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Accelerating Unity Through Automation : Power Up Your Unity Workflow by Offloading Intensive Tasks / / by Simon Jackson
Accelerating Unity Through Automation : Power Up Your Unity Workflow by Offloading Intensive Tasks / / by Simon Jackson
Autore Jackson Simon
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023
Descrizione fisica 1 online resource (312 pages)
Disciplina 794.8/151
Soggetto topico Video games - Programming
Game Development
ISBN 9781484295083
1484295080
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: What is Automation? -- Chapter 2: What is Gained Through Automation, the Highlights -- Chapter 3: Services Covered by This Title -- Chapter 4: Automation Hosting -- Chapter 5: Structure of Automation -- Chapter 6: Validation, Checking Your Code -- Chapter 7: Testing, Making Sure It Runs -- Chapter 8: Building and Publishing -- Chapter 9: Setting Up Unity Game Services Automation -- Chapter 10: Setting up Azure DevOps -- Chapter 11: Setting up GitHub Actions -- Chapter 12: Final Notes.
Record Nr. UNINA-9910746295003321
Jackson Simon  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
GameMaker Programming Challenges : Programming Challenges to Improve Your GML Knowledge / / by Ben Tyers
GameMaker Programming Challenges : Programming Challenges to Improve Your GML Knowledge / / by Ben Tyers
Autore Tyers Ben
Edizione [1st ed. 2025.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2025
Descrizione fisica 1 online resource (548 pages)
Disciplina 794.8/151
Collana Professional and Applied Computing Series
Soggetto topico Video games - Programming
Game Development
ISBN 979-88-6882-129-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Drawing Sprite Fonts In Different Colors -- Chapter 2: Stealth Zones -- Chapter 3: Dynamic Shadows -- Chapter 4: Proximity Mines -- Chapter 5: Sticky Projectiles -- Chapter 6: Reflecting Projectiles -- Chapter 7: Conveyor Belts -- Chapter 8: Spreading Fire -- Chapter 9: Boomerang Mechanic -- Chapter 10: Burnable Objects -- Chapter 11: Echo Location -- Chapter 12: Smooth Dash Movement -- Chapter 13: Shock Wave -- Chapter: 14 Hover Mechanic -- Chapter: 15 Jumping Pad -- Chapter: 16 Momentum Jumps.-Chapter: 17 Gravity Flips.-Chapter 18: Explosive Barrels -- Chapter 19: Explosive Barrels Chain -- Chapter 20: End-of-Level Gate -- Chapter 21: Coin Collection -- Chapter 22: One Way Blocks -- Chapter 23: Wind -- Chapter 24: Nuke -- Chapter 25: Timed Collectibles.
Record Nr. UNINA-9911049114903321
Tyers Ben  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2025
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Going Multiplayer : A Complete Guide: From Design to Post-release / / by Paolo Abela
Going Multiplayer : A Complete Guide: From Design to Post-release / / by Paolo Abela
Autore Abela Paolo
Edizione [1st ed. 2025.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2025
Descrizione fisica 1 online resource (191 pages)
Disciplina 794.8/151
Collana Professional and Applied Computing Series
Soggetto topico Video games - Programming
Game Development
ISBN 979-88-6882-031-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Why is it so hard to make a multiplayer game? -- Chapter 2: How the internet works -- Chapter 3: Developing a multiplayer game -- Chapter 4: Going global -- Chapter 5: Monetization -- Chapter 6: Optimizing your multiplayer game -- Chapter 7: Common multiplayer features -- Chapter 8: User generated content.
Record Nr. UNINA-9911049155003321
Abela Paolo  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2025
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui