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Unity 3.x game development by example [[electronic resource] ] : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Unity 3.x game development by example [[electronic resource] ] : Beginner's guide ; a seat of your pants manual for building fun, groovy little games quickly with Unity 3.x / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [2nd ed.]
Pubbl/distr/stampa Birmingham, UK, : Packt Pub., 2011
Descrizione fisica 1 online resource (408 p.)
Disciplina 794.816693
Collana Learn by doing: less theory, more results
Soggetto topico 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-9910789713603321
Creighton Ryan Henson  
Birmingham, UK, : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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 4.x game development by example beginner's guide / / Ryan Henson Creighton
Unity 4.x game development by example beginner's guide / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [3rd ed.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (572 p.)
Disciplina 794.81526
Collana Learn by doing: less theory more results
Soggetto topico Computer games - Design
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84969-527-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453411303321
Creighton Ryan Henson  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 4.x game development by example beginner's guide / / Ryan Henson Creighton
Unity 4.x game development by example beginner's guide / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [3rd ed.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (572 p.)
Disciplina 794.81526
Collana Learn by doing: less theory more results
Soggetto topico Video games - Design
Video games - Programming
ISBN 1-84969-527-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790717303321
Creighton Ryan Henson  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity 4.x game development by example beginner's guide / / Ryan Henson Creighton
Unity 4.x game development by example beginner's guide / / Ryan Henson Creighton
Autore Creighton Ryan Henson
Edizione [3rd ed.]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (572 p.)
Disciplina 794.81526
Collana Learn by doing: less theory more results
Soggetto topico Video games - Design
Video games - Programming
ISBN 1-84969-527-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Unity 4.x Game Development by Example Beginner's Guide -- Table of Contents -- Unity 4.x Game Development by Example Beginner's Guide -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- A word about the third edition -- Your future as a game developer -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the color images of this book -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. That's One Fancy Hammer! -- Introducing Unity 3D -- The engine, the tool, and the all-weather tires -- Unity takes over the world -- Why choose Unity? -- Why burn this book and run away screaming? -- 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 promises -- Maybe we should build Off-Road Velociraptor Safari? -- I bent my Wooglie -- Big Fun Racing -- Diceworks -- Lovers in a Dangerous Spacetime -- Showcase Showdown -- Unity Technologies - "Made with Unity" page -- Kongregate -- The iOS App Store -- Walk before you can run (or double jump) -- There's no such thing as "finished -- Stop! Hammer time -- Fight Some Angry Bots -- The wonders of technology! -- The Scene window -- The Game window -- The Hierarchy panel -- The Project panel -- The Inspector panel -- Heads Up? -- Layers and layout dropdowns -- Playback controls -- Scene controls -- Don't stop there - live a little! -- Summary -- Big ambition, tiny games -- 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 joy -- One percent inspiration -- Motherload -- Possible additional features: -- Heads up! -- Artillery Live! -- The skinny on multiplayer -- Bang for your buck -- Pong -- The mechanic that launched a thousand games -- Have a go hero - redesign your favorite games -- Toy or story -- Pop Quiz - finding that singular piece of joy -- Redefining the sky -- Summary -- Let's begin -- 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 -- What just happened - that's all there is to it? -- 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 Ball -- Time for action - save your scene -- Time for action - add the Paddle -- What's a Mesh? -- Poly wants to crack your game performance? -- Keeping yourself in the dark -- Time for action - add a light -- Time for action - move and rotate the light -- Have a go hero -- Extra credit -- Are you a luminary? -- Who turned out the lights? -- Darkness reigns -- Cameramania -- Time for action - test your game -- Let's get physical -- Add physics to your game -- Understanding the gravity of the situation -- More bounce to the ounce -- Time for action - make the Ball bouncy -- Have a go hero -- Summary -- Following the script -- 4. Code Comfort -- What is code? -- Time for action - write your first Unity Script -- A leap of faith -- Lick it and stick it -- Disappear me! -- What just happened? -- 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 -- Have a go hero - pulling the wings off of flies -- 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 -- What just happened? -- A capital idea -- Animating with code -- Time for action - animate the Paddle -- What just happened - what witchcraft is this? -- Why didn't the Paddle animate before? -- Pick a word - (almost) any word -- Screen coordinates versus World coordinates -- Move the Paddle -- Worst. Game. Ever. -- See the matrix -- Time for action - listen to the paddle -- A tiny bit o' math -- Tracking the numbers -- Futzing with the numbers -- Time for action - Log the New Number -- She's a-work! -- Somebody get me a bucket -- Time for action - declare a variable to store the Screen midpoint -- What just happened - we've gone too var -- Using all three dees -- Time for action - follow the y position of the mouse -- A keep-up game for robots -- Once more into the breach -- Time for action - re-visit the Unity Language Reference -- Our work here is done -- Time for action - add the sample code to your Script -- One final tweak -- What's a quaternion? -- Wait, what's a quaternion? -- WHAT THE HECK IS A QUATERNION?? -- Educated guesses -- More on Slerp -- Right on target -- Have a go hero - time to break stuff -- Keep it up -- Beyond the game mechanic -- C# Addendum -- 5. Game #2 - Robot Repair -- You'll totally flip -- A blank slate -- You're making a scene -- Time for action - set up two scenes.
No right answer -- Time for action - prepare the GUI -- The beat of your own drum -- Time for action - create and link a custom GUI skin -- What just happened? -- Time for action - create a button UI control -- What just happened? -- Have a go hero - no sense sitting around on your button -- Want font? -- Cover your assets -- Time for action - nix the mip-mapping -- Front and center -- Time for action - center the button -- What just happened - investigating the code -- The waiting game -- The easiest button to button -- To the game! -- Time for action - add both scenes to Build List -- Set the stage for robots -- Time for action - prepare the game scene -- The game plan -- Have some class! -- Time for action - store the essentials -- A matter of great import -- Building a better bucket -- How big is your locker? -- Start me up -- Going loopy -- The anatomy of a loop -- To nest is best -- Seeing is believing -- Time for action - create an area to store the grid -- Have a go hero - don't take my word for it! -- Build that grid -- What just happened - grokking the code -- Now you're playing with power! -- C# addendum -- 6. Game #2 - Robot Repair Part 2 -- From zero to game in one chapter -- Finding your center -- Time for action - centering the game grid vertically -- What just happened? -- Time for action - centering the game grid horizontally -- What just happened - coding like a ninja -- Down to the nitty griddy -- Do the random card shuffle -- Time for action - preparing to build the deck -- Let's break some robots -- Time for action - building the deck -- What just happened - dissecting the bits -- Time for action - modifying the img argument -- What just happened? -- What exactly is "this"? -- Have a go hero - grokketh-thou Random.Range()? -- Random reigns supreme -- Second dragon down -- Time to totally flip.
Time for action - making the cards two-sided -- Time for action - building the card-flipping function -- Time for action - building the card-flipping function -- What just happened - dissecting the flip -- Pumpkin eater -- What just happened? -- Stabby McDragonpoker rides again -- Game and match -- Time for action - ID the cards -- What just happened? -- Time for action - comparing the IDs -- What just happened? -- On to the final boss -- Endgame -- Time for action - checking for victory -- What just happened? -- Have a go hero - extra credit -- Endgame -- Bring. It. On. -- C# Addendum -- 7. Don't Be a Clock Blocker -- Apply pressure -- Time for action - preparing the Clock Script -- Time for more action - preparing the clock text -- Still time for action - changing the clock text color -- Time for action rides again - creating Font Texture and Material -- Time for action - what's with the tiny font? -- What just happened - was that seriously magic? -- Time for action - preparing the clock code -- What just happened - that's a whole lotta nothing -- Time for action - creating the countdown logic -- Time for action - displaying the time on-screen -- What just happened - what about that terrifying code? -- Picture it -- Time for action - grabbing the picture clock graphics -- What just happened - you can do that? -- Time for action - Flex those GUI muscles -- What just happened - how does it work? -- The incredible shrinking clock -- Keep your fork - there's pie! -- Pop quiz - how do we build it? -- How they did it -- Time for action - rigging up the textures -- Time for action - writing the pie chart script -- What just happened? -- Time for action - commencing operation pie clock -- What just happened - explaining away the loose ends -- Time for action - positioning and scaling the clock -- Have a go hero - rock out with your clock out.
Unfinished business.
Record Nr. UNINA-9910817292203321
Creighton Ryan Henson  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Autore Moore Richard J
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2011
Descrizione fisica 1 online resource (244 p.)
Disciplina 006.37
794.81526
Collana Learn by doing: less theory, more results
Soggetto topico Computer games - Programming
UnrealScript (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-283-30845-2
9786613308450
1-84969-053-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties
Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses
Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary
Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material?
Time for action - creating a new material
Record Nr. UNINA-9910456679303321
Moore Richard J  
Birmingham, U.K., : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Autore Moore Richard J
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2011
Descrizione fisica 1 online resource (244 p.)
Disciplina 006.37
794.81526
Collana Learn by doing: less theory, more results
Soggetto topico Video games - Programming
UnrealScript (Computer program language)
ISBN 1-283-30845-2
9786613308450
1-84969-053-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties
Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses
Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary
Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material?
Time for action - creating a new material
Record Nr. UNINA-9910781789503321
Moore Richard J  
Birmingham, U.K., : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore
Autore Moore Richard J
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2011
Descrizione fisica 1 online resource (244 p.)
Disciplina 006.37
794.81526
Collana Learn by doing: less theory, more results
Soggetto topico Video games - Programming
UnrealScript (Computer program language)
ISBN 1-283-30845-2
9786613308450
1-84969-053-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties
Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses
Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary
Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material?
Time for action - creating a new material
Altri titoli varianti Unreal development kit Three
Record Nr. UNINA-9910810978603321
Moore Richard J  
Birmingham, U.K., : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Utopia / st. Thomas More ; edited by Edward Surtz, s.I. and J. H. Hexter
Utopia / st. Thomas More ; edited by Edward Surtz, s.I. and J. H. Hexter
Autore Thomas : More <santo>
Edizione [4. print]
Pubbl/distr/stampa New Hawen [etc.] : Yale university, 1979
Descrizione fisica cxciv, 629 p. : ill. ; 24 cm.
Altri autori (Persone) Surtz, Edward
Hexter, Jack H.
Collana The complete Works of st. Thomas More ; 4
ISBN 0300009828
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISALENTO-991000481879707536
Thomas : More <santo>  
New Hawen [etc.] : Yale university, 1979
Materiale a stampa
Lo trovi qui: Univ. del Salento
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WebGL beginner's guide [[electronic resource] ] : become a master of 3D web programming in WebGL and JavaScript / / Diego Cantor, Brandon Jones
WebGL beginner's guide [[electronic resource] ] : become a master of 3D web programming in WebGL and JavaScript / / Diego Cantor, Brandon Jones
Autore Cantor Diego
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England ; ; Mumbai, India, : Packt Publishing, c2012
Descrizione fisica 1 online resource (377 p.)
Disciplina 006.6869
Altri autori (Persone) JonesBrandon
Collana Learn by doing : less theory, more results
Soggetto topico Computer graphics - Computer programs
HTML (Document markup language)
Internet programming
JavaScript (Computer program language)
Soggetto genere / forma Electronic books.
ISBN 1-280-87294-2
9786613714251
1-84969-173-8
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 with WebGL; System requirements; What kind of rendering does WebGL offer?; Structure of a WebGL application; Creating an HTML5 canvas; Time for action - creating an HTML5 canvas; Defining a CSS style for the border; Understanding canvas attributes; What if the canvas is not supported?; Accessing a WebGL context; Time for action - accessing the WebGL context; WebGL is a state machine; Time for action - setting up WebGL context attributes
Using the context to access the WebGL APILoading a 3D scene; Virtual car showroom; Time for action - visualizing a finished scene; Summary; Chapter 2: Rendering Geometry; Vertices and Indices; Overview of WebGL's rendering pipeline; Vertex Buffer Objects (VBOs); Vertex shader; Fragment shader; Framebuffer; Attributes, uniforms, and varyings; Rendering geometry in WebGL; Defining a geometry using JavaScript arrays; Creating WebGL buffers; Operations to manipulate WebGL buffers; Associating attributes to VBOs; Binding a VBO; Pointing an attribute to the currently bound VBO
Enabling the attributeRendering; The drawArrays and drawElements functions; Putting everything together; Time for action - rendering a square; Rendering modes; Time for action - rendering modes; WebGL as a state machine: buffer manipulation; Time for action - enquiring on the state of buffers; Advanced geometry loading techniques: JavaScript Object Notation (JSON) and AJAX; Introduction to JSON - JavaScript Object Notation; Defining JSON-based 3D models; JSON encoding and decoding; Time for action - JSON encoding and decoding; Asynchronous loading with AJAX; Setting up a web server
Working around the web server requirementTime for action - loading a cone with AJAX + JSON; Summary; Chapter 3: Lights!; Lights, normals, and materials; Lights; Normals; Materials; Using lights, normals, and materials in the pipeline; Parallelism and the difference between attributes and uniforms; Shading methods and light reflection models; Shading/interpolation methods; Goraud interpolation; Phong interpolation; Light reflection models; Lambertian reflection model; Phong reflection model; ESSL-OpenGL ES Shading Language; Storage qualifier; Types; Vector components; Operators and functions
Vertex attributesUniforms; Varyings; Vertex shader; Fragment shader; Writing ESSL programs; Goraud shading with Lambertian reflections; Time for action - updating uniforms in real time; Goraud shading with Phong reflections; Time for action - Goraud shading; Phong shading; Time for action - Phong shading with Phong lighting; Back to WebGL; Creating a program; Initializing attributes and uniforms; Bridging the gap between WebGL and ESSL; Time for action - working on the wall; More on lights: positional lights; Time for action - positional lights in action; Nissan GTS example; Summary
Chapter 4: Camera
Record Nr. UNINA-9910462428303321
Cantor Diego  
Birmingham, England ; ; Mumbai, India, : Packt Publishing, c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
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