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Mastering oculus rift development : explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects / / Jack Donovan
Mastering oculus rift development : explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects / / Jack Donovan
Autore Donovan Jack
Pubbl/distr/stampa Birmingham, [England] : , : Packt, , 2017
Descrizione fisica 1 online resource (299 pages) : illustrations
Disciplina 794.81526
Soggetto topico Computer games - Programming
Computer games - Design
Virtual reality
ISBN 1-78646-178-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910163862003321
Donovan Jack  
Birmingham, [England] : , : Packt, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
Autore Donovan Jack
Pubbl/distr/stampa Birmingham, [England] : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (268 p.)
Disciplina 794.81536
Collana Learning by doing: less theory, more results
Soggetto topico Computer games - Design
Computer games - Programming
User interfaces (Computer systems)
Soggetto genere / forma Electronic books.
ISBN 1-84969-723-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Experiencing the OUYA; Setting up the console; Networking; Displaying games; Time for action - installing your first game; Playing the OUYA; Touch controls; Summary; Chapter 2: Installing Unity and the OUYA ODK; Installing the game engine; Time for action - setting up Unity; Downloading and configuring additional packages; Time for action - downloading Java, the Android SDK, and the ODK; Modifying the PATH variable
Time for action - editing PATH on Mac OSTime for action - editing PATH on Windows; Installing packages with the Android SDK; Time for action - installing Android packages; Configuring the USB connection; Time for action - configuring the USB driver on Windows; Time for action - export OUYA packages from Unity; Time for action - importing packages into a new workspace; Summary; Chapter 3: Diving into Development; Creating a 3D text prototype; Time for action - manipulating the scene; Time for action - creating and scripting 3D text; Creating a custom function
Time for action - writing a functionTime for action - capturing data with return values; Time for action - controlling functions with parameters; Making our scripts interactive; Time for action - adding keyboard interaction to scripts; Deploying our code on OUYA; Time for action - running your first test on OUYA; Summary; Chapter 4: Moving Your Player with Controller Input; Creating an interactive marble prototype; Time for action - setting the scene; Time for action - importing a Unity input script; Time for action - turning input into movement; Time for action - movement with the OUYA SDK
Adding additional functionality to our marbleTime for action - adding button features; Time for action - improving the camera; Completing our game; Time for action - adding a goal zone; Summary; Chapter 5: Enhancing Your Game with Touch Dynamics; Using the touchpad to interact with buttons; Creating the cannonball prototype; Time for action - creating a cannon prefab; Time for action - creating an interactive button; Time for action - adding an impulse force to a rigidbody component; Using cursor data to add touch input to games; Time for action - reading mouse position in Unity
Time for action - creating a vector from cursor movementIncorporating touch data into your mechanics; Time for action - hiding the cursor on the screen; Time for action - creating a target for the cannon; Summary; Chapter 6: Saving Data to Create Longer Games; Creating collectibles to save; Time for action - creating a basic collectible; Time for action - scripting the collectible; Time for action - accessing the scripts on other objects; Saving data with the Unity engine; Time for action - saving data with PlayerPrefs; Time for action - setting up a GUI Text object
Using save data in multiple scenes
Record Nr. UNINA-9910458344503321
Donovan Jack  
Birmingham, [England] : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
Autore Donovan Jack
Pubbl/distr/stampa Birmingham, [England] : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (268 p.)
Disciplina 794.81536
Collana Learning by doing: less theory, more results
Soggetto topico Video games - Design
Video games - Programming
User interfaces (Computer systems)
ISBN 1-84969-723-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Experiencing the OUYA; Setting up the console; Networking; Displaying games; Time for action - installing your first game; Playing the OUYA; Touch controls; Summary; Chapter 2: Installing Unity and the OUYA ODK; Installing the game engine; Time for action - setting up Unity; Downloading and configuring additional packages; Time for action - downloading Java, the Android SDK, and the ODK; Modifying the PATH variable
Time for action - editing PATH on Mac OSTime for action - editing PATH on Windows; Installing packages with the Android SDK; Time for action - installing Android packages; Configuring the USB connection; Time for action - configuring the USB driver on Windows; Time for action - export OUYA packages from Unity; Time for action - importing packages into a new workspace; Summary; Chapter 3: Diving into Development; Creating a 3D text prototype; Time for action - manipulating the scene; Time for action - creating and scripting 3D text; Creating a custom function
Time for action - writing a functionTime for action - capturing data with return values; Time for action - controlling functions with parameters; Making our scripts interactive; Time for action - adding keyboard interaction to scripts; Deploying our code on OUYA; Time for action - running your first test on OUYA; Summary; Chapter 4: Moving Your Player with Controller Input; Creating an interactive marble prototype; Time for action - setting the scene; Time for action - importing a Unity input script; Time for action - turning input into movement; Time for action - movement with the OUYA SDK
Adding additional functionality to our marbleTime for action - adding button features; Time for action - improving the camera; Completing our game; Time for action - adding a goal zone; Summary; Chapter 5: Enhancing Your Game with Touch Dynamics; Using the touchpad to interact with buttons; Creating the cannonball prototype; Time for action - creating a cannon prefab; Time for action - creating an interactive button; Time for action - adding an impulse force to a rigidbody component; Using cursor data to add touch input to games; Time for action - reading mouse position in Unity
Time for action - creating a vector from cursor movementIncorporating touch data into your mechanics; Time for action - hiding the cursor on the screen; Time for action - creating a target for the cannon; Summary; Chapter 6: Saving Data to Create Longer Games; Creating collectibles to save; Time for action - creating a basic collectible; Time for action - scripting the collectible; Time for action - accessing the scripts on other objects; Saving data with the Unity engine; Time for action - saving data with PlayerPrefs; Time for action - setting up a GUI Text object
Using save data in multiple scenes
Record Nr. UNINA-9910791198803321
Donovan Jack  
Birmingham, [England] : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
Autore Donovan Jack
Pubbl/distr/stampa Birmingham, [England] : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (268 p.)
Disciplina 794.81536
Collana Learning by doing: less theory, more results
Soggetto topico Video games - Design
Video games - Programming
User interfaces (Computer systems)
ISBN 1-84969-723-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Experiencing the OUYA; Setting up the console; Networking; Displaying games; Time for action - installing your first game; Playing the OUYA; Touch controls; Summary; Chapter 2: Installing Unity and the OUYA ODK; Installing the game engine; Time for action - setting up Unity; Downloading and configuring additional packages; Time for action - downloading Java, the Android SDK, and the ODK; Modifying the PATH variable
Time for action - editing PATH on Mac OSTime for action - editing PATH on Windows; Installing packages with the Android SDK; Time for action - installing Android packages; Configuring the USB connection; Time for action - configuring the USB driver on Windows; Time for action - export OUYA packages from Unity; Time for action - importing packages into a new workspace; Summary; Chapter 3: Diving into Development; Creating a 3D text prototype; Time for action - manipulating the scene; Time for action - creating and scripting 3D text; Creating a custom function
Time for action - writing a functionTime for action - capturing data with return values; Time for action - controlling functions with parameters; Making our scripts interactive; Time for action - adding keyboard interaction to scripts; Deploying our code on OUYA; Time for action - running your first test on OUYA; Summary; Chapter 4: Moving Your Player with Controller Input; Creating an interactive marble prototype; Time for action - setting the scene; Time for action - importing a Unity input script; Time for action - turning input into movement; Time for action - movement with the OUYA SDK
Adding additional functionality to our marbleTime for action - adding button features; Time for action - improving the camera; Completing our game; Time for action - adding a goal zone; Summary; Chapter 5: Enhancing Your Game with Touch Dynamics; Using the touchpad to interact with buttons; Creating the cannonball prototype; Time for action - creating a cannon prefab; Time for action - creating an interactive button; Time for action - adding an impulse force to a rigidbody component; Using cursor data to add touch input to games; Time for action - reading mouse position in Unity
Time for action - creating a vector from cursor movementIncorporating touch data into your mechanics; Time for action - hiding the cursor on the screen; Time for action - creating a target for the cannon; Summary; Chapter 6: Saving Data to Create Longer Games; Creating collectibles to save; Time for action - creating a basic collectible; Time for action - scripting the collectible; Time for action - accessing the scripts on other objects; Saving data with the Unity engine; Time for action - saving data with PlayerPrefs; Time for action - setting up a GUI Text object
Using save data in multiple scenes
Record Nr. UNINA-9910828443703321
Donovan Jack  
Birmingham, [England] : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui