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Books > Computing & IT > Computer software packages > Computer games
Discover the latest features of Unity 2021 and dive deeper into the
nuances of professional game development with Unity Key Features
Discover the latest features of Unity 2021 including coverage of
AR/VR development Follow practical recipes for better 2D and 2D
character development with Unity GameKits Learn powerful techniques
and expert best practices in building 3D objects, textures, and
materials Book DescriptionIf you are a Unity developer looking to
explore the newest features of Unity 2021 and recipes for advanced
challenges, then this fourth edition of Unity Cookbook is here to
help you. With this cookbook, you'll work through a wide variety of
recipes that will help you use the essential features of the Unity
game engine to their fullest potential. You familiarize yourself
with shaders and Shader Graph before exploring animation features
to enhance your skills in building games. As you progress, you will
gain insights into Unity's latest editor, which will help you in
laying out scenes, tweaking existing apps, and building custom
tools for augmented reality and virtual reality (AR/VR)
experiences. The book will also guide you through many Unity C#
gameplay scripting techniques, teaching you how to communicate with
database-driven websites and process XML and JSON data files. By
the end of this Unity book, you will have gained a comprehensive
understanding of Unity game development and built your development
skills. The easy-to-follow recipes will earn a permanent place on
your bookshelf for reference and help you build better games that
stay true to your vision. What you will learn Discover how to add
core game features to your projects with C# scripting Create
powerful and stylish UI with Unity's UI system, including power
bars, radars, and button-driven scene changes Work with essential
audio features, including background music and sound effects
Discover Cinemachine in Unity to intelligently control camera
movements Add visual effects such as smoke and explosions by
creating and customizing particle systems Understand how to build
your own Shaders with the Shader Graph tool Who this book is forIf
you're a Unity developer looking for better ways to resolve common
recurring problems with recipes, then this book is for you.
Programmers dipping their toes into multimedia features for the
first time will also find this book useful. Before you get started
with this Unity engine book, you'll need a solid understanding of
Unity's functionality and experience with programming in C#.
Get ready to learn Java the fun way by developing games for the
Android platform with this new and updated third edition Key
Features Learn Java, Android, and object-oriented programming from
scratch Find out how to build games including Sub Hunter, Retro
Pong, Bullet Hell, Classic Snake, and Scrolling Shooters Create and
design your own games by learning all the concepts that a game
developer must know Book DescriptionAndroid is one of the most
popular mobile operating systems today. It uses the most popular
programming language, Java, as one of the primary languages for
building apps of all types. Unlike most other Android books, this
book doesn't assume that you have any prior knowledge of Java
programming, instead helps you get started with building Android
games as a beginner. This new, improved, and updated third edition
of Learning Java by Building Android Games helps you to build
Android games from scratch. Once you've got to grips with the
fundamentals, the difficulty level increases steadily as you
explore key Java topics, such as variables, loops, methods,
object-oriented programming (OOP), and design patterns while
working with up-to-date code and supporting examples. At each
stage, you'll be able to test your understanding by implementing
the concepts that you've learned to develop a game. Toward the end,
you'll build games such as Sub Hunter, Retro Pong, Bullet Hell,
Classic Snake, and Scrolling Shooter. By the end of this Java book,
you'll not only have a solid understanding of Java and Android
basics but will also have developed five cool games for the Android
platform. What you will learn Set up a game development environment
in Android Studio Respond to a player's touch and program
intelligent enemies who can challenge the player in different ways
Explore collision detection, sprite sheets animation, simple
tracking and following, AI, parallax backgrounds, and particle
explosions Animate objects at 60 FPS and manage multiple
independent objects using OOP Work with design patterns such as
OOP, singleton, strategy, and entity-component Work with the
Android API, the SoundPool API, Paint, Canvas, Bitmap classes, and
detect version numbers Who this book is forLearning Java by
Building Android Games is for anyone who is new to Java, Android,
or game programming and wants to develop Android games. The book
will also serve as a refresher for those who already have
experience using Java on Android or any other platform but are new
to game development.
The world of esports in education is booming, and the field needs
empirical studies to help ground much of what is going on in the
field. Over the last couple years, there appears to be a large
amount of anecdotal evidence surrounding esports and its role in
education, but researchers, teachers, coaches, and organizations
need peer-reviewed, research-based evidence so they can evolve the
field at large. As the amount of esports teams and organizations
continues to rise, so will the need for the field to provide
empirical research about esports and education and the effect it
has on students and those who partake in it. Esports Research and
Its Integration in Education is an essential reference source for
those interested in educational research related to esports topics
as they are approached through multiple ages of schooling and
infused throughout a variety of content areas and research
methodologies. The book covers empirical studies that help
practitioners to understand how esports is developing within and
around learning institutions and what the impact may be on students
and their contemporary educational experiences. Covering topics
such as college and career readiness, literacy practices, and urban
education, this text is essential for stakeholders involved in the
rise of esports, administrators, teachers, coaches, researchers,
students, and academicians.
Invent Your Own Computer Games with Python will teach you how to
make computer games using the popular Python programming language
even if you ve never programmed before! Begin by building classic
games like Hangman, Guess the Number, and Tic-Tac-Toe, and then
work your way up to more advanced games, like a text-based treasure
hunting game and an animated collision-dodging game with sound
effects. Along the way, you ll learn key programming and math
concepts that will help you take your game programming to the next
level. Learn how to: Combine loops, variables, and flow control
statements into real working programs Choose the right data
structures for the job, such as lists, dictionaries, and tuples Add
graphics and animation to your games with the pygame module Handle
keyboard and mouse input Program simple artificial intelligence so
you can play against the computer Use cryptography to convert text
messages into secret code Debug your programs and find common
errors As you wo
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.
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