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Getting Started with WebRTC : explore WebRTC for real-time peer-to-peer communication / / Rob Manson ; cover image by Suresh Mogre
Getting Started with WebRTC : explore WebRTC for real-time peer-to-peer communication / / Rob Manson ; cover image by Suresh Mogre
Autore Manson Rob
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (114 p.)
Disciplina 004.33
Altri autori (Persone) MogreSuresh
Collana Community experience distilled
Soggetto topico Real-time programming
Web applications
Soggetto genere / forma Electronic books.
ISBN 1-78216-631-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910452393103321
Manson Rob  
Birmingham, England : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting Started with WebRTC : explore WebRTC for real-time peer-to-peer communication / / Rob Manson ; cover image by Suresh Mogre
Getting Started with WebRTC : explore WebRTC for real-time peer-to-peer communication / / Rob Manson ; cover image by Suresh Mogre
Autore Manson Rob
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (114 p.)
Disciplina 004.33
Altri autori (Persone) MogreSuresh
Collana Community experience distilled
Soggetto topico Real-time programming
Web applications
ISBN 1-78216-631-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790692803321
Manson Rob  
Birmingham, England : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting Started with WebRTC : explore WebRTC for real-time peer-to-peer communication / / Rob Manson ; cover image by Suresh Mogre
Getting Started with WebRTC : explore WebRTC for real-time peer-to-peer communication / / Rob Manson ; cover image by Suresh Mogre
Autore Manson Rob
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (114 p.)
Disciplina 004.33
Altri autori (Persone) MogreSuresh
Collana Community experience distilled
Soggetto topico Real-time programming
Web applications
ISBN 1-78216-631-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910816434103321
Manson Rob  
Birmingham, England : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Moodle for mobile learning : connect, communicate, and promote collaboration with your coursework using Moodle / / Mark Aberdour ; cover image by Suresh Mogre
Moodle for mobile learning : connect, communicate, and promote collaboration with your coursework using Moodle / / Mark Aberdour ; cover image by Suresh Mogre
Autore Aberdour Mark
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (234 p.)
Disciplina 371.3078
Altri autori (Persone) MogreSuresh
Collana Community experience distilled
Soggetto topico Computer-assisted instruction - Computer programs
Instructional systems - Design
Soggetto genere / forma Electronic books.
ISBN 1-78216-439-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910452373203321
Aberdour Mark  
Birmingham, England : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Moodle for mobile learning : connect, communicate, and promote collaboration with your coursework using Moodle / / Mark Aberdour ; cover image by Suresh Mogre
Moodle for mobile learning : connect, communicate, and promote collaboration with your coursework using Moodle / / Mark Aberdour ; cover image by Suresh Mogre
Autore Aberdour Mark
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (234 p.)
Disciplina 371.3078
Altri autori (Persone) MogreSuresh
Collana Community experience distilled
Soggetto topico Computer-assisted instruction - Computer programs
Instructional systems - Design
ISBN 1-78216-439-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790691503321
Aberdour Mark  
Birmingham, England : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Moodle for mobile learning : connect, communicate, and promote collaboration with your coursework using Moodle / / Mark Aberdour ; cover image by Suresh Mogre
Moodle for mobile learning : connect, communicate, and promote collaboration with your coursework using Moodle / / Mark Aberdour ; cover image by Suresh Mogre
Autore Aberdour Mark
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (234 p.)
Disciplina 371.3078
Altri autori (Persone) MogreSuresh
Collana Community experience distilled
Soggetto topico Computer-assisted instruction - Computer programs
Instructional systems - Design
ISBN 1-78216-439-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910823991703321
Aberdour Mark  
Birmingham, England : , : Packt Publishing, , 2013
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
Source SDK game development essentials : develop engaging and immersive mods with source SDK / / Brett Bernier ; cover image by Suresh Mogre
Source SDK game development essentials : develop engaging and immersive mods with source SDK / / Brett Bernier ; cover image by Suresh Mogre
Autore Bernier Brett
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing Ltd, , 2014
Descrizione fisica 1 online resource (294 p.)
Disciplina 006.696
Altri autori (Persone) MogreSuresh
Collana Community experience distilled
Soggetto topico Computer animation
Computer games - Design
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-84969-593-8
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: Getting Started with the Source SDK; Installing Steam; Getting your tools; Instructions for installing Half-Life 2: Episode Two; The Source SDK tools overview; The Source SDK; Installing the Source SDK; The Source SDK overview; Applications; Documentation; Utilities; Links; Creating your own modification (mod); Summary; Chapter 2: Grasping Hammer; Terminology; Brush; Entity; World; Void; Settings; Loading Hammer for the first time; The Hammer overview; Viewports
The Map toolbarThe Selection Tool; The Magnify Tool; The Camera Tool; The Entity Tool; The Block Tool; The Texture Tool; The Apply Current Texture Tool; The Decal Tool; The Overlay Tool; The Clipping Tool; The Vertex manipulation Tool; The selection mode bar; The texture bar; The filter control bar; The object bar; Navigating in 3D; Looking around; Multiple cameras; Selecting objects in the 3D viewport; Navigating in 2D; Moving around; Selecting objects in 2D; The grid; VisGroups; Summary; Chapter 3: Shaping Your World; Creating your first room; A crash course on compiling
Basic brushwork techniquesCloning brushes; Scaling brushes and objects; Rotating brushes and objects; Skewing brushes and objects; Flipping objects; The Vertex Tool; Splitting faces; The Clipping Tool; The Carve function; Another window method; The Object Toolbar; Creating cylinders; Creating spikes; Truncated cones; Creating a sphere; Creating arches; Standard arch; Hollow cylinders; Spiral staircase; Creating a torus; Cross Section Preview; Top View Preview; Springs; Creating SkyBoxes; 2D SkyBox; Adding light_environment; Changing the SkyBox texture; 3D Skybox; Summary
Chapter 4: Textures, Terrain, and PropsUsing the Texture Application Tool; Applying textures; Aligning textures; Shifting and rotating textures; Saving time while aligning textures; Using different selection modes; Shifting textures; Locking textures; Locking the texture scale; Applying decals; Applying overlays; Creating terrain with displacements; Creating a displacement; Using the Paint Geometry tool; Using the Smooth tool; Modifying the displacement options; Using the Raise To option; Using the Paint Alpha tool; Sewing; Subdividing; Creating caves quickly; Sculpting; Carving
Creating propsCreating static props; Creating physics props; Creating dynamic props; Summary; Chapter 5: Importing Custom Content; Creating materials; Setup; Creating a VTF file; Creating a VMT file; Using VTFEdit; Importing other materials; Importing models; Importing sounds; Summary; Chapter 6: Lighting and Compiling; Using lights; Using point lights; Using spot lights; Using light environments; Using dynamic lights; Using texture lights; Using projected textures; Emphasizing lights; Placing point light sources; Placing spot light sources; Modifying Lightmap Grid; Assigning Smoothing groups
Compiling concepts
Record Nr. UNINA-9910464055303321
Bernier Brett  
Birmingham, England : , : Packt Publishing Ltd, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui