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Beginning 3D Game Development with Unity 4, 2nd Edition All-in-One, Multi-Platform Game Development
Год: 2013 Автор: Sue Blackman Жанр: CG Game Development Издательство: Apress ISBN: 978-1-4302-4900-9 Язык: Английский Формат: PDF Качество: Изначально компьютерное (eBook) Интерактивное оглавление: Да Количество страниц: 796 Описание:Real-time 3D games have been around for well over ten years now. We’ve all played them, created assets in the style of our favorites, and maybe even “mod”ed a few of them. But with the Unity game engine leaping ahead in its effort to provide a free or low-cost means of authoring for desktop, mobile, or console games, the only barrier left to creating your own games is your level of commitment and the number of hours you are willing or able to devote. Times have changed. 3D has become affordable not only in the movie industry, as seen by the number of titles featuring CG (computer graphics), but also in the game industry, where we’ve seen a shift in casual games from 2D to a 3D format. With Unity’s bold move to offer a robustly featured free version of its engine, a radical change in the pricing models of the high-end engines has rocked the industry. The cost of the engine is no longer a barrier to taking your game from a nebulous idea to a working prototype and even on to a marketable product. Whether your interest is in casual games or you have more ambitious aims, if you have no previous scripting experience but are eager to bring your art assets and story to life, this may be just the book to get you under way. In today’s modern game engines, the heavy programming is handled by the engine itself, so the logic and game play can be scripted by those with more creativity than traditional programming knowledge. In this book, I will approach game creation and design decisions from a 3D artist’s view, taking the logic and scripting in small pieces, while introducing artists, budding game designers, and novice programmers to real-time game engine concepts at the same time. This book is written in a project-based format, so you will not only end up with a playable game and scripting resources you can reuse for other games, but you will experience typical design decisions that have to be addressed throughout the process. You will create your game by starting with the basics and refining it as you add functionality; I will explain the logic behind certain choices and real-time game concepts as you go along. The project for this book is based on a first-person point-and-click adventure game, complete with inventory, state management, load/save functionality, and a strong emphasis on the visual aspects of game creation. Even if you are more of a first-person-shooter-type game enthusiast, you will be able to see how including entertaining or interesting tasks and features can enhance your favorite genre. The aim of this project is to introduce you to a logical progression of design decisions and problem solving that will be of value well beyond the scope of the adventure game genre. It provides a framework and a methodology for creating and, more important, finishing your own game. You will be going beyond the basic Unity functionality and use of standard assets to investigate topics rarely covered in online tutorials or books. All of the necessary art assets to complete the project are provided.
Chapter 1: Introduction to Game Development ..................................................................1 Chapter 2: Unity UI Basics—Getting Started ...................................................................23 Chapter 3: Scripting: Getting Your Feet Wet ....................................................................63 Chapter 4: Terrain Generation: Creating a Test Environment ...........................................85 Chapter 5: Navigation and Functionality .......................................................................139 Chapter 6: Cursor Control ..............................................................................................189 Chapter 7: Imported Assets ...........................................................................................223 Chapter 8: Action Objects ..............................................................................................263 Chapter 9: Managing State ............................................................................................299 Chapter 10: Exploring Transitions .................................................................................345 Chapter 11: Physics and Special Effects ......................................................................391 Chapter 12: Message Text .............................................................................................451 Chapter 13: Inventory Logic ..........................................................................................483 Chapter 14: Managing the Inventory .............................................................................511 Chapter 15: Dialogue Trees ............................................................................................551 Chapter 16: Mecanim and Characters ...........................................................................581 Chapter 17: Game Environment .....................................................................................637 Chapter 18: Setting Up the Game ..................................................................................679 Chapter 19: Menus and Levels ......................................................................................725 Index .............................................................................................................................767
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