La Legende Final Fantasy X : Creation - univers - decryptage / / Damien Mecheri ; preface de Georges "Jay" Grouard |
Autore | Mecheri Damien |
Pubbl/distr/stampa | Toulouse : , : Third Edition, , [2015] |
Descrizione fisica | 1 online resource (155 pages) |
Disciplina | 793.932 |
Soggetto topico |
Adventure video games
Video games |
ISBN | 2-37784-021-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | fre |
Record Nr. | UNINA-9910795449603321 |
Mecheri Damien
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Toulouse : , : Third Edition, , [2015] | ||
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Lo trovi qui: Univ. Federico II | ||
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La Legende Final Fantasy X : Creation - univers - decryptage / / Damien Mecheri ; preface de Georges "Jay" Grouard |
Autore | Mecheri Damien |
Pubbl/distr/stampa | Toulouse : , : Third Edition, , [2015] |
Descrizione fisica | 1 online resource (155 pages) |
Disciplina | 793.932 |
Soggetto topico |
Adventure video games
Video games |
ISBN | 2-37784-021-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | fre |
Record Nr. | UNINA-9910823660303321 |
Mecheri Damien
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Toulouse : , : Third Edition, , [2015] | ||
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Lo trovi qui: Univ. Federico II | ||
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Letś play : minecraft : plugins entwickeln mit Python : programmieren lernen ohne vorkenntnisse / / Daniel Braun |
Autore | Braun Daniel |
Edizione | [1. Auflage.] |
Pubbl/distr/stampa | Frechen, [Germany] : , : mitp, , 2017 |
Descrizione fisica | 1 online resource (296 pages) : illustrations |
Disciplina | 794.8 |
Soggetto topico |
Minecraft (Game)
Video games Adventure video games |
ISBN |
3-95845-382-1
3-95845-381-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ger |
Nota di contenuto |
Cover -- Titel -- Impressum -- Inhalt -- Einleitung -- Kapitel 1: Minecraft-Server -- 1.1 Java installieren -- 1.2 Installation -- 1.2.1 CraftBukkit -- 1.2.2 Spigot -- 1.3 Konfiguration -- 1.4 Befehle -- 1.5 Verbinden -- 1.6 Updates -- Kapitel 2: Python -- 2.1 Programmiersprachen -- 2.2 Besonderheiten von Python -- 2.3 Einrichtung -- 2.3.1 Jython -- 2.3.2 PPLoader -- 2.4 Editor -- Kapitel 3: Das erste Plugin -- 3.1 Ordner anlegen -- 3.2 plugin.py -- 3.3 plugin.yml -- 3.4 Testen -- 3.5 Fehler finden -- 3.6 Entdecken -- Kapitel 4: Chat-Kommandos -- 4.1 Eigene Befehle definieren -- 4.2 Chat-Nachrichten versenden -- Kapitel 5: Variablen -- 5.1 Namen -- 5.2 Werte -- 5.2.1 Operatoren -- 5.2.2 Umwandlung -- 5.2.3 Runden -- 5.3 +1-Plugin -- 5.4 Listen und Arrays -- 5.5 Konstanten -- Kapitel 6: Schleifen -- 6.1 Kürbis-Plugin -- 6.1.1 Positionierung -- 6.1.2 Blöcke platzieren -- 6.2 Die verschiedenen Schleifen -- 6.2.1 for-Schleife -- 6.2.2 while-Schleife -- 6.2.3 Verschachtelte Schleifen -- Kapitel 7: Verzweigungen -- 7.1 if -- 7.2 else -- 7.3 elif -- Kapitel 8: Funktionen -- 8.1 Deklaration von Funktionen -- 8.2 Rückgabewerte -- 8.3 Parameter -- 8.4 Anwendungsbeispiel -- Kapitel 9: Bauen -- 9.1 Notunterkunft -- 9.1.1 Decke und Wände -- 9.1.2 Tür -- 9.1.3 Bett -- 9.1.4 Fackel -- 9.2 Runde Objekte -- 9.2.1 Kreise -- 9.2.2 Kugeln -- Kapitel 10: Schilder -- 10.1 Hängende Schilder -- 10.2 Stehende Schilder -- 10.3 Text festlegen -- 10.3.1 Farbe -- 10.3.2 Formatierung -- 10.4 Schilder-Plugin -- 10.4.1 Wiederholung: Listen -- 10.4.2 Das Plugin -- Kapitel 11: Listener -- 11.1 Grundgerüst -- 11.2 Spieler-Events -- 11.3 Kreaturen-Events -- 11.4 Block-Events -- 11.5 Inventar-Events -- 11.6 Server-Events -- 11.7 Fahrzeug-Events -- 11.8 Wetter-Events -- 11.9 Welt-Events -- 11.10 Mehrere Listener in einem Plugin -- Kapitel 12: Klassen und Objekte.
12.1 Die ganze Welt ist ein Objekt -- 12.2 Funktionen in Klassen -- 12.3 Zugriffskontrolle -- 12.4 Vererbung -- 12.5 Mehrfachvererbung und mehrstufige Vererbung -- 12.6 Bau-Plugin -- Kapitel 13: Crafting-Rezepte -- 13.1 Rezepte festlegen -- 13.2 Eigene Rezepte entwerfen -- 13.3 Feuerschwert -- 13.4 Enderbogen -- Kapitel 14: Informationen dauerhaft speichern -- 14.1 Konfigurationsdateien -- 14.1.1 Lesen -- 14.1.2 Schreiben -- 14.2 Objekte in Dateien speichern -- Kapitel 15: Eigene Spielmodi entwickeln -- 15.1 Schneeballschlacht -- 15.1.1 Schneebälle verteilen -- 15.1.2 Schneebälle auffüllen -- 15.1.3 Punkte zählen -- 15.1.4 Punkte dauerhaft speichern -- 15.1.5 Highscore-Liste anzeigen -- 15.1.6 Vollständiger Quellcode -- 15.2 Sammelspiel -- 15.2.1 Aufbau des Plugins -- 15.2.2 Plugin starten -- 15.2.3 Spieler betritt den Server -- 15.2.4 Gegenstände zählen -- 15.2.5 Auftrag anzeigen -- 15.2.6 Vollständiger Quellcode -- Kapitel 16: Eigenständige Python-Programme -- 16.1 Python einrichten -- 16.2 Grundgerüst -- 16.3 Ein- und Ausgabe -- 16.4 Quiz programmieren -- Anhang A: Befehlsreferenz -- Anhang B: Materialien -- Index. |
Record Nr. | UNINA-9910155379003321 |
Braun Daniel
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Frechen, [Germany] : , : mitp, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Myst and Riven : the world of the D'ni / / Mark J. P. Wolf |
Autore | Wolf Mark J.P |
Pubbl/distr/stampa | Ann Arbor : , : University of Michigan Press, , c2011 |
Descrizione fisica | 1 online resource (134 pages) : digital file(s) |
Disciplina | 793.93/2 |
Collana | Landmark video games |
Soggetto topico | Adventure video games |
ISBN |
9786613159847
9780472900329 9781283159845 1283159848 9780472027491 0472027492 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Intro -- Contents -- Introduction -- The Myst Phenomenon -- Myst and the Adventure Game Genre -- Early Works of the Miller Brothers -- The World of Myst -- Myst Island -- The Stoneship Age -- The Channelwood Age -- The Mechanical Age -- The Selenitic Age -- Dunny (D'ni) -- The Rime Age -- Beyond the Game: The Other Myst Products -- From Myst to Riven: Subcreation and Expansion -- The World of Riven -- Temple Island (Dome Island) -- Jungle Island (Village Island) -- Tay (The Rebel Age) -- Book Assembly Island (Crater Island) -- Survey Island (Map or Garden Island) -- The 233rd Age (Gehn's Office and Bedroom) -- Prison Island -- Riven's Fortunes and the Rest of the Myst Series -- Myst's and Riven's Influence on the Adventure Game Genre -- Notes -- Glossary -- Index. |
Record Nr. | UNINA-9910139646003321 |
Wolf Mark J.P
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Ann Arbor : , : University of Michigan Press, , c2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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Myst and Riven : the world of the D'ni / / Mark J.P. Wolf |
Autore | Wolf Mark J. P. |
Pubbl/distr/stampa | Ann Arbor, Michigan : , : University of Michigan Press and University of Michigan Library, , [2011] |
Descrizione fisica | 1 online resource (125 pages) : PDF, digital file(s) |
Disciplina | 793.932 |
Collana | Landmark video games |
Soggetto topico | Adventure video games |
ISBN |
9780472900329
0472900323 9780472051496 0472051490 9780472071494 0472071491 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910289341203321 |
Wolf Mark J. P.
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Ann Arbor, Michigan : , : University of Michigan Press and University of Michigan Library, , [2011] | ||
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Lo trovi qui: Univ. Federico II | ||
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Resident Evil : Des zombies et des hommes / / Nicolas Courcier, Mehdi El Kanafi, Bruno Provezza ; preface de Jaume Balaguero |
Autore | Courcier Nicolas |
Pubbl/distr/stampa | Toronto : , : Third Edition, , [2015] |
Descrizione fisica | 1 online resource (178 pages) |
Disciplina | 793.9325369 |
Soggetto topico |
Resident Evil (Game)
Adventure video games |
ISBN | 2-37784-023-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | fre |
Record Nr. | UNINA-9910795449703321 |
Courcier Nicolas
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Toronto : , : Third Edition, , [2015] | ||
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Lo trovi qui: Univ. Federico II | ||
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Resident Evil : Des zombies et des hommes / / Nicolas Courcier, Mehdi El Kanafi, Bruno Provezza ; preface de Jaume Balaguero |
Autore | Courcier Nicolas |
Pubbl/distr/stampa | Toronto : , : Third Edition, , [2015] |
Descrizione fisica | 1 online resource (178 pages) |
Disciplina | 793.9325369 |
Soggetto topico |
Resident Evil (Game)
Adventure video games |
ISBN | 2-37784-023-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | fre |
Record Nr. | UNINA-9910823439703321 |
Courcier Nicolas
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Toronto : , : Third Edition, , [2015] | ||
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Lo trovi qui: Univ. Federico II | ||
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Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan |
Autore | Finnegan Thomas |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (320 p.) |
Soggetto topico |
Computer games - Programming
Video games - Design Three-dimensional display systems Adventure video games |
ISBN | 1-84969-207-6 |
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: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a device
Time for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; Summary Chapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animations State machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effect LightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemy Time for action - giving it a weakness |
Record Nr. | UNINA-9910790738503321 |
Finnegan Thomas
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan |
Autore | Finnegan Thomas |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (320 p.) |
Soggetto topico |
Computer games - Programming
Video games - Design Three-dimensional display systems Adventure video games |
ISBN | 1-84969-207-6 |
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: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a device
Time for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; Summary Chapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animations State machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effect LightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemy Time for action - giving it a weakness |
Record Nr. | UNINA-9910813036003321 |
Finnegan Thomas
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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