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Books > Computing & IT > Computer software packages > Computer games
Collection of interventions on the status of the moving image in an
age of advanced simulation, exploring the contemporary links
between power, simulation, and warfare. This collection of
wide-ranging interventions and discussions on the status of the
moving image in an age of advanced simulation explores the
contemporary links between power, simulation, and warfare. Today,
technological simulation has become an integral part of military
training and operations; and at the same time, media
spectacle-often enabled by the same technologies-has become
integrated with military power. Trained in virtual environments,
army personnel are increasingly enhanced by augmented reality
technologies that bring combat into conformity with its simulation.
Equally, the seductions of media and entertainment have become
crucial weapons for "information dominance." At the same time as
the infosphere demands that war takes on the properties of a game,
hyper-realistic videogames evolved from military technology become
a kind of virtual distributed training camp, as the lines between
simulation and action, combatant and civilian, become blurred.
Based on a round table discussion prompted by the work of artist
John Gerrard, Simulation, Exercise, Operations assembles thinkers
from philosophy, media, and military theory to examine the powers
of simulation in the contemporary world.
Over 70 recipes that cover advanced techniques for 3D programming
such as lighting, shading, textures, particle systems, and image
processing with OpenGL 4.6 Key Features Explore techniques for
implementing shadows using shadow maps and shadow volumes Learn to
use GLSL features such as compute, geometry, and tessellation
shaders Use GLSL to create a wide variety of modern, realistic
visual effects Book DescriptionOpenGL 4 Shading Language Cookbook,
Third Edition provides easy-to-follow recipes that first walk you
through the theory and background behind each technique, and then
proceed to showcase and explain the GLSL and OpenGL code needed to
implement them. The book begins by familiarizing you with
beginner-level topics such as compiling and linking shader
programs, saving and loading shader binaries (including SPIR-V),
and using an OpenGL function loader library. We then proceed to
cover basic lighting and shading effects. After that, you'll learn
to use textures, produce shadows, and use geometry and tessellation
shaders. Topics such as particle systems, screen-space ambient
occlusion, deferred rendering, depth-based tessellation, and
physically based rendering will help you tackle advanced topics.
OpenGL 4 Shading Language Cookbook, Third Edition also covers
advanced topics such as shadow techniques (including the two of the
most common techniques: shadow maps and shadow volumes). You will
learn how to use noise in shaders and how to use compute shaders.
The book provides examples of modern shading techniques that can be
used as a starting point for programmers to expand upon to produce
modern, interactive, 3D computer-graphics applications. What you
will learn Compile, debug, and communicate with shader programs Use
compute shaders for physics, animation, and general computing Learn
about features such as shader storage buffer objects and image
load/store Utilize noise in shaders and learn how to use shaders in
animations Use textures for various effects including cube maps for
reflection or refraction Understand physically based reflection
models and the SPIR-V Shader binary Learn how to create shadows
using shadow maps or shadow volumes Create particle systems that
simulate smoke, fire, and other effects Who this book is forIf you
are a graphics programmer looking to learn the GLSL shading
language, this book is for you. A basic understanding of 3D
graphics and programming experience with C++ are required.
Embrace the mobile gaming revolution by creating popular iOS games
with Swift 4.2 Key Features Learn to create games for iPhone and
iPad with the latest Swift Programming language Understand the
fundamental concepts of game development like game physics, camera
action, sprites, controls, among others Build Augmented reality
games using ARKit for true performance Book DescriptionSwift is the
perfect choice for game development. Developers are intrigued by
Swift and want to make use of new features to develop their best
games yet. Packed with best practices and easy-to-use examples,
this book leads you step by step through the development of your
first Swift game. The book starts by introducing Swift's best
features - including its new ones for game development. Using
SpriteKit, you will learn how to animate sprites and textures.
Along the way, you will master physics, animations, and collision
effects and how to build the UI aspects of a game. You will then
work on creating a 3D game using the SceneKit framework. Further,
we will look at how to add monetization and integrate Game Center.
With iOS 12, we see the introduction of ARKit 2.0. This new version
allows us to integrate shared experiences such as multiplayer
augmented reality and persistent AR that is tied to a specific
location so that the same information can be replicated on all
connected devices. In the next section, we will dive into creating
Augmented Reality games using SpriteKit and SceneKit. Then,
finally, we will see how to create a Multipeer AR project to
connect two devices, and send and receive data back and forth
between those devices in real time. By the end of this book, you
will be able to create your own iOS games using Swift and publish
them on the iOS App Store. What you will learn Deliver powerful
graphics, physics, and sound in your game by using SpriteKit and
SceneKit Set up a scene using the new capabilities of the scene
editor and custom classes Maximize gameplay with little-known tips
and strategies for fun, repeatable action Make use of animations,
graphics, and particles to polish your game Understand the current
mobile monetization landscape Integrate your game with Game Center
Develop 2D and 3D Augmented Reality games using Apple's new ARKit
framework Publish your game to the App Store Who this book is forIf
you wish to create and publish iOS games using Swift, then this
book is for you. No prior game development or experience with Apple
ecosystem is needed.
A complete guide to designing and building fun games with Qt and Qt
Quick using associated toolsets Key Features A step by step guide
to learn Qt by building simple yet entertaining games Get
acquainted with a small yet powerful addition-Qt Gamepad Module,
that enables Qt applications to support the use of gamepad hardware
Understand technologies such as QML, OpenGL, and Qt Creator to
design intuitive games Book DescriptionQt is the leading
cross-platform toolkit for all significant desktop, mobile, and
embedded platforms and is becoming popular by the day, especially
on mobile and embedded devices. It's a powerful tool that perfectly
fits the needs of game developers. This book will help you learn
the basics of Qt and will equip you with the necessary toolsets to
build apps and games. The book begins by how to create an
application and prepare a working environment for both desktop and
mobile platforms. You will learn how to use built-in Qt widgets and
Form Editor to create a GUI application and then learn the basics
of creating graphical interfaces and Qt's core concepts. Further,
you'll learn to enrich your games by implementing network
connectivity and employing scripting. You will learn about Qt's
capabilities for handling strings and files, data storage, and
serialization. Moving on, you will learn about the new Qt Gamepad
module and how to add it in your game and then delve into OpenGL
and Vulcan, and how it can be used in Qt applications to implement
hardware-accelerated 2D and 3D graphics. You will then explore
various facets of Qt Quick: how it can be used in games to add game
logic, add game physics, and build astonishing UIs for your games.
By the end of this book, you will have developed the skillset to
develop interesting games with Qt. What you will learn Install the
latest version of Qt on your system Understand the basic concepts
of every Qt game and application Develop 2D object-oriented
graphics using Qt Graphics View Build multiplayer games or add a
chat function to your games with Qt Network module Script your game
with Qt QML Explore the Qt Gamepad module in order to integrate
gamepad support in C++ and QML applications Program
resolution-independent and fluid UIs using QML and Qt Quick Control
your game flow in line with mobile device sensors Test and debug
your game easily with Qt Creator and Qt Test Who this book is forIf
you want to create great graphical user interfaces and astonishing
games with Qt, this book is ideal for you. No previous knowledge of
Qt is required; however knowledge of C++ is mandatory.
Learn how to use Unity 2018 by creating your very own 3D game while
developing your essential skills Key Features Learn to create
immersive 3D games and Virtual Reality experiences with Unity 2018
Build custom scripts to make your game characters interactive
Explore and implement AritificiaI Intelligence techniques to bring
your game to life Book Description The Unity game engine has
revolutionized the gaming industry with its complete set of
intuitive tools and rapid workflows, which can be used to create
interactive 3D content. With Unity, you can scaffold your way from
the basics and make make stunning interactive games. This book will
guide you through the entire process of creating a 3D game, from
downloading the Unity game engine to publishing your game. It not
only gives you a strong foundation, but puts you on the path to
game development. Beginning with an overview of the Unity engine
and its interface, you will walk through the process of creating a
game environment and learn how to use built-in assets, as well as
assets created with third-party 3D modeling tools such as Blender.
Moving on, you will create custom scripts to control non-player
character behaviors and gameplay. You will master exciting concepts
such as Heads-Up-Displays, mini-maps, game navigation, sound
effects, and lighting effects. Next, you'll learn how to create
your first VR experience, right from setting up the project to
image effects. You'll be familiarized with all the tools that Unity
has to offer to create your own immersive VR experiences. Each
section is a stepping stone toward the completion of the final
game. By the end of the book, you'll have learned advanced topics
such as cross-platform considerations which enable your games to
run on multiple platforms. What you will learn Set up your Unity
development environment and navigate its tools Import and use
custom assets and asset packages to add characters to your game
Build a 3D game world with a custom terrain, water, sky, mountains,
and trees Animate game characters, using animation controllers, and
scripting Apply audio and particle effects to the game Create
intuitive game menus and interface elements Customize your game
with sound effects, shadows, lighting effects, and rendering
options Debug code and provide smooth error handling Who this book
is forIf you are an aspiring game developer interested in learning
Unity 2018 and becoming familiar with its core features, then this
book is for you. No prior knowledge of Unity is required.
Create engaging Augmented Reality (AR) applications with Unity 3D
that can be experienced with devices such as HoloLens and Daydream
Key Features Learn the principles of AR application development
Work with the most popular sensors used in AR games and
applications across Android, Apple and Windows Build experiences
with interactive objects, physics, UI, animations, and C# scripting
Book DescriptionAugmented Reality allows for radical innovations in
countless areas. It magically blends the physical and virtual
worlds, bringing applications from a screen into your hands.
Meanwhile, Unity has now become the leading platform to develop
augmented reality experiences, as it provides a great pipeline for
working with 3D assets. Using a practical and project-based
approach, Unity 2018 Augmented Reality Projects educates you about
the specifics of augmented reality development in Unity 2018. This
book teaches you how to use Unity in order to develop AR
applications which can be experienced with devices such as HoloLens
and Daydream. You will learn to integrate, animate, and overlay 3D
objects on your camera feed, before gradually moving on to
implementing sensor-based AR applications. In addition to this, you
will explore the technical considerations that are especially
important and possibly unique to AR. The projects in the book
demonstrate how you can build a variety of AR experiences, whilst
also giving insights into C# programming as well as the Unity 3D
game engine via the interactive Unity Editor. By the end of the
book, you will be equipped to develop rich, interactive augmented
reality experiences for a range of AR devices and platforms using
Unity. What you will learn Build and run AR applications for
specific headsets, including HoloLens and Daydream Create 3D scenes
with Unity and other 3D tools while learning about world space and
scale Move around your AR scenes using locomotion and teleportation
Create filters or overlays that work in tandem with facial
recognition software Use GPS, geolocation services, and the camera
feed to create a fitness application Integrate AR and VR concepts
together in a single application Who this book is forUnity