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Books > Computing & IT > Computer software packages > Computer games
Learn animation programming from first principles and implement
modern animation techniques that can be integrated into any game
development workflow Key Features Build a functional and
production-ready modern animation system with complete features
using C++ Learn basic, advanced, and skinned animation programming
with this step-by-step guide Discover the math required to
implement cutting edge animation techniques such as inverse
kinematics and dual quaternions Book DescriptionAnimation is one of
the most important parts of any game. Modern animation systems work
directly with track-driven animation and provide support for
advanced techniques such as inverse kinematics (IK), blend trees,
and dual quaternion skinning. This book will walk you through
everything you need to get an optimized, production-ready animation
system up and running, and contains all the code required to build
the animation system. You'll start by learning the basic
principles, and then delve into the core topics of animation
programming by building a curve-based skinned animation system.
You'll implement different skinning techniques and explore advanced
animation topics such as IK, animation blending, dual quaternion
skinning, and crowd rendering. The animation system you will build
following this book can be easily integrated into your next game
development project. The book is intended to be read from start to
finish, although each chapter is self-contained and can be read
independently as well. By the end of this book, you'll have
implemented a modern animation system and got to grips with
optimization concepts and advanced animation techniques. What you
will learn Get the hang of 3D vectors, matrices, and transforms,
and their use in game development Discover various techniques to
smoothly blend animations Get to grips with GLTF file format and
its design decisions and data structures Design an animation system
by using animation tracks and implementing skinning Optimize
various aspects of animation systems such as skinned meshes, clip
sampling, and pose palettes Implement the IK technique for your
game characters using CCD and FABRIK solvers Understand dual
quaternion skinning and how to render large instanced crowds Who
this book is forThis book is for professional, independent, and
hobbyist developers interested in building a robust animation
system from the ground up. Some knowledge of the C++ programming
language will be helpful.
Digital Playgrounds explores the key developments, trends, debates,
and controversies that have shaped children's commercial digital
play spaces over the past two decades. It argues that children's
online playgrounds, virtual worlds, and connected games are much
more than mere sources of fun and diversion - they serve as the
sites of complex negotiations of power between children, parents,
developers, politicians, and other actors with a stake in
determining what, how, and where children's play unfolds. Through
an innovative, transdisciplinary framework combining science and
technology studies, critical communication studies, and children's
cultural studies, Digital Playgrounds focuses on the contents and
contexts of actual technological artefacts as a necessary entry
point for understanding the meanings and politics of children's
digital play. The discussion draws on several research studies on a
wide range of digital playgrounds designed and marketed to children
aged six to twelve years, revealing how various problematic
tendencies prevent most digital play spaces from effectively
supporting children's culture, rights, and - ironically - play.
Digital Playgrounds lays the groundwork for a critical
reconsideration of how existing approaches might be used in the
development of new regulation, as well as best practices for the
industries involved in making children's digital play spaces. In so
doing, it argues that children's online play spaces be reimagined
as a crucial new form of public sphere in which children's rights
and digital citizenship must be prioritized.
Solve your programming woes in Unity with practical design
propositions Key Features Gain a comprehensive overview of Unity
engine architecture and coding model Build a complete racing game
using software design patterns and understand how to implement them
in Unity Download the source code of the complete prototype
demonstrating each of the software patterns used Book
DescriptionThis book is written for every game developer ready to
tackle the bigger picture and start working with advanced
programming techniques and design patterns in Unity. Game
Development Patterns with Unity 2021 is an introduction to the core
principles of reusable software patterns and how to employ them to
build components efficiently. In this second edition, you'll tackle
design patterns with the help of a practical example; a playable
racing game prototype where you'll get to apply all your newfound
knowledge. Notable updates also include a game design document
(GDD), a Unity programming primer, and the downloadable source code
of a complete prototype. Your journey will start by learning about
overall design of the core game mechanics and systems. You'll
discover tried-and-tested software patterns to code essential
components of a game in a structured manner, and start using
classic design patterns to utilize Unity's unique API features. As
you progress, you'll also identify the negative impacts of bad
architectural decisions and understand how to overcome them with
simple but effective practices. By the end of this Unity book, the
way you develop Unity games will change - you'll adapt a more
structured, scalable, and optimized process that will help you take
the next step in your career. What you will learn Structure
professional Unity code using industry-standard development
patterns Identify the right patterns for implementing specific game
mechanics or features Develop configurable core game mechanics and
ingredients that can be modified without writing a single line of
code Review practical object-oriented programming (OOP) techniques
and learn how they're used in the context of a Unity project Build
unique game development systems such as a level editor Explore ways
to adapt traditional design patterns for use with the Unity API Who
this book is forThis book is for Unity game developers who want to
learn industry standards for building Unity games. Knowledge of the
Unity game engine and programming in the C# language is a must, so
if you're a beginner, try our Learning C# by Developing Games with
Unity 2021 handbook instead.
Learn to build intelligent and responsive Non-Player Characters for
your games with Unreal Engine Game AI. Key Features Understand the
built-in AI systems in Unreal Engine for building intelligent games
Leverage the power of Unreal Engine 4 programming to create game AI
that focuses on motion, animation, and tactics Learn to profile,
visualize, and debug your Game AI for checking logic and optimizing
performance Book DescriptionLearning how to apply artificial
intelligence ( AI ) is crucial and can take the fun factor to the
next level, whether you're developing a traditional, educational,
or any other kind of game. If you want to use AI to extend the life
of your games and make them challenging and more interesting, this
book is for you. The book starts by breaking down AI into simple
concepts to get a fundamental understanding of it. Using a variety
of examples, you will work through actual implementations designed
to highlight key concepts and features related to game AI in UE4.
You will learn to work through the built-in AI framework in order
to build believable characters for every game genre (including RPG,
Strategic, Platform, FPS, Simulation, Arcade, and Educational). You
will learn to configure the Navigation, Environmental Querying, and
Perception systems for your AI agents and couple these with
Behavior Trees, all accompanied with practical examples. You will
also explore how the engine handles dynamic crowds. In the
concluding chapters, you will learn how to profile, visualize, and
debug your AI systems to correct the AI logic and increase
performance. By the end of the book, your AI knowledge of the
built-in AI system in Unreal will be deep and comprehensive,
allowing you to build powerful AI agents within your projects. What
you will learn Get an in-depth knowledge about all the AI Systems
within Unreal Engine Create complex AIs, understanding the art of
designing and developing Behavior Tree Learn how to perform
Environmental Queries (EQS) Master the Navigation, Perception, and
Crowd Systems Profile and Visualize the AI Systems with powerful
debugging tools Extend every AI and Debug system with custom nodes
and functions Who this book is forHands-On Artificial Intelligence
with Unreal Engine is for you if you are a game developer with a
bit experience in Unreal Engine, and now want to understand and
implement believable game AI within Unreal Engine. The book will be
both in Blueprint and C++, allowing people from every background to
enjoy the book. Whether you're looking to build your first game or
expand your knowledge to the edge as a Game AI Programmer, you will
find plenty of exciting information and examples of game AI in
terms of concepts and implementation, including how to extend some
of these systems.
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