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Beginning 3D game development with Unity 4 : all-in-one, multi-platform game development / / Sue Blackman
Beginning 3D game development with Unity 4 : all-in-one, multi-platform game development / / Sue Blackman
Autore Blackman Sue
Edizione [2nd ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xxviii, 778 pages) : illustrations (chiefly color)
Disciplina 004
794.81526
Collana Technology in action Beginning 3D game development with Unity 4
Technology in action
Soggetto topico Computer games - Programming
Three-dimensional display systems
ISBN 1-4302-4900-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Introduction to Game Development""; ""The Adventure Genre""; ""Text Adventure Games""; ""Graphical Adventure""; ""LucasArts Titles""; ""Fast Forward to Real Time""; ""Modern Successes of the Genre""; ""What Draws People to This Genre?""; ""New Experiences""; ""Suspension of Consequences""; ""Intellectual Stimulus""; ""No Dexterity Required""; ""Visual Interest""; ""Story""; ""Designing Your Game""; ""Defining a Style""
""Compartmentalizing Environments""""First-Person or Third?""; ""Animation""; ""Content""; ""Challenges, Tasks, and Puzzles""; ""What Basic Human Characteristics Make for Fun?""; ""Managing Your Project""; ""Multiple Roles""; ""Choosing the Game Engine""; ""The Requirements""; ""Tips for Completing Your First Game""; ""New to Real Time vs. Pre-render""; ""Terms and Concepts""; ""Summary""; ""Chapter 2: Unity UI Basics�Getting Started""; ""Installing Unity and Starting Up""; ""Loading or Creating a New Project or Scene""; ""The Layout""; ""Scene View""; ""Game Window""; ""Hierarchy View""
""Project View""""Inspector""; ""Toolbar""; ""Menus""; ""File""; ""Edit""; ""Assets""; ""GameObject""; ""Component""; ""Window""; ""Help""; ""Creating Simple Objects""; ""Selecting and Focus ing""; ""Transforming Objects""; ""Snaps""; ""Vertex Snaps""; ""Scene Gizmo""; ""Non-Snap Alignment""; ""Lights""; ""3D Objects""; ""Meshes""; ""Sub-Objects of a Mesh""; ""Mapping""; ""Materials""; ""Summary""; ""Chapter 3: Scripting: Getting Your Feet Wet""; ""What Is a Script?""; ""Components of a Script""; ""Functions""; ""Anatomy of a Function""; ""Time.deltaTime""; ""Variables""
""Picking an Object in the Game""""Printing to the Console""; ""Counting Mouse Picks""; ""Conditionals and State""; ""Deconstructing the Conditional""; ""Order of Evaluation""; ""Summary""; ""Chapter 4: Terrain Generation: Creating a Test Environment""; ""Creating Environments""; ""Creating a Terrain Object""; ""Flythrough Scene Navigation""; ""The Terrain Engine""; ""Topology""; ""Painting Textures""; ""Trees""; ""Sky""; ""Back to the Trees""; ""Importing UnityPackages""; ""Terrain Extras""; ""Creating Your Own Terrain Assets""; ""Options""; ""Trees""; ""Orientation""
""Bend for Detail Meshes""""Terrain Settings""; ""Shadows""; ""Fog""; ""Summary""; ""Chapter 5: Navigation and Functionality""; ""Navigation""; ""Arrow Navigation and Input""; ""Tweaking the Mouse Look""; ""Fun with Platforms""; ""Plan Ahead""; ""Collision Walls""; ""Object Names""; ""Your First Build""; ""Defining Boundaries""; ""Summary""; ""Chapter 6: Cursor Control""; ""Cursor Visibility""; ""Custom Cursors""; ""GUI Texture Cursor""; ""Texture Importer""; ""Color Cues""; ""Cursor Position""; ""Hardware Cursor""; ""UnityGUI Cursor""; ""Object-to-Object Communication""
""Mouseover Cursor Changes""
Record Nr. UNINA-9910741168003321
Blackman Sue  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Learn Unity for Windows 10 Game Development / / by Sue Blackman, Adam Tuliper
Learn Unity for Windows 10 Game Development / / by Sue Blackman, Adam Tuliper
Autore Blackman Sue
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XX, 572 p. 431 illus., 417 illus. in color.)
Disciplina 794.81526
Soggetto topico Computer games—Programming
Computer science
Game Development
Computer Science, general
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto The Unity Editor -- Unity Basics and Functionality -- Scripting with C# -- Importing Assets -- Prototyping the Navigation -- Experimenting with Functionality -- Creating the Environment -- Combining Assets and Functionality -- Audio and Special Effects -- GUI and Menus -- Rewards and Monetization -- Building for the Windows Store.
Record Nr. UNINA-9910156227403321
Blackman Sue  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unity for Absolute Beginners / / by Sue Blackman, Jenny Wang
Unity for Absolute Beginners / / by Sue Blackman, Jenny Wang
Autore Blackman Sue
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (598 p.)
Disciplina 005.3
Collana Technology in Action
Soggetto topico Computer games—Programming
Multimedia systems 
Multimedia information systems
Game Development
Media Design
Multimedia Information Systems
ISBN 1-4302-6778-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Introduction; Chapter 1: The Unity Editor; Installing Unity; Unity User Account; Installing; General Layout; Menus; Getting Started; Navigating the Scene View; Understanding the Scene Gizmo; Exploring the Views; Hierarchy View; Scene View; Game View; Project View; The Inspector; Layout; Project Structure; File Structure; Project Management; Load/Save; Summary; Chapter 2: Unity Basics; Unity GameObjects; Creating Primitives; Transforms; Duplicating GameObjects; Arranging GameObjects; Parenting; Components; Mesh Renderer; Colliders; Mesh Filter; Creating Environments
Designing SmartCreating Terrain; Defining the Bounds; Adding Textures; Populating the Terrain; Trees; Plants; Terrain Plants and Wind; Terrain Bloopers; Environment; Shadows; Summary; Chapter 3: Scene Navigation and Physics; Scene Navigation; First Person Controller; Virtual Keys: The InputManager; Components; The Character Controller Component; The Character Motor Component; Colliders; Physics; Rigidbody; Physic Materials; The Is Kinematic Parameter; Forces; Joints; Wind; Cloth; Interacting with the First Person Controller; First Build; Summary; Chapter 4: Importing Static Assets
Supported Formats3D Assets; Textures; Audio; The Importer; Importing Assets into Your Project; Importing Textures; Importing Meshes; Scale Factor; Asset Optimization; Batching Textures and Objects; Vertex Count; Adding Colliders to Imported Meshes; Improving Generated Materials; Shaders; The Plants; Creating Prefabs; Unity's Asset Store; The Asset Acquisition Process; Summary; Chapter 5: Introduction to Scripting with C#; Scripting for Unity; The Script Editor; Writing Scripts; Introducing Variables; Defining Variable Types; Exposing Variables to the Inspector; The Console and Error Messages
Introducing Unity-Specific VariablesAccessing Unity's Scripting Reference; Creating Comments; Exploring Functions; Introducing the Start Function; Adding Contents to Functions; Using "Print to Console "; The Conditional; Using the Update Function; Making Use of Event-Based Functions; Using Collisions to Call Functions; Using Tags; Creating User-Defined Functions; Summary; Chapter 6: Mecanim and Animation; The Story; Importing Animated Assets; Legacy Animation; Adding Audio; Mecanim; Generic Rigs; The Mecanim State Engine; Humanoids; BlendShapes; Native Animation; Summary
Chapter 7: Populating the Game EnvironmentDesign Strategies; Creating the Environment; Utilizing the Prefabs; Revisiting the Gnomatic Garden Defender; Occlusion Culling; Occluder Logic; Arrays and Looping; Game Functionality; Camera Refinements; Adding the Zombie Bunnies; Investigating Instantiation; Randomization; Coroutines as Timers; Spring Planting; Nested Loops; Parenting; Summary; Chapter 8: Weaponry and Special Effects; Weaponry; Simple Projectiles; Particle Systems; Legacy Particle System; Dead Replacements; Shuriken Particle System; Smoke; Exploding Goo; Trailing Particles
Advanced Weaponry
Record Nr. UNINA-9910300473403321
Blackman Sue  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui