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Unity 3.x game development by example : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Unity 3.x game development by example : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [2nd ed.]
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2011
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.816693
Collana Learn by doing: less theory, more results
Soggetto topico Video games - Programming
Video games - Design
Computer graphics
Three-dimensional display systems
ISBN 1-283-28388-3
9786613283887
1-84969-185-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - Install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; I bent my Wooglie; Big Fun Racing; Diceworks; Walk before you can run (or double jump); There's no such thing as ""finished""; Stop! Hammer time
Explore Bootcamp The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Heads up?; Layers and layout drop downs; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little light bulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin; That singular piece of joy; One percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games
Toy or story Redefining the sky; Summary; Let's begin; Chapter 3:Game 1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - Creating the ball; A ball by any other name; Time for action - Renaming the ball; Origin story; XYZ/RGB; Time for action - Moving the ball Into the ""sky""; Time for action - Shrinking the ball; Time for action - Saving your scene; Time for action - Adding the paddle; What is a mesh?; Poly wanna crack your game performance?
Keeping yourself in the dark Time for action - Adding a light; Time for action - Moving and rotating the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - Camera mania; Time for action - Test your game; Let's get physical; Time for action - Add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - Make the ball bouncy; Summary; Following the script; Chapter 4:Code Comfort; What is code?; Time for action - Writing your first Unity script; A leap of faith; Lick it and stick it
Disappear Me! It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - Find the Mesh Renderer component; Time for action - Make the ball re-appear; Ding!; Time for action - Journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - Unstick the script; Gone, but not forgotten; Why code?; Equip your baby bird; Time for action - Creating a new MouseFollow script; A capital idea; Animating with code; Time for action - Animating the paddle
Pick a word-(almost) any word
Record Nr. UNINA-9910814253603321
Creighton Ryan Henson  
Birmingham, UK, : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3D and PlayMaker essentials : game development from concept to publishing / / Jere Miles
Unity 3D and PlayMaker essentials : game development from concept to publishing / / Jere Miles
Autore Miles Jere
Edizione [1st ed.]
Pubbl/distr/stampa Boca Raton : , : Taylor & Francis, CRC Press, , 2016
Descrizione fisica 1 online resource (507 pages) : color illustrations, tables
Disciplina 794.8/1536
794.816693
Soggetto topico Computer games - Programming
Video games - Design
Three-dimensional display systems
ISBN 1-315-68616-3
1-317-41432-2
1-317-41431-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto section 1. Background -- section 2. Building blocks -- section 3. Bringing it together.
Record Nr. UNINA-9910153183003321
Miles Jere  
Boca Raton : , : Taylor & Francis, CRC Press, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3D game development by example [[electronic resource] ] : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Unity 3D game development by example [[electronic resource] ] : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [1st edition]
Pubbl/distr/stampa Birmingham [U.K.], : Packt Pub., 2010
Descrizione fisica 1 online resource (384 p.)
Disciplina 006.6
794.8
Soggetto topico Computer games - Programming
Three-dimensional display systems
Real-time programming
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-282-81934-8
9786612819346
1-84969-055-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; Fewer features, more promise; Maybe we should build Off-Road Velociraptor Safari?; I bent my Wooglie; Big Fun Racing; Diceworks
Walk before you can run (or double jump)There's no such thing as ""finished""; Stop! Hammer time; Explore Demo island; The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Invade Island Demo as a paratrooper; Layers and layout dropdowns; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little lightbulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin
That singular piece of joyOne percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Toy or story; Redefining the sky; Summary; Let's begin; Chapter 3:Game #1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - create the ball; A ball by any other name; Time for action - rename the ball; Origin story; XYZ/RGB; Time for action - move the ball into the ""sky""
Time for action - shrink the ballTime for action - save your Scene; Time for action - add the paddle; What's a Mesh?; Poly wanna crack your game performance?; Keeping yourself in the dark; Time for action - add a light; Time for action - move and rotate the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - test your game; Let's get physical; Time for action - add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - make the ball bouncy; Summary; Following the script
Chapter 4:Code ComfortWhat is code?; Time for action - write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me!; It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - find the Mesh Renderer component; Time for action - make the ball reappear; Ding!; Time for action - journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - unstick the Script; Gone, but not forgotten; Why code?; Equip your baby bird
Time for action - create a new MouseFollow Script
Record Nr. UNINA-9910459220503321
Creighton Ryan Henson  
Birmingham [U.K.], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3D game development by example [[electronic resource] ] : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Unity 3D game development by example [[electronic resource] ] : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [1st edition]
Pubbl/distr/stampa Birmingham [U.K.], : Packt Pub., 2010
Descrizione fisica 1 online resource (384 p.)
