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Books > Computing & IT > Computer software packages > Computer games
Get up to speed with a series of performance-enhancing coding
techniques and methods that will help you improve the performance
of your Unity applications Key Features Optimize graphically
intensive games using the latest features of Unity such as Entity
Component System (ECS) and the Burst compiler Explore techniques
for solving performance issues with your VR projects Learn best
practices for project organization to save time through an improved
workflow Book DescriptionUnity engine comes with a great set of
features to help you build high-performance games. This Unity book
is your guide to optimizing various aspects of your game
development, from game characters and scripts, right through to
animations. You'll explore techniques for writing better game
scripts and learn how to optimize a game using Unity technologies
such as ECS and the Burst compiler. The book will also help you
manage third-party tooling used with the Unity ecosystem. You'll
also focus on the problems in the performance of large games and
virtual reality (VR) projects in Unity, gaining insights into
detecting performance issues and performing root cause analysis. As
you progress, you'll discover best practices for your Unity C#
script code and get to grips with usage patterns. Later, you'll be
able to optimize audio resources and texture files, along with
effectively storing and using resource files. You'll then delve
into the Rendering Pipeline and learn how to identify performance
problems in the pipeline. In addition to this, you'll learn how to
optimize the memory and processing unit of Unity. Finally, you'll
cover tips and tricks used by Unity professionals to improve the
project workflow. By the end of this book, you'll have developed
the skills you need to build interactive games using Unity and its
components. What you will learn Apply the Unity Profiler to find
bottlenecks in your app, and discover how to resolve them Discover
performance problems that are critical for VR projects and learn
how to tackle them Enhance shaders in an accessible way, optimizing
them with subtle yet effective performance tweaks Use the physics
engine to keep scenes as dynamic as possible Organize, filter, and
compress art assets to maximize performance while maintaining high
quality Use the Mono framework and C# to implement low-level
enhancements that maximize memory usage and prevent garbage
collection Who this book is forThe book is intended for
intermediate Unity game developers who wants to maximize the
performance of their game. The book assumes familiarity with C#
programming.
Get to grips with programming techniques and game development using
C++ libraries and Visual Studio 2019 Key Features Learn game
development and C++ with a fun, example-driven approach Build
clones of popular games such as Timberman, Zombie Survival Shooter,
a co-op puzzle platformer, and Space Invaders Discover tips to
expand your finished games by thinking critically, technically, and
creatively Book DescriptionThe second edition of Beginning C++ Game
Programming is updated and improved to include the latest features
of Visual Studio 2019, SFML, and modern C++ programming techniques.
With this book, you'll get a fun introduction to game programming
by building five fully playable games of increasing complexity.
You'll learn to build clones of popular games such as Timberman,
Pong, a Zombie survival shooter, a coop puzzle platformer and Space
Invaders. The book starts by covering the basics of programming.
You'll study key C++ topics, such as object-oriented programming
(OOP) and C++ pointers, and get acquainted with the Standard
Template Library (STL). The book helps you learn about collision
detection techniques and game physics by building a Pong game. As
you build games, you'll also learn exciting game programming
concepts such as particle effects, directional sound
(spatialization), OpenGL programmable shaders, spawning objects,
and much more. Finally, you'll explore game design patterns to
enhance your C++ game programming skills. By the end of the book,
you'll have gained the knowledge you need to build your own games
with exciting features from scratch What you will learn Set up your
game development project in Visual Studio 2019 and explore C++
libraries such as SFML Explore C++ OOP by building a Pong game
Understand core game concepts such as game animation, game physics,
collision detection, scorekeeping, and game sound Use classes,
inheritance, and references to spawn and control thousands of
enemies and shoot rapid-fire machine guns Add advanced features to
your game using pointers, references, and the STL Scale and reuse
your game code by learning modern game programming design patterns
Who this book is forThis book is perfect for you if you have no C++
programming knowledge, you need a beginner-level refresher course,
or you want to learn how to build games or just use games as an
engaging way to learn C++. Whether you aspire to publish a game
(perhaps on Steam) or just want to impress friends with your
creations, you'll find this book useful.
Get close and comfortable with Unity and build applications that
run on HoloLens, Daydream, and Oculus Rift Key Features Build fun
augmented reality applications using ARKit, ARCore, and Vuforia
Explore virtual reality by developing more than 10 engaging
projects Learn how to integrate AR and VR concepts together in a
single application Book DescriptionUnity is the leading platform to
develop mixed reality experiences because it provides a great
pipeline for working with 3D assets. Using a practical and
project-based approach, this Learning Path educates you about the
specifics of AR and VR development using Unity 2018 and Unity 3D.
You'll learn to integrate, animate, and overlay 3D objects on your
camera feed, before moving on to implement sensor-based AR
applications. You'll explore various concepts by creating an AR
application using Vuforia for both macOS and Windows for Android
and iOS devices. Next, you'll learn how to develop VR applications
that can be experienced with devices, such as Oculus and Vive.
You'll also explore various tools for VR development: gaze-based
versus hand controller input, world space UI canvases, locomotion
and teleportation, timeline animation, and multiplayer networking.
You'll learn the Unity 3D game engine via the interactive Unity
Editor and C# programming. By the end of this Learning Path, you'll
be fully equipped to develop rich, interactive mixed reality
experiences using Unity. This Learning Path includes content from
the following Packt products: Unity Virtual Reality Projects -
Second Edition by Jonathan Linowes Unity 2018 Augmented Reality
Projects by Jesse Glover What you will learn Create 3D scenes to
learn about world space and scale Move around your scenes using
locomotion and teleportation Create filters or overlays that work
with facial recognition software Interact with virtual objects
using eye gaze, hand controllers, and user input events Design and
build a VR storytelling animation with a soundtrack and timelines
Create social VR experiences with Unity networking Who this book is
forIf you are a game developer familiar with 3D computer graphics
and interested in building your own AR and VR games or
applications, then this Learning Path is for you. Any prior
experience in Unity and C# will be an advantage. In all, this
course teaches you the tools and techniques to develop engaging
mixed reality applications.
A comprehensive, practical guide to composing video game music,
from acquiring the necessary skills to finding work in the field.
Music in video games is often a sophisticated, complex composition
that serves to engage the player, set the pace of play, and aid
interactivity. Composers of video game music must master an array
of specialized skills not taught in the conservatory, including the
creation of linear loops, music chunks for horizontal resequencing,
and compositional fragments for use within a generative framework.
In A Composer's Guide to Game Music, Winifred Phillips-herself an
award-winning composer of video game music-provides a
comprehensive, practical guide that leads an aspiring video game
composer from acquiring the necessary creative skills to
understanding the function of music in games to finding work in the
field. Musicians and composers may be drawn to game music
composition because the game industry is a multibillion-dollar,
employment-generating economic powerhouse, but, Phillips writes,
the most important qualification for a musician who wants to become
a game music composer is a love of video games. Phillips offers
detailed coverage of essential topics, including musicianship and
composition experience; immersion; musical themes; music and game
genres; workflow; working with a development team; linear music;
interactive music, both rendered and generative; audio technology,
from mixers and preamps to software; and running a business. A
Composer's Guide to Game Music offers indispensable guidance for
musicians and composers who want to deploy their creativity in a
dynamic and growing industry, protect their musical identities
while working in a highly technical field, and create great music
within the constraints of a new medium.
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