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Books > Computing & IT > Applications of computing > Image processing > Computer animation
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The Art of Incredibles 2
(Hardcover)
Karen Paik; Foreword by John Lasseter; Introduction by Brad Bird; Notes by Brad Bird
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From Pixar's upcoming film Incredibles 2, this making-of book is a
dive back into the beloved world of the Incredibles. The Art of
Incredibles 2 explores Pixar's highly anticipated sequel through
colorful artwork, energetic character sketches, intriguing
storyboards, and spellbinding colorscripts. Featuring gorgeous
production art and interesting details from the production team
about the making of the film, The Art of Incredibles 2 overflows
with insights into the artistic process behind Pixar's engaging
creative vision. Copyright (c)2018 Disney Enterprises, Inc. and
Pixar. All rights reserved.
In this new and improved third edition of the highly popular Game
Engine Architecture, Jason Gregory draws on his nearly two decades
of experience at Midway, Electronic Arts and Naughty Dog to present
both the theory and practice of game engine software development.
In this book, the broad range of technologies and techniques used
by AAA game studios are each explained in detail, and their roles
within a real industrial-strength game engine are illustrated. New
to the Third Edition This third edition offers the same
comprehensive coverage of game engine architecture provided by
previous editions, along with updated coverage of: computer and CPU
hardware and memory caches, compiler optimizations, C++ language
standardization, the IEEE-754 floating-point representation, 2D
user interfaces, plus an entirely new chapter on hardware
parallelism and concurrent programming. This book is intended to
serve as an introductory text, but it also offers the experienced
game programmer a useful perspective on aspects of game development
technology with which they may not have deep experience. As always,
copious references and citations are provided in this edition,
making it an excellent jumping off point for those who wish to dig
deeper into any particular aspect of the game development process.
Key Features Covers both the theory and practice of game engine
software development Examples are grounded in specific
technologies, but discussion extends beyond any particular engine
or API. Includes all mathematical background needed. Comprehensive
text for beginners and also has content for senior engineers.
Get the best out of your games by scripting them using UE4 About
This Book * A straightforward and easy-to-follow format * A
selection of the most important tasks and problems * Carefully
organized instructions to solve problems efficiently * Clear
explanations of what you did * Solutions that can be applied to
solve real-world problems Who This Book Is For This book is
intended for game developers who understand the fundamentals of
game design and C++ and would like to incorporate native code into
the games they make with Unreal. They will be programmers who want
to extend the engine, or implement systems and Actors that allow
designers control and flexibility when building levels. What You
Will Learn * Build function libraries (Blueprints) containing
reusable code to reduce upkeep * Move low-level functions from
Blueprint into C++ to improve performance * Abstract away complex
implementation details to simplify designer workflows * Incorporate
existing libraries into your game to add extra functionality such
as hardware integration * Implement AI tasks and behaviors in
Blueprints and C++ * Generate data to control the appearance and
content of UI elements In Detail Unreal Engine 4 (UE4) is a
complete suite of game development tools made by game developers,
for game developers. With more than 100 practical recipes, this
book is a guide showcasing techniques to use the power of C++
scripting while developing games with UE4. It will start with
adding and editing C++ classes from within the Unreal Editor. It
will delve into one of Unreal's primary strengths, the ability for
designers to customize programmer-developed actors and components.
It will help you understand the benefits of when and how to use C++
as the scripting tool. With a blend of task-oriented recipes, this
book will provide actionable information about scripting games with
UE4, and manipulating the game and the development environment
using C++. Towards the end of the book, you will be empowered to
become a top-notch developer with Unreal Engine 4 using C++ as the
scripting language. Style and approach A recipe based practical
guide to show you how you can leverage C++ to manipulate and change
your game behavior and game design using Unreal Engine 4.
Take your game development skills to the next level with one of the
best engines on the market About This Book * Build an entire AAA
game level throughout the book * Take your C++ scripting skills to
the next level and use them extensively to build the game * An
advanced practical guide with a tutorial style approach that will
help you make the best of Unreal engine 4 Who This Book Is For This
book is for game developers who have a basic knowledge of Unreal
Engine and C++ scripting knowledge. If you want to take the leap
from a casual game developer to a full-fledged professional game
developer with Unreal Engine 4, this is the book for you. What You
Will Learn * Script your player controls in C++ * Build a superb
and engaging level with advanced design techniques * Program AI
with C++ * Use Cascade to add life to your games * Use custom
shaders and advanced shading techniques to make things pretty *
Implement an awesome UI in the game * Control gameplay using data
tables In Detail Unreal Engine 4 has garnered a lot of attention in
the gaming world because of its new and improved graphics and
rendering engine, the physics simulator, particle generator, and
more. This book is the ideal guide to help you leverage all these
features to create state-of-the-art games that capture the eye of
your audience. Inside we'll explain advanced shaders and effects
techniques and how you can implement them in your games. You'll
create custom lighting effects, use the physics simulator to add
that extra edge to your games, and create customized game
environments that look visually stunning using the rendering
technique. You'll find out how to use the new rendering engine
efficiently, add amazing post-processing effects, and use data
tables to create data-driven gameplay that is engaging and
exciting. By the end of this book, you will be able to create
professional games with stunning graphics using Unreal Engine 4!
Style and approach An advanced guide that will take you to the next
level of developing games with Unreal engine with illustrative
examples that will make you confident of creating customized
professional level games on your won.
A recipe-based guide to give you practical information on Unity 5.x
animation techniques and tools About This Book * A straightforward
and easy-to-follow format. * A selection of the most important
tasks and problems. * Carefully organized instructions to solve
problems efficiently. * Clear explanations of what you did. *
Solutions that can be applied to solve real-world problems. Who
This Book Is For This book is for Unity developers who have some
exposure to Unity game development who want to learn the nuances of
animation in Unity. Previous knowledge of animation techniques and
mecanim is not necessary. What You Will Learn * Importing
animations to Unity * Work with different animation assets and
components * Create, visualize, and edit animated creatures *
Animating game cut scenes * Design character actions and
expressions * Create gameplay by animating characters and
environments * Use animations to drive in-game logic In Detail This
recipe-based practical guide will show you how to unleash the power
of animation in Unity 5.x and make your games visually impeccable.
Our primary focus is on showing you tools and techniques to animate
not only humanoid biped characters, but also other elements. This
includes non-humanoid character animation, game world creation, UI
element animation, and other key features such as opening doors,
changing lights, transitioning to different scenes, using physics,
setting up ragdolls, creating destructible objects and more. While
discussing these topics, the book will focus on mecanim, the Unity
3D animation tool, and how you can use it to perform all these
tasks efficiently and quickly. It contains a downloadable Unity
project with interactive examples for all the recipes. By the end
of this book, you will be confident and self-sufficient in
animating your Unity 3D games efficiently. Style and approach This
practical no-nonsense guide is recipe-based with real-world
examples of almost all the techniques mentioned.
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