Disciplina 006.6
794.8
Soggetto topico Video games - Programming
Three-dimensional display systems
Real-time programming
Computer graphics
ISBN 1-282-81934-8
9786612819346
1-84969-055-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; Fewer features, more promise; Maybe we should build Off-Road Velociraptor Safari?; I bent my Wooglie; Big Fun Racing; Diceworks
Walk before you can run (or double jump)There's no such thing as ""finished""; Stop! Hammer time; Explore Demo island; The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Invade Island Demo as a paratrooper; Layers and layout dropdowns; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little lightbulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin
That singular piece of joyOne percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Toy or story; Redefining the sky; Summary; Let's begin; Chapter 3:Game #1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - create the ball; A ball by any other name; Time for action - rename the ball; Origin story; XYZ/RGB; Time for action - move the ball into the ""sky""
Time for action - shrink the ballTime for action - save your Scene; Time for action - add the paddle; What's a Mesh?; Poly wanna crack your game performance?; Keeping yourself in the dark; Time for action - add a light; Time for action - move and rotate the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - test your game; Let's get physical; Time for action - add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - make the ball bouncy; Summary; Following the script
Chapter 4:Code ComfortWhat is code?; Time for action - write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me!; It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - find the Mesh Renderer component; Time for action - make the ball reappear; Ding!; Time for action - journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - unstick the Script; Gone, but not forgotten; Why code?; Equip your baby bird
Time for action - create a new MouseFollow Script
Record Nr. UNINA-9910785351903321
Creighton Ryan Henson  
Birmingham [U.K.], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 3D game development by example : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Unity 3D game development by example : beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [First edition]
Pubbl/distr/stampa Birmingham [U.K.] : , : Packt Pub., , 2010
Descrizione fisica 1 online resource (384 pages)
Disciplina 006.6
794.8
Soggetto topico Video games - Programming
Three-dimensional display systems
Real-time programming
Computer graphics
ISBN 1-282-81934-8
9786612819346
1-84969-055-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; Fewer features, more promise; Maybe we should build Off-Road Velociraptor Safari?; I bent my Wooglie; Big Fun Racing; Diceworks
Walk before you can run (or double jump)There's no such thing as ""finished""; Stop! Hammer time; Explore Demo island; The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Invade Island Demo as a paratrooper; Layers and layout dropdowns; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little lightbulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin
That singular piece of joyOne percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Toy or story; Redefining the sky; Summary; Let's begin; Chapter 3:Game #1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - create the ball; A ball by any other name; Time for action - rename the ball; Origin story; XYZ/RGB; Time for action - move the ball into the ""sky""
Time for action - shrink the ballTime for action - save your Scene; Time for action - add the paddle; What's a Mesh?; Poly wanna crack your game performance?; Keeping yourself in the dark; Time for action - add a light; Time for action - move and rotate the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - test your game; Let's get physical; Time for action - add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - make the ball bouncy; Summary; Following the script
Chapter 4:Code ComfortWhat is code?; Time for action - write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me!; It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - find the Mesh Renderer component; Time for action - make the ball reappear; Ding!; Time for action - journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - unstick the Script; Gone, but not forgotten; Why code?; Equip your baby bird
Time for action - create a new MouseFollow Script
Record Nr. UNINA-9910808952803321
Creighton Ryan Henson  
Birmingham [U.K.] : , : Packt Pub., , 2010
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
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 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
Up and running with AutoCAD 2014 : 2D and 3D drawing and modeling / / Elliot Gindis
Up and running with AutoCAD 2014 : 2D and 3D drawing and modeling / / Elliot Gindis
Autore Gindis Elliot
Edizione [1st edition]
Pubbl/distr/stampa Waltham, Mass., : Academic Press, c2014
Descrizione fisica 1 online resource (xxiii, 762 pages) : illustrations (some color)
Disciplina 620.00420285536
Collana Gale eBooks
Soggetto topico Computer graphics
Computer-aided design
Three-dimensional display systems
ISBN 0-12-410421-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto FRONT COVER; UP AND RUNNING WITH AUTOCAD® 2014; COPYRIGHT PAGE; CONTENTS; ACKNOWLEDGMENTS; ABOUT THE AUTHOR; Teaching Methods; PREFACE; What is AutoCAD?; About this Book; Text Organization; What Your Goal Should Be; LEVEL 1 Chapters 1-10; 1 AutoCAD Fundamentals Part I; 1.1 Introduction and Basic Commands; 1.2 The AutoCAD Environment; 1.3 Interacting with AutoCAD; Method 1. Type in the Commands on the Command Line; Method 2. Select the Commands from the Drop-down Cascading Menus; Method 3. Use Toolbar Icons to Activate the Commands; Method 4: Use the Ribbon Tabs, Icons, and Menus
1.4 Practicing the Create Objects CommandsLine; Circle; Arc; Rectangle; 1.5 View Objects; Zoom; Pan; Regen; 1.6 Practicing the Edit/Modify Objects Commands; Erase; Move; Copy; Rotate; Scale; Trim; Extend; Offset; Mirror; Fillet; 1.7 Selection Methods; 1.8 Drawing Accuracy-Part 1; Ortho (F8); 1.9 Drawing Accuracy-Part 2; OSNAPs; Endpoint; Midpoint; Center; Quadrant; Intersection; Perpendicular; 1.10 Osnap Drafting Settings; Summary; 2 AutoCAD Fundamentals Part II; 2.1 Grips; 2.2 Units and Scale; 2.3 Snap and Grid; To Set Snap; To Set Grid; 2.4 Cartesian Coordinate System
2.5 Geometric Data EntryDynamic Input; Manual Input; 2.6 Inquiry Commands; Area; Point By Point; Object; Distance; List; ID; Radius and Angle; 2.7 Additional Drafting Commands; Explode; Polygon; Drawing Challenge-Star; Ellipse; Chamfer; Templates; Limits; Save; Help Files; Tangent OSNAP; Drawing the Star; Time; Summary; Spotlight On: Architecture; 3 Layers, Colors, Linetypes, and Properties; 3.1 Introduction to Layers; What Are Layers?; Why Use Them?; Creating and Deleting Layers; Making a Layer Current; Assigning Layer Colors; Index Color; True Color; Color Books
Layer Freeze/Thaw and On/OffLayer Lock/Unlock; 3.2 Introduction to Linetypes; 3.3 Introduction to Properties; Properties Palette; Match Properties; Layers Toolbar; 3.4 In-Class Drawing Project: Floor Plan Layout; Basic File Preparation; Starting the Floor Plan; Drawing the Inner Wall Geometry; Drawing the Doors and Windows; Doors; Windows; Summary; 4 Text, Mtext, Editing, and Style; 4.1 Introduction to Text and Mtext; 4.2 Text; Editing Text; 4.3 Mtext; Formatting Mtext; 4.4 Style; 4.5 Spell Check; 4.6 In-Class Drawing Project: Adding Text and Furniture to Floor Plan Layout; NEArest OSNAP
Summary5 Hatch Patterns; 5.1 Introduction to Hatch; 5.2 Hatch Procedures; Step 1. Pick the Hatch Pattern you Want to Use; Step 2. Indicate Where you Want the Pattern to Go; Add: Pick Points; Add: Select Objects; Step 3. Fine-Tune the Pattern by Adjusting Scale and Angle (If Necessary); Step 4. Preview the Pattern and Accept it if OK; 5.3 Working with Hatch Patterns; Exploding Hatch Patterns; Hatch Pattern Layers and Colors; Advanced Hatch Topics; Hatch Origin; Options; Islands; Gap Tolerance; 5.4 Gradient and Solid Fill; Solid Fill
5.5 In-Class Drawing Project: Adding Hatch to Floor Plan Layout
Record Nr. UNINA-9910779993303321
Gindis Elliot  
Waltham, Mass., : Academic Press, c2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui