing Levels -- Mixing Components -- Four-Way Shooters -- Spinning Blades -- Blade Carousels -- Prefabs and Variants -- Making Levels -- Adding Walls -- Level View Camera -- Summary -- Chapter 22: Menus and UI -- UI Solutions -- Immediate Mode GUI (IMGUI) -- Unity UI (uGUI) -- UI Toolkit -- Scene Flow -- Level Selection Script -- Summary -- Chapter 23: In-Game Pause Menu -- Freezing Time -- Summary -- Chapter 24: Spike Traps. Designing the Trap -- Raising and Lowering -- Writing the Script -- Adding Collisions -- Summary -- Chapter 25: Obstacle Course Conclusion -- Building the Project -- Player Settings -- Recap -- Additional Features -- Summary -- Part IV: Tower Defense -- Chapter 26: Tower Defense Design and Outline -- Gameplay Overview -- Technical Overview -- Project Setup -- Summary -- Chapter 27: Camera Movement -- Setting Up -- Arrow Key Movement -- Applying Movement -- Mouse Dragging -- Zooming -- Summary -- Chapter 28: Enemies and Projectiles -- Layers and Physics -- Basic Enemies -- Projectiles -- Summary -- Chapter 29: Towers and Targeting -- Targeters -- Tower Inheritance -- Tower -- TargetingTower -- FiringTower -- Upper Classes -- Arrow Towers -- Summary -- Chapter 30: Build Mode UI -- UI Basics -- The RectTransform -- Building Our UI -- Summary -- Chapter 31: Building and Selling -- Events -- Setting Up -- Build Mode Logic -- The Dictionary -- OnClick Event Methods -- Summary -- Chapter 32: Play Mode Logic -- Spawn and Leak Points -- Locking the Play Button -- Pathfinding Setup -- Finding a Path -- Summary -- Chapter 33: Enemy Logic -- Play Mode Setup -- Spawning Enemies -- Enemy Movement -- Summary -- Chapter 34: More Tower Types -- Arcing Projectiles -- Cannon Tower -- Hot Plates -- Barricades -- Summary -- Chapter 35: Tower Defense Conclusion -- Inheritance -- UI -- Raycasting -- Pathfinding -- Additional Features -- Health Bars -- Types for Armor and Damage -- More Complex Pathing -- Range Indicators -- Upgrading Towers -- Summary -- Part V: Physics Playground -- Chapter 36: Physics Playground Design and Outline -- Feature Outline -- Camera -- Player Movement -- Pushing and Pulling -- Moving Platforms -- Joints and Swings -- Force Fields and Jump Pads -- Project Setup -- Summary -- Chapter 37: Mouse-Aimed Camera -- Player Setup -- How It Works. Script Setup -- Hotkeys -- Mouse Input -- First-Person Mode -- Third-Person Mode -- Testing -- Summary -- Chapter 38: Advanced 3D Movement -- How It Works -- Player Script -- Movement Velocity -- Applying Movement -- Losing Velocity -- Gravity and Jumping -- Summary -- Chapter 39: Wall Jumping -- Variables -- Detecting Walls -- Performing the Jump -- Summary -- Chapter 40: Pulling and Pushing -- Script Setup -- FixedUpdate -- Target Detection -- Pulling and Pushing -- Cursor Drawing -- Summary -- Chapter 41: Moving Platforms -- Platform Movement -- Platform Detection -- Summary -- Chapter 42: Joints and Swings -- Swing Setup -- Connecting the Joints -- Summary -- Chapter 43: Force Fields and Jump Pads -- Script Setup -- Force Field Setup -- Adding Velocity to the Player -- Applying Forces -- Summary -- Chapter 44: Conclusion -- Physics Playground Recap -- Further Learning for Unity -- The Asset Store -- Coroutines -- Script Execution Order -- Further Learning for C# -- Delegates -- Documentation Comments -- Exceptions -- Advanced C# -- Operator Overloading -- Conversions -- Generic Types -- Structs -- Summary -- Index. |
Record Nr. | UNINA-9910799495803321 |
Hardman Casey | ||
New York, NY : , : Apress Media LLC, , [2024] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Getting paid to work in 3D / / Don Rauf |
Autore | Rauf Don |
Edizione | [First edition.] |
Pubbl/distr/stampa | New York : , : Rosen Publishing, , 2017 |
Descrizione fisica | 1 online resource (80 pages) : color illustrations |
Disciplina | 006.6/93 |
Collana | Turning your tech hobbies into a career |
Soggetto topico |
Computer animation - Vocational guidance
Three-dimensional display systems Three-dimensional imaging |
ISBN | 1-5081-7299-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Step into the 3D world -- Get on course: education matters -- Take your skills to a new dimension -- Find a job or make your own -- The cutting-edge world of 3D. |
Record Nr. | UNINA-9910158644703321 |
Rauf Don | ||
New York : , : Rosen Publishing, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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