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Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Autore Trengrove Ben
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (136 p.)
Disciplina 794.81536
Collana Community Experience Distilled
Soggetto topico Video games - Design
Mobile games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-78439-129-8
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 Cocos2d; An introduction to Cocos2d; Installing Cocos2d; Installing Cocos2d with the installer; Creating a Hello World project; Installation for Android; Template project code breakdown; IntroScene.m; The HelloWorldScene.m class; Summary; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites
Putting it into practiceAdding nodes to the scene; Detecting touches and responding; The next step; The Cocos2d update loop; Scenes; Scene life cycle; Creating a CCScene; Transitioning to another scene; Putting it into practice; Summary; Chapter 3: SpriteBuilder; Creating a new project; The Main editor window; The Resource pane; The Options pane; The Timeline pane; Creating Flappy Square; Creating a new scene/layer; Linking to a SpriteBuilder scene in code; Enabling physics in SpriteBuilder; Connecting SpriteBuilder objects to Xcode properties; Creating reusable components
Moving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 4: Animation with SpriteBuilder; Adding sprites to SpriteBuilder; Creating sprite frame animations; Switching out the obstacle image; Particle systems; Designing a particle system for our character; Adding a SpriteBuilder particle system in code; Final polish to Flappy Bird; Keyframe animation in SpriteBuilder; Animation in code; Moving, scaling, and rotating; Chaining actions together; Running actions simultaneously; Repeating actions; Running code on completion of an animation; Summary
Chapter 5: User Interaction and InterfaceDetecting touches; Getting the touch location; Dragging a node; Adding buttons to your scene; Accepting user input with form elements; Presenting data in a table with CCTableView; Creating a CCTableView data source; Adding a CCTableView node to the scene; Summary; Chapter 6: Physics Engines; Introducing physics engines; Adding joints; Adding a sprite joint; Dragging an object against a spring joint; Firing objects from the catapult; Creating a motor; The next step; Summary; Index
Record Nr. UNINA-9910464132303321
Trengrove Ben  
Birmingham, England : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Autore Trengrove Ben
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (136 p.)
Disciplina 794.81536
Collana Community Experience Distilled
Soggetto topico Video games - Design
Mobile games - Programming
ISBN 1-78439-129-8
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 Cocos2d; An introduction to Cocos2d; Installing Cocos2d; Installing Cocos2d with the installer; Creating a Hello World project; Installation for Android; Template project code breakdown; IntroScene.m; The HelloWorldScene.m class; Summary; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites
Putting it into practiceAdding nodes to the scene; Detecting touches and responding; The next step; The Cocos2d update loop; Scenes; Scene life cycle; Creating a CCScene; Transitioning to another scene; Putting it into practice; Summary; Chapter 3: SpriteBuilder; Creating a new project; The Main editor window; The Resource pane; The Options pane; The Timeline pane; Creating Flappy Square; Creating a new scene/layer; Linking to a SpriteBuilder scene in code; Enabling physics in SpriteBuilder; Connecting SpriteBuilder objects to Xcode properties; Creating reusable components
Moving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 4: Animation with SpriteBuilder; Adding sprites to SpriteBuilder; Creating sprite frame animations; Switching out the obstacle image; Particle systems; Designing a particle system for our character; Adding a SpriteBuilder particle system in code; Final polish to Flappy Bird; Keyframe animation in SpriteBuilder; Animation in code; Moving, scaling, and rotating; Chaining actions together; Running actions simultaneously; Repeating actions; Running code on completion of an animation; Summary
Chapter 5: User Interaction and InterfaceDetecting touches; Getting the touch location; Dragging a node; Adding buttons to your scene; Accepting user input with form elements; Presenting data in a table with CCTableView; Creating a CCTableView data source; Adding a CCTableView node to the scene; Summary; Chapter 6: Physics Engines; Introducing physics engines; Adding joints; Adding a sprite joint; Dragging an object against a spring joint; Firing objects from the catapult; Creating a motor; The next step; Summary; Index
Record Nr. UNINA-9910788047603321
Trengrove Ben  
Birmingham, England : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Cocos2D game development essentials : bring your mobile game ideas to life with Cocos2D / / Ben Trengrove
Autore Trengrove Ben
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (136 p.)
Disciplina 794.81536
Collana Community Experience Distilled
Soggetto topico Video games - Design
Mobile games - Programming
ISBN 1-78439-129-8
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 Cocos2d; An introduction to Cocos2d; Installing Cocos2d; Installing Cocos2d with the installer; Creating a Hello World project; Installation for Android; Template project code breakdown; IntroScene.m; The HelloWorldScene.m class; Summary; Chapter 2: Nodes, Sprites, & Scenes; The building blocks-nodes; Children nodes; Adding children; Removing children; Drawing order of the children nodes; Working with multiple coordinate systems; Sprites
Putting it into practiceAdding nodes to the scene; Detecting touches and responding; The next step; The Cocos2d update loop; Scenes; Scene life cycle; Creating a CCScene; Transitioning to another scene; Putting it into practice; Summary; Chapter 3: SpriteBuilder; Creating a new project; The Main editor window; The Resource pane; The Options pane; The Timeline pane; Creating Flappy Square; Creating a new scene/layer; Linking to a SpriteBuilder scene in code; Enabling physics in SpriteBuilder; Connecting SpriteBuilder objects to Xcode properties; Creating reusable components
Moving obstacles across the screenDetecting collisions; The next step; Summary; Chapter 4: Animation with SpriteBuilder; Adding sprites to SpriteBuilder; Creating sprite frame animations; Switching out the obstacle image; Particle systems; Designing a particle system for our character; Adding a SpriteBuilder particle system in code; Final polish to Flappy Bird; Keyframe animation in SpriteBuilder; Animation in code; Moving, scaling, and rotating; Chaining actions together; Running actions simultaneously; Repeating actions; Running code on completion of an animation; Summary
Chapter 5: User Interaction and InterfaceDetecting touches; Getting the touch location; Dragging a node; Adding buttons to your scene; Accepting user input with form elements; Presenting data in a table with CCTableView; Creating a CCTableView data source; Adding a CCTableView node to the scene; Summary; Chapter 6: Physics Engines; Introducing physics engines; Adding joints; Adding a sprite joint; Dragging an object against a spring joint; Firing objects from the catapult; Creating a motor; The next step; Summary; Index
Record Nr. UNINA-9910827961503321
Trengrove Ben  
Birmingham, England : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Autore Babarinow Maxim
Pubbl/distr/stampa Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Descrizione fisica 1 online resource (76 p.)
Disciplina 794.81536
Soggetto topico Computers and people with visual disabilities
Video games - Design
Soggetto genere / forma Electronic books.
ISBN 3-8428-4523-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto 1 Einleitung; 1.1 Motivation; 1.2 Zielsetzung; 1.3 Struktur der Arbeit; 2 Grundlagen; 2.1 Sehschädigung; 2.2 Game Accessibility; 2.3 Audio Spiele; 3 Muster-basierter Ansatz; 3.1 Mustersprache für Game Accessibility; 3.2 Kollektion der Entwurfsmuster; 4 Spielkonzept; 4.1 Überblick; 4.2 Benutzerschnittstellen; 4.3 Spielkomponente; 4.4 Konfiguration; 4.5 Accessibility Features; 5 Prototypische Implementierung; 5.1 Allgemeines; 5.2 Architektur; 5.3 Systemkomponente; 6 Zusammenfassung und Ausblick; 6.1 Zusammenfassung; 6.2 Ausblick; A Anhang; Literaturverzeichnis
Record Nr. UNINA-9910461650403321
Babarinow Maxim  
Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Autore Babarinow Maxim
Pubbl/distr/stampa Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Descrizione fisica 1 online resource (76 p.)
Disciplina 794.81536
Soggetto topico Computers and people with visual disabilities
Video games - Design
ISBN 3-8428-4523-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto 1 Einleitung; 1.1 Motivation; 1.2 Zielsetzung; 1.3 Struktur der Arbeit; 2 Grundlagen; 2.1 Sehschädigung; 2.2 Game Accessibility; 2.3 Audio Spiele; 3 Muster-basierter Ansatz; 3.1 Mustersprache für Game Accessibility; 3.2 Kollektion der Entwurfsmuster; 4 Spielkonzept; 4.1 Überblick; 4.2 Benutzerschnittstellen; 4.3 Spielkomponente; 4.4 Konfiguration; 4.5 Accessibility Features; 5 Prototypische Implementierung; 5.1 Allgemeines; 5.2 Architektur; 5.3 Systemkomponente; 6 Zusammenfassung und Ausblick; 6.1 Zusammenfassung; 6.2 Ausblick; A Anhang; Literaturverzeichnis
Record Nr. UNINA-9910797656403321
Babarinow Maxim  
Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Computerspiele für Gamer mit sehschwäche : konzept für standardisierte Implementierung / / Maxim Babarinow
Autore Babarinow Maxim
Pubbl/distr/stampa Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Descrizione fisica 1 online resource (76 p.)
Disciplina 794.81536
Soggetto topico Computers and people with visual disabilities
Video games - Design
ISBN 3-8428-4523-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto 1 Einleitung; 1.1 Motivation; 1.2 Zielsetzung; 1.3 Struktur der Arbeit; 2 Grundlagen; 2.1 Sehschädigung; 2.2 Game Accessibility; 2.3 Audio Spiele; 3 Muster-basierter Ansatz; 3.1 Mustersprache für Game Accessibility; 3.2 Kollektion der Entwurfsmuster; 4 Spielkonzept; 4.1 Überblick; 4.2 Benutzerschnittstellen; 4.3 Spielkomponente; 4.4 Konfiguration; 4.5 Accessibility Features; 5 Prototypische Implementierung; 5.1 Allgemeines; 5.2 Architektur; 5.3 Systemkomponente; 6 Zusammenfassung und Ausblick; 6.1 Zusammenfassung; 6.2 Ausblick; A Anhang; Literaturverzeichnis
Record Nr. UNINA-9910821500003321
Babarinow Maxim  
Hamburg, [Germany] : , : Diplomica Verlag GmbH, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Autore Bigelow Daven
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Collana Learn by doing : less theory, more results
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-280-67661-2
9786613653543
1-84951-661-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force
Time for action - creating forces
Record Nr. UNINA-9910462447403321
Bigelow Daven  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Autore Bigelow Daven
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Collana Learn by doing : less theory, more results
Soggetto topico Video games - Programming
ISBN 1-280-67661-2
9786613653543
1-84951-661-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force
Time for action - creating forces
Record Nr. UNINA-9910790382603321
Bigelow Daven  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Construct game development : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Construct game development : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow
Autore Bigelow Daven
Edizione [1st ed.]
Pubbl/distr/stampa Olton, Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (298 p.)
Disciplina 794.81536
Collana Learn by doing : less theory, more results
Soggetto topico Video games - Programming
ISBN 9786613653543
9781280676611
1280676612
9781849516617
1849516618
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force
Time for action - creating forces
Record Nr. UNINA-9910964235903321
Bigelow Daven  
Olton, Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
CryENGINE 3 cookbook [[electronic resource] ] : over 90 recipes written by Crytek developers for creating third-generation real-time games / / Dan Tracy, Sean Tracy
CryENGINE 3 cookbook [[electronic resource] ] : over 90 recipes written by Crytek developers for creating third-generation real-time games / / Dan Tracy, Sean Tracy
Autore Tracy Dan
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2011
Descrizione fisica 1 online resource (324 p.)
Disciplina 794.81536
Altri autori (Persone) TracySean
Soggetto topico Electronic games - Design
Soggetto genere / forma Electronic books.
ISBN 1-283-34967-1
9786613349675
1-84969-107-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; www.PacktPub.com; Table of Contents; Preface; Chapter 1: CryENGINE 3: Getting Started; Introduction; Opening a level in the CryENGINE 3 Sandbox; Navigating a level with the Sandbox Camera; Setting up a personalized toolset layout; How to customize toolbars and menus; Using the Rollup Bar; Selecting and browsing level objects; Restoring the CryENGINE 3 default settings; Chapter 2: Sandbox Basics; Introduction; Creating a new level; Generating a procedural terrain; Terrain sculpting; Setting up the terrain texture; Placing the objects in the world
Refining the object placement Utilizing the layers for multiple developer collaboration; Switching to game mode; Saving your level; Exporting to an engine; Essential game objects; Running a map from the Launcher; Chapter 3: Basic Level Layout; Introduction; Making basic shapes with the Solids tool; Editing and merging solids; Grouping the objects; Utilizing the Geom entities instead of brushes; Road construction; Painting vegetation; Breaking up tiling with Decals; Making caves with Voxels; Creating Prefabs to store in external libraries; Chapter 4: Environment Creation; Introduction
Creating your first time of day using the basic parameters Adjusting the terrain lighting; Using the real-time Global Illumination; Editing HDR lighting and the effects for flares; Creating a global volumetric fog; Creating a night scene with time of day parameters; Color grading your level; Creating a photo realistic ocean; Improving your sky with clouds; Making it rain in your level; Chapter 5: Basic Artificial Intelligence; Introduction; Placing the enemy AI; Generating the AI navigation; Forbidden boundaries; Forbidden areas; Setting up the interior navigation
Debugging the AI triangulation Narrowing the AI's FOV to allow attacks from behind; Respawning AI; Chapter 6: Asset Creation; Introduction; Installing the CryENGINE 3 plugin for 3D Studio Max; Creating textures using CryTIF; Setting up units to match CryENGINE in 3ds; Basic material setup in 3ds; Creating and exporting static objects; Creating and exporting destroyable objects; Using advanced material editor parameters to create animation; Creating new material effects; Creating image-based lighting; Chapter 7: Characters and Animation; Introduction
Creating skinned characters for the CryENGINERagdoll and physics for characters; Creating animation for your character; Previewing animations and characters for Sandbox; Creating upper body only animations; Creating locomotion animations; Animating rigid body geometry data; Chapter 8: Creating Vehicles; Introduction; Creating a new car mesh (CGA); Creating a new car XML; Giving more speed to the car; Increasing the mass to push objects with the car; Defining a sitting location; Setting up multiple cameras for the car; Need for a machine gun; Giving the car a weak spot; Chapter 9: Game Logic
Introduction
Record Nr. UNINA-9910456635103321
Tracy Dan  
Birmingham, U.K., : Packt Pub., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui