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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
CryENGINE 3 game development [[electronic resource] ] : eginner's guide / / Sean Tracy, Paul Reindell
CryENGINE 3 game development [[electronic resource] ] : eginner's guide / / Sean Tracy, Paul Reindell
Autore Tracy Sean
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2012
Descrizione fisica 1 online resource (354 p.)
Disciplina 006.6
Altri autori (Persone) ReindellPaul
Soggetto topico Computer games - Programming
Electronic games - Design
Soggetto genere / forma Electronic books.
ISBN 1-283-63742-1
1-84969-206-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introducing the CryENGINE 3 Free SDK; What is the CryENGINE?; Applying your vision; Far Cry by Crytek - first-person shooter; Aion by NCsoft - massively online role-playing game; Crysis by Crytek - first-person shooter; Crysis Warhead by Crytek - first-person shooter; Crysis 2 by Crytek - first-person shooter; CryENGINE 3 Free SDK; What's in it for me?; Do I need a full team to develop with the CryENGINE?; Learning by example
Time for action - installing the CryENGINE 3 Free SDKCome in...stay awhile; Time for action - load the sample map in the launcher; Visual Studio Express and C++ game code; Acquiring the sample source assets; Time for action - installation of the 3Ds Max exporter Plugin; Time for action - downloading and opening the sample assets; Time for action - installing the Adobe Photoshop plugin-CryTif; CryENGINE 3 Sandbox; Time for action - starting Sandbox and WYSIWYP; Getting around in the Sandbox Editor; Time for action - manipulating the perspective camera; Handling level objects
Time for action - selecting and browsing objectsTime for action - saving our work; Summary; Chapter 2: Breaking Ground with Sandbox; What makes a game?; Reducing, reusing, recycling; Developing out of the box; Time for action - creating a new level; Using the right Heightmap Resolution; Scaling your level with Meters Per Unit; Calculating the real-world size of the terrain; Using or not using terrain; Time for action - creating your own heightmap; Using alternative ways for creating terrain; Generating procedural terrain; Importing a pre-made heightmap; Creating terrain textures
Time for action - creating some basic terrain texture layersAdding altitude and slope; Adjusting the tile resolution; Creating vegetation; Time for action - creating some flora for your level; Time for action - setting up time of day and its basic parameters; Adding Atmosphere; Summary; Chapter 3: Playable Levels in No Time; Building levels with entities and objects; Starting a level; Creating a spawn point; Time for action - creating a spawn point; Landmarks to guide the player; Using roads in levels; Time for action - creating a road object; Utilizing layers to organize level objects
Time for action - creating and managing layersAdding objects using the asset browser; Time for action - adding brushes to the level; White boxing; White boxing using Constructive Solid Geometry (CSG); Time for action - creating constructive solid geometry; Adding characters with Artificial Intelligence (AI); Time for action - place a basic AI entity; Create an archetype entity; Time for action - creating your own archetype; Exporting to engine; Time for action - exporting your level to engine; Summary; Chapter 4: I'm a Scripter, Not a Coder; Scripting and the CryENGINE 3
Lua usage in the CryENGINE 3
Record Nr. UNINA-9910462543303321
Tracy Sean  
Birmingham, : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
CryENGINE game programming with C++, C#, and Lua / / Filip Lundgren, Ruan Pearce-Authers
Autore Lundgren Filip
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (276 pages) : illustrations
Altri autori (Persone) Pearce-AuthersRuan
Collana Community experience distilled
Soggetto topico Computer games - Programming
Electronic games - Design
Soggetto genere / forma Electronic books.
ISBN 1-84969-591-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453692803321
Lundgren Filip  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HTML5 game development HOTSHOT : build interactive games with HTML, DOM, and the CreateJS game library / / Makzan ; cover image by Thomas Mak
HTML5 game development HOTSHOT : build interactive games with HTML, DOM, and the CreateJS game library / / Makzan ; cover image by Thomas Mak
Autore Makzan
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (366 p.)
Disciplina 005.72
Soggetto topico HTML (Document markup language)
Electronic games - Design
Computer games - Design
Soggetto genere / forma Electronic books.
ISBN 1-84969-547-4
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; Project 1: Building a CSS Quest Game; Mission briefing; Creating the HTML structure; Managing the game scene; Representing the quest composition; Placing the patterns on the deck ; Selecting the pattern; Comparing the player and compositions of the quest; Showing different quests; Adding a countdown timer to the game; Mission accomplished; Hotshot challenges; Project 2: Card Battle!; Mission briefing; Creating the game scenes; Creating a 3D card-flipping effect; Selecting a card
Adding a power value to the cardsCreating the opponent's card; Building the battle animation; Adding health points to the game; Restarting the game for the next round of battle; Mission accomplished; Hotshot challenges; Project 3: Space Runner; Mission briefing; Managing the scenes; Defining the floor and tiles in the game; Controlling the tiles creation in JavaScript; Using a game loop; Parallax background scrolling; Controlling a player with the keyboard; Determining a collision between the player and tiles; Sprite sheet animation; Mission accomplished; Hotshot challenges
Project 4: Multiply DefenseMission briefing; Setting up the canvas and EaselJS; Defining the numbered box; The game loop and falling boxes; Inputs and equations; Removing the boxes; Ending the game; Restarting the game; Replacing the rectangle shape with bitmap graphics; Mission accomplished; A Hotshot challenge; Project 5: Building an Isometric City Game; Mission briefing; Designing the game's user interface; Placing the tiles and grid in the city layer; Choosing which building to build; Placing buildings on the floor; Advancing the construction progress over time
Generating coins and diamondsCollecting pop-up diamonds; Saving and loading the game progress; Mission accomplished; Hotshot challenges; Project 6: Space Defenders; Mission briefing; Setting up the user interface; Placing the defense buildings; Summoning the enemies; Generating energy; Enemies attacking the buildings; Firing bullets and attacking the enemies; Controlling enemy waves; Loading the bitmap graphics into the game; Mission accomplished; Hotshot challenges; Project 7: A Ball-shooting Machine with the Physics Engine; Mission briefing; Creating a simulated physics world
Shooting the ballHandling collision detection; Defining levels; Adding a launch bar with power; Adding a cross obstacle; Visualizing the graphics; Choosing a level; Mission accomplished; Hotshot challenges; Project 8: Creating a Sushi Shop Game with Device Scaling; Mission briefing; Making the responsive layout; Decorating the game; Making the sushi; Creating a customer queue; Refilling sushi ingredients; Adding sound effects; Distributing the game; Making the game mobile friendly; Mission accomplished; A Hotshot challenge; Index
Record Nr. UNINA-9910458496603321
Makzan  
Birmingham, England : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HTML5 game development with GameMaker [[electronic resource] ] : experience a captivating journey that will take you from creating a full-on shoot 'em up to your first social web browser game / / Jason Lee Elliott
HTML5 game development with GameMaker [[electronic resource] ] : experience a captivating journey that will take you from creating a full-on shoot 'em up to your first social web browser game / / Jason Lee Elliott
Autore Lee Elliott Jason
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K., : Packt Publishing, c2013
Descrizione fisica 1 online resource (364 p.)
Disciplina 005.72
Collana Community experience distilled
Soggetto topico HTML (Document markup language)
Electronic games - Design
Computer games - Design
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-84969-411-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Getting to know the studio with your first game -- Triple 'A' games : art and audio -- Shoot 'em up : creating a side-scrolling shooter -- The adventure begins -- Platform fun -- Toppling towers -- Dynamic front ends -- Playing with particles -- Get your game out there.
Record Nr. UNINA-9910462962703321
Lee Elliott Jason  
Birmingham, U.K., : Packt Publishing, c2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Panda3D 1.7 game developer's cookbook [[electronic resource] ] : over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine / / Christoph Lang
Panda3D 1.7 game developer's cookbook [[electronic resource] ] : over 80 recipes for developing 3D games with Panda3D, a full-scale 3D game engine / / Christoph Lang
Autore Lang Christophe
Pubbl/distr/stampa Birmingham U.K., : Packt Open Source, 2011
Descrizione fisica 1 online resource (336 p.)
Disciplina 794.8
Collana Quick answers to common problems
Soggetto topico Electronic games
Electronic games - Design
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-283-37668-7
9786613376688
1-84951-293-0
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: Setting Up Panda3D and Configuring Development Tools; Introduction; Downloading and configuring NetBeans to work with Panda3D; Configuring Visual Studio 2008 to work with Panda3D; Understanding Panda3D's runtime configuration options; Setting up the game structure; Building Panda3D from source code; Chapter 2: Creating and Building Scenes; Introduction; Loading terrain; Loading and attaching sounds to objects; Creating a scene using C++; Adding an additional camera
Inspecting and modifying the sceneModifying the scene graph; Moving objects based on time; Controlling actions using intervals; Making animations fit to intervals; Making objects follow a predefined path; Making the camera smoothly follow an object; Generating geometry at runtime; Loading data asynchronously; Chapter 3: Controlling the Renderer; Introduction; Changing a model's render attributes; Adding an alpha mask to a texture; Creating a splitscreen mode; Controlling the rendering order; Using multiple displays; Chapter 4: Scene Effects and Shaders; Introduction; Adding lights and shadows
Using light rampsCreating particle effects; Animating textures; Adding ribbon trails to an object; Creating a flashlight effect; Making objects reflect the scene; Adding a custom shader generator; Applying a custom Cg shader; Chapter 5: Post-Processing & Screen Space Effects; Introduction; Adding built-in post-processing effects; Building custom effects; Adding a scanline and vignette effect; Adding a color grading effect; Adding a depth of field effect; Building a deferred rendering pipeline; Chapter 6: 2D Elements and User Interfaces; Introduction; Rendering text to the screen
Rendering images to the 2D layerPlaying a movie file; Creating an interactive user interface; Making the user interface data-driven using XML; Chapter 7: Application Control; Introduction; Toggling window and fullscreen modes; Controlling game state; Decoupling modules using events; Handling events more elegantly; Managing recurring tasks; Chapter 8: Collision Detection and Physics; Introduction; Using the built-in collision detection system; Using the built-in physics system; Using the ODE physics engine; Using the PhysX physics engine; Integrating the Bullet physics engine
Chapter 9: NetworkingIntroduction; Downloading a file from a server; Using assets hosted on a server; Sending high scores to a server; Establishing a network connection; Sending and receiving custom datagrams; Synchronizing object state between server and client; Chapter 10: Debugging and Performance; Introduction; Debugging Python code; Debugging C++ code; Using the PStats tool for finding performance bottlenecks; Improving performance by flattening scenes; Implementing performance critical code in C++; Chapter 11: Input Handling; Introduction; Handling keyboard and mouse input
Implementing an abstraction layer for supporting multiple input methods
Record Nr. UNINA-9910459936303321
Lang Christophe  
Birmingham U.K., : Packt Open Source, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui