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Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith
Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith
Autore Sung Kelvin
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (414 pages)
Disciplina 794.815
Soggetto topico Computer games—Programming
Computer science—Mathematics
Game Development
Math Applications in Computer Science
ISBN 9781484254431
1484254430
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction and Learning Environment -- Chapter 2: Intervals and Bounding Boxes -- Chapter 3: Distances and Bounding Spheres -- Chapter 4: Vectors -- Chapter 5: Vector Dot Products -- Chapter 6: Vector Cross Products and 2D Planes -- Chapter 7: Conclusion.
Record Nr. UNINA-9910364950403321
Sung Kelvin  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning game AI with unity : programming artificial intelligence with C# / / Sebastiano M. Cossu
Beginning game AI with unity : programming artificial intelligence with C# / / Sebastiano M. Cossu
Autore Cossu Sebastiano M.
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Berkeley, California : , : APress, , [2021]
Descrizione fisica 1 online resource (XIV, 143 p. 75 illus.)
Disciplina 794.815
Soggetto topico Game Development
Artificial intelligence
ISBN 1-4842-6355-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: The Basics -- Chapter 3: Paths and Waypoints -- Chapter 4: Navigation -- Chapter 5: Behaviors.
Record Nr. UNINA-9910484840903321
Cossu Sebastiano M.  
Berkeley, California : , : APress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Game Development with Amazon Lumberyard : Create 3D Games Using Amazon Lumberyard and Lua / / by Jaken Chandler Herman
Beginning Game Development with Amazon Lumberyard : Create 3D Games Using Amazon Lumberyard and Lua / / by Jaken Chandler Herman
Autore Herman Jaken Chandler
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XI, 234 p. 107 illus., 2 illus. in color.)
Disciplina 794.815
Soggetto topico Computer games—Programming
Programming languages (Electronic computers)
Game Development
Programming Languages, Compilers, Interpreters
ISBN 9781484250730
1484250737
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Environment Setup and Introduction to the Engine -- Chapter 2: Learning to Navigate the Engine -- Chapter 3: Creating your first Project -- Chapter 4: Terrain Development -- Chapter 5: Entities and Slices -- Chapter 6: Components -- Chapter 7: Creating the Enemy -- Chapter 8: Scripting and Physics -- Chapter 9: Polishing -- Chapter 10: Setting up a User Interface -- Chapter 11: Exporting the Game.
Record Nr. UNINA-9910349528803321
Herman Jaken Chandler  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic’s Substance Painter / / by Abhishek Kumar
Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic’s Substance Painter / / by Abhishek Kumar
Autore Kumar Abhishek
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Descrizione fisica 1 online resource (270 pages) : illustrations
Disciplina 794.815
Soggetto topico Computer games—Programming
Computer graphics
Game Development
Computer Graphics
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: What Is Our Goal in This Book? -- Chapter 2: Graphics in the Game Industry -- Chapter 3: The Workflow of Texturing -- Chapter 4: Texturing Games vs Texturing Movies -- Chapter 5: PBR Texturing vs Traditional Texturing -- Chapter 6: Substance Suite and Substance Painter -- Chapter 7: Hardware Specifications for Your Computer -- Chapter 8: Painter's Graphical User Interface -- Chapter 9: Viewport Navigation in Painter -- Chapter 10: Project Setup: Importing a 3D Model into Painter -- Chapter 11: Baking and the Importance of Mesh Maps -- Chapter 12: Working with Materials, Layers, and Masks -- Chapter 13: Working with Procedural Maps -- Chapter 14: Substance Anchors -- Chapter 15: Rendering with Iray -- Chapter 16: Integration with Marmoset, Maya, and Blender -- Chapter 17: Rendering a Portfolio -- Chapter 18: Integration with Unreal Engine (UE4) -- Chapter 19: Tips and Tricks of Substance Painter.
Altri titoli varianti Beginning physically based rendering texturing
Record Nr. UNINA-9910409996503321
Kumar Abhishek  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Unreal Engine 4 Blueprints Visual Scripting : Using C++: From Beginner to Pro / / by Satheesh Pv
Beginning Unreal Engine 4 Blueprints Visual Scripting : Using C++: From Beginner to Pro / / by Satheesh Pv
Autore Pv Satheesh
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021
Descrizione fisica 1 online resource (XIII, 165 p. 135 illus., 1 illus. in color.)
Disciplina 794.815
Soggetto topico Computer games—Programming
Computer programming
Game Development
Programming Techniques
ISBN 1-4842-6396-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction to Unreal Engine 4 -- Chapter 2: Introduction to Blueprints -- Chapter 3: C++ and Unreal Engine -- Chapter 4: Gameplay Framework -- Chapter 5: Basic Physics and Raycasting -- Chapter 6: Importing Meshes, Textures, and Creating Materials -- Chapter 7: Project: Demo Game.
Record Nr. UNINA-9910484064903321
Pv Satheesh  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Character Rigging and Advanced Animation : Bring Your Character to Life Using Autodesk 3ds Max / / by Purushothaman Raju
Character Rigging and Advanced Animation : Bring Your Character to Life Using Autodesk 3ds Max / / by Purushothaman Raju
Autore Raju Purushothaman
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XV, 280 p.) : 266 illus
Disciplina 794.815
Soggetto topico Computer games—Programming
Game Development
ISBN 9781484250372
1484250370
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Beginning Animation -- Chapter 2: Refining Animation -- Chapter 3: Advanced Animation -- Chapter 4: Bones -- Chapter 5: Biped -- Chapter 6: CAT Rigging Tools -- Chapter 7: Skinning for Animation -- Chapter 8: Walk and Run Cycles -- Chapter 9: Morph Animation & Facial Rigging.
Altri titoli varianti Bring your character to life using Autodesk 3ds Max
Record Nr. UNINA-9910349528903321
Raju Purushothaman  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game Development with GameMaker : A Primer on Game Development and Design / / by Sebastiano M. Cossu
Game Development with GameMaker : A Primer on Game Development and Design / / by Sebastiano M. Cossu
Autore Cossu Sebastiano M
Edizione [2nd ed. 2024.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2024
Descrizione fisica 1 online resource (XX, 563 p. 185 illus.)
Disciplina 794.815
Soggetto topico Computer games - Programming
Game Development
ISBN 979-88-6880-879-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Overview -- Chapter 2: Hello world -- Chapter 3: Card Game (Part 1) -- Chapter 4: Card Game (Part 2) -- Chapter 5: Fixed Shooter -- Chapter 6: Shoot ‘Em Up! -- Chapter 7: Designing Bosses -- Chapter 8: Single-Screen Platformer -- Chapter 9: Scrolling Platformer -- Chapter 10: Designing Platformers -- Chapter 11: Metroidvania (Part 1. – Chapter 12: Metroidvania (Part 2).– Chapter 13: Extra: Artificial Intelligence.– Chapter 14: Designing Fun Games -- Chapter 15: What’s Next?.
Record Nr. UNINA-9910896524303321
Cossu Sebastiano M
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game Development with GameMaker Studio 2 : Make Your Own Games with GameMaker Language / / by Sebastiano M. Cossu
Game Development with GameMaker Studio 2 : Make Your Own Games with GameMaker Language / / by Sebastiano M. Cossu
Autore Cossu Sebastiano M
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XXII, 532 p. 179 illus.)
Disciplina 794.815
Soggetto topico Computer games—Programming
Compilers (Computer programs)
Game Development
Compilers and Interpreters
ISBN 9781484250105
1484250109
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Overview -- Chapter 2: Hello World! -- Chapter 3: Card Game (Part 1) -- Chapter 4: Card Game (Part 2) -- Chapter 5: Fixed Shooter -- Chapter 6: Shoot 'em Up! -- Chapter 7: Designing Bosses -- Chapter 8: Single-Screen Platformer -- Chapter 9: Scrolling Platformer -- Chapter 10: Designing Platformers -- Chapter 11: Metroidvania (Part 1) -- Chapter 12: Metroidvania (Part 2) -- Chapter 13: Designing Fun Games -- Chapter 14: What's Next?
Altri titoli varianti Game development with Game Maker Studio two
Record Nr. UNINA-9910349533403321
Cossu Sebastiano M  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Game Development with Ren'Py : Introduction to Visual Novel Games Using Ren'Py, TyranoBuilder, and Twine / / by Robert Ciesla
Game Development with Ren'Py : Introduction to Visual Novel Games Using Ren'Py, TyranoBuilder, and Twine / / by Robert Ciesla
Autore Ciesla Robert
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XXIV, 346 p. 50 illus.)
Disciplina 794.815
Soggetto topico Computer games—Programming
Python (Computer program language)
Open source software
Game Development
Python
Open Source
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Stories and How to Craft Them -- Chapter 2: The (Ancient) Art of Interactive Fiction -- Chapter 3: The Modern Visual Novel -- Chapter 4: Working in Ren'Py, Twine, and TyranoBuilder- Chapter 5: Deeper Down the Dungeon -- Chapter 6: Deploying for Popular Platforms -- Chapter 7: Three Little Games -- Chapter 8: Promotional Strategies.
Record Nr. UNINA-9910338002803321
Ciesla Robert  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Immersive 3D design visualization : with autodesk maya and unreal engine 4 / / Abhishek Kumar
Immersive 3D design visualization : with autodesk maya and unreal engine 4 / / Abhishek Kumar
Autore Kumar Abhishek
Edizione [1st ed. 2021.]
Pubbl/distr/stampa New York, New York State : , : APress, , [2021]
Descrizione fisica 1 online resource (XIII, 301 p. 400 illus.)
Disciplina 794.815
Soggetto topico Computer games - Programming
Computer animation
Computer graphics
ISBN 1-4842-6597-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Design for Creative and Immersive Technology -- Chapter 2: Tools for Architectural Visualization -- Chapter 3: 3D Design with Autodesk Maya -- Chapter 4: Interactive Visualization with UE4 -- Chapter 5: Creating Virtual Worlds -- Chapter 6: Creating UVs -- Chapter 7: Lightmap Analysis and Correction -- Chapter 8: PBR Integrated Texturing -- Chapter 9: Material Design and Integration -- Chapter 10: Real-Time/Emissive Materials -- Chapter 11: Importing Design Assets in VR Engine -- Chapter 12: Unreal® Engine 4 for Level Design -- Chapter 13: Design Visualization Capstone Project: Testing and Fixing Errors -- Chapter 14: Design Visualization Capstone Project: Aesthetic Development -- Chapter 15: Immersive Design Portfolio.
Record Nr. UNINA-9910483519503321
Kumar Abhishek  
New York, New York State : , : APress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui