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Ryan Henson Creighton - Unity 4.x Game Development by Example Beginner's Guide [2013, PDF, ENG]

Сообщение Солнышко » 29 янв 2018, 23:53

Unity 4.x Game Development by Example
Beginner's Guide
Год: 2013
Автор: Ryan Henson Creighton
Жанр: CG Game Development
Издательство: Packt Publishing
ISBN: 978-1-84969-526-8
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 572
Описание: Unity is one of the biggest game engines in the world, providing the user with a range of important tools that they need to bring their ideas into reality. Beginner game developers are optimistic, passionate, and ambitious, but that ambition can be dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Games like Angry Birds, Cut the Rope, and Fruit Ninja are fun, simple games that have delighted players and delivered big profits to their creators. This is the perfect climate for new game developers to succeed by creating simple games with Unity, starting today. This book teaches you the ins and outs of the unique Unity game engine interface. Clear and concise code examples written in both Unity javascript and C# take you through the step-by-step process of building five small, functional games. With this understanding you can start making your own mark on the game industry! With absolutely no programming or game development experience, you will learn how to build five simple games in Unity by following step-by-step instructions, peppered with amusing analogies and anecdotes from an experienced indie developer. Following a primer on simplifying your game ideas to that single "something" that keeps players coming back for more, dive into the Unity game engine by creating a simple bat-and-ball game. From there, you'll build a complete memory game using only the Unity GUI system. After building a 2.5D mouse avoider game, you'll learn how to re-skin the project to completely change the game's theme. Incorporating everything you've learned, you'll return to complete the bat-and-ball game by adding scoring, replay flow, sound effects, and animations. Finally, in the new bonus chapter, you'll program some simple AI (Artificial Intelligence) for a tic tac toe game. "Unity 4.x Game Development by Example" is a fun and light-hearted exploration of one of the most powerful game engines on the market today. Find out what all the fuss is about by getting up to speed using this book!
What you will learn from this book
Explore the basic development flow of the Unity 3D game engine
Understand fundamental programming concepts in both javascript and C#
Develop five different games from inception to completion
Discover the secrets new game developers use to be successful when they're just starting out
Grasp the nuances of Unity's immediate-mode GUI
Completely re-skin a game for fun and (potentially) profit
Lengthen gameplay by learning how to use random numbers
Explore the process of writing Artificial Intelligence from scratch
Chapter 1: That's One Fancy Hammer! 9
Introducing Unity 3D 9
The engine, the tool, and the all-weather tires 10
Unity takes over the world 11
Why choose Unity? 11
Why burn this book and run away screaming? 12
Browser-based 3D – welcome to the future 13
Time for action – install the Unity Web Player 13
Welcome to Unity 3D! 14
What can I build with Unity? 14
FusionFall 14
Completely hammered 15
Should we try to build FusionFall? 15
Another option 16
Off-Road Velociraptor Safari 16
Fewer features, more promises 17
Maybe we should build Off-Road Velociraptor Safari? 17
I bent my Wooglie 17
Big Fun Racing 18
Diceworks 18
Lovers in a Dangerous Spacetime 20
Showcase Showdown 20
Unity Technologies – "Made with Unity" page 21
Kongregate 21
The iOS App Store 22
Table of Contents
[ ii ]
Walk before you can run (or double jump) 22
There's no such thing as "finished" 23
Stop! Hammer time 23
Fight Some Angry Bots 24
The wonders of technology! 26
The Scene window 26
The Game window 27
The Hierarchy panel 28
The Project panel 29
The Inspector panel 30
Heads Up? 31
Layers and layout dropdowns 33
Playback controls 33
Scene controls 33
Don't stop there – live a little! 34
Summary 35
Big ambition, tiny games 35
Chapter 2: Let's Start with the Sky 37
That little lightbulb 38
The siren song of 3D 39
Features versus content 40
A game with no features 40
Mechanic versus skin 41
Trapped in your own skin 41
That singular piece of joy 42
One percent inspiration 42
Motherload 43
Possible additional features: 45
Heads up! 46
Artillery Live! 46
The skinny on multiplayer 50
Bang for your buck 51
Pong 52
The mechanic that launched a thousand games 54
Toy or story 56
Redefining the sky 58
Summary 59
Let's begin 59
Table of Contents
[ iii ]
Chapter 3: Game #1 – Ticker Taker 61
Kick up a new Unity project 62
Where did everything go? 63
'Tis volley 63
Keep the dream alive 64
Slash and burn! 64
The many faces of keep-up 65
Creating the ball and the hitter 65
Time for action – create the Ball 66
A ball by any other name 67
Time for action – rename the Ball 68
Origin story 68
XYZ/RGB 70
Time for action – move the Ball Into the "Sky" 70
Time for action – shrink the Ball 71
Time for action – save your scene 72
Time for action – add the Paddle 73
What's a Mesh? 75
Poly wants to crack your game performance? 78
Keeping yourself in the dark 78
Time for action – add a light 79
Time for action – move and rotate the light 80
Extra credit 83
Are you a luminary? 84
Who turned out the lights? 84
Darkness reigns 84
Cameramania 85
Time for action – test your game 86
Let's get physical 87
Add physics to your game 87
Understanding the gravity of the situation 88
More bounce to the ounce 89
Time for action – make the Ball bouncy 89
Summary 92
Following the script 93
Chapter 4: Code Comfort 95
What is code? 95
Time for action – write your first Unity Script 96
A leap of faith 97
Table of Contents
[ iv ]
Lick it and stick it 99
Disappear me! 99
It's all Greek to me 100
You'll never go hungry again 101
With great sandwich comes great responsibility 102
Examining the code 103
Time for action – find the Mesh Renderer component 103
Time for action – make the ball re-appear 104
Ding! 105
Time for action – journey to the Unity Script Reference 105
The Renderer class 107
What's another word for "huh"? 110
It's been fun 111
Time for action – unstick the Script 111
Gone, but not forgotten 112
Why code? 113
Equip your baby bird 113
Time for action – create a new MouseFollow Script 113
A capital idea 115
Animating with code 116
Time for action – animate the Paddle 117
Why didn't the Paddle animate before? 118
Pick a word – (almost) any word 118
Screen coordinates versus World coordinates 119
Move the Paddle 120
Worst. Game. Ever. 121
See the matrix 121
Time for action – listen to the paddle 121
A tiny bit o' math 122
Tracking the numbers 123
Futzing with the numbers 124
Time for action – Log the New Number 124
She's a-work! 125
Somebody get me a bucket 125
Time for action – declare a variable to store the Screen midpoint 126
Using all three dees 128
Time for action – follow the y position of the mouse 129
A keep-up game for robots 129
Once more into the breach 130
Table of Contents
[ v ]
Time for action – re-visit the Unity Language Reference 130
Our work here is done 131
Time for action – add the sample code to your Script 131
One final tweak 133
What's a quaternion? 133
Wait, what's a quaternion? 133
WHAT THE HECK IS A QUATERNION?? 133
Educated guesses 134
More on Slerp 135
Right on target 136
Keep it up 137
Beyond the game mechanic 138
C# Addendum 138
Chapter 5: Game #2 – Robot Repair 143
You'll totally flip 144
A blank slate 145
You're making a scene 146
Time for action – set up two scenes 146
No right answer 147
Time for action – prepare the GUI 148
The beat of your own drum 149
Time for action – create and link a custom GUI skin 150
Time for action – create a button UI control 152
Want font? 156
Cover your assets 158
Time for action – nix the mip-mapping 159
Front and center 160
Time for action – center the button 161
The waiting game 162
The easiest button to button 162
To the game! 164
Time for action – add both scenes to Build List 165
Set the stage for robots 166
Time for action – prepare the game scene 167
The game plan 167
Have some class! 168
Time for action – store the essentials 170
A matter of great import 171
Table of Contents
[ vi ]
Building a better bucket 172
How big is your locker? 173
Start me up 174
Going loopy 175
The anatomy of a loop 175
To nest is best 176
Seeing is believing 177
Time for action – create an area to store the grid 178
Build that grid 179
Now you're playing with power! 181
C# addendum 182
Chapter 6: Game #2 – Robot Repair Part 2 187
From zero to game in one chapter 187
Finding your center 189
Time for action – centering the game grid vertically 189
Time for action – centering the game grid horizontally 192
Down to the nitty griddy 194
Do the random card shuffle 195
Time for action – preparing to build the deck 195
Let's break some robots 196
Time for action – building the deck 196
Time for action – modifying the img argument 200
What exactly is "this"? 202
Random reigns supreme 205
Second dragon down 205
Time to totally flip 205
Time for action – making the cards two-sided 206
Time for action – building the card-flipping function 207
Time for action – building the card-flipping function 210
Pumpkin eater 212
Stabby McDragonpoker rides again 213
Game and match 213
Time for action – ID the cards 213
Time for action – comparing the IDs 214
On to the final boss 217
Endgame 218
Time for action – checking for victory 218
Endgame 221
Bring. It. On. 222
C# Addendum 228
Table of Contents
[ vii ]
Chapter 7: Don't Be a Clock Blocker 235
Apply pressure 236
Time for action – preparing the Clock Script 236
Time for more action – preparing the clock text 237
Still time for action – changing the clock text color 238
Time for action rides again – creating Font Texture and Material 240
Time for action – what's with the tiny font? 244
Time for action – preparing the clock code 245
Time for action – creating the countdown logic 246
Time for action – displaying the time on-screen 248
Picture it 251
Time for action – grabbing the picture clock graphics 251
Time for action – Flex those GUI muscles 253
The incredible shrinking clock 257
Keep your fork – there's pie! 258
How they did it 258
Time for action – rigging up the textures 260
Time for action – writing the pie chart script 261
Time for action – commencing operation pie clock 264
Time for action – positioning and scaling the clock 267
Unfinished business 269
C# Addendum 270
Chapter 8: Hearty Har Har 275
Welcome to Snoozeville 276
Model behavior 276
Time for action – exploring the models 277
Time for action – hands up! 280
Time for action – changing the FBX import scale settings 281
Time for action – making the mesh colliders convex 282
Time for action – making the hands and tray follow the mouse 284
Time for action – getting your heart on 284
Time for action – ditching the Ball and Paddle 287
Time for action – material witness 288
This just in – this game blows 293
Time for action – multiple erections 293
Time for action – creating a font texture 296
Time for action – create the HeartBounce script 297
Time for action – tagging the tray 298
Time for action – tweaking the bounce 300
Table of Contents
[ viii ]
Time for action – keeping track of the bounces 301
Time for action – adding the lose condition 303
Time for action – adding the Play Again button 305
Ticker taken 307
C# Addendum 307
Chapter 9: Game #3 – The Break-Up 311
Time for action – bombs away! 313
Time for action – poke those particles 316
Time for action – creating a spark material 318
Time for action – prefabulous 321
Time for action – lights, camera, and apartment 324
Time for action – adding the character 325
Time for action – registering the animations 326
Time for action – scripting the character 328
Time for action – open the pod bay door, Hal 330
Time for action – collision-enable the character 331
Time for action – apocalypse now? 332
Time for action – go boom 333
Time for action – kill kill murder die 336
Time for action – the point of impact 337
Time for action – hook up the explosion 338
Summary 339
C# addendum 339
Chapter 10: Game #3 – The Break-Up Part 2 343
Time for action – amass some glass 343
Time for action – create a particle system 344
Time for action – make it edgier! 346
Time for action – contain the explosion 348
Time for action – let's get lazy 349
Very variable? 351
Terminal velocity is a myth – bombs fall faster 351
Time for action – tag the objects 353
Time for action – write the collision detection code 354
Time for action – animation interrupts 355
Time for action – add facial explosions 356
Time for action – make some noise 357
Time for action – add sounds to FallingObject 358
Silent 'Splosion 360
Table of Contents
[ ix ]
What's the catch? 360
Time for action – mix it up a bit 362
Summary 365
C# Addendum 365
Chapter 11: Game #4 – Shoot the Moon 369
Time for action – duplicate your game project 370
Time for action – space the shooter up a bit 371
Time for action – enter the hero 376
Time for action – it's a hit! 378
Time for action – bring on the bad guys 381
Time for action – do some housekeeping 383
Time for action – fixing the fall 384
Time for action – tweak the hero 386
Time for action – give up the func 388
Time for action – itchy trigger finger 391
Time for action – futurize the bullet 392
Time for action – building Halo 393
Time for action – fire! 396
Time for action – code do-si-do 397
Time for action – the maaagic of aaaarguments 399
Time for action – add the most important part of any space shooter 400
Last year's model 402
Summary 403
C# Addendum 403
Chapter 12: Game #5 – Kisses 'n' Hugs 407
Computers that think 407
Time for action – haul in the hallway 409
Time for action – hash it out 410
One Script to rule them all 413
Time for action – it's hip to be square 413
Squaring the Square 415
Time for action – now you see it... 417
Family values 418
Time for action – X marks the spot 418
Time for action – boy O boy 420
Time for action – bottoming out 421
Here comes the drop 422
Time for action – +9 accuracy 424
Table of Contents
[ x ]
Time for action – solve for X 426
Time for action – it takes two to Tic Tac Toe 426
Time for action – designer to player. Come in, player. 428
Slowly building to a climax 431
Read after thinking 431
On deaf ears 433
Time for action – pretty maids all in a row 433
Winner is coming 437
Codesplosion 437
Need-to-know basis 438
Need-to-know basis 438
Clean-up on aisle code 439
Shave and a haircut 440
Time for action – check for a win 441
Sore loser 442
Time for action – notify the winner 443
Time for action – you win. Now what? 444
Nice moves 445
Time for action – the final bug 446
All done but for the shouting 446
C# addendum 447
Chapter 13: AI Programming and World Domination 449
Take it away, computer 449
Time for action – add computer control 450
Herpa derp derp 450
Unpacking the code 451
Time for action – code consolidation 452
Tic Tac Toe at the speed of light 456
Sore loser 456
Click-spamming for fun and profit 457
Artificial stupidity 457
Time for action – winning is everything 459
It's a trap! 460
The leftovers 462
Time for action – pseu pseu pseudocode 463
Time for action – begin at the end 464
Time for action – the final four 466
Code one, get one free 467
The actual intelligence behind artificial intelligence 468
Table of Contents
[ xi ]
Time for action – score! 469
Shut your trap 473
Detecting the tri-corner trap 476
Time for action – to catch a competitor 476
Perfection Horrible, horrible perfection. 480
Time for action – programming fallibility 480
Turning it up to "Smart" 482
Code encore 482
Summary 490
More hospitality 490
C# addendum 490
Chapter 14: Action! 501
Open heart surgery 501
Time for action – haul in the hallway 502
Time for action – meet me at camera two 504
Time for action – adjust Main Camera 506
Time for action – deck the halls 507
Time for action – turn on the lights 508
Time for action – set up the camera rig 517
Time for action – animate the bouncer 519
Time for action – I like to move it move it 521
Time for action – animate the runner 524
Time for action – how to "handle" Nurse Slipperfoot 526
Time for action – you spin me right round 528
Time for action – deploy your game 530
Time to grow 532
Beyond the book 533
Appendix 535
Index 539

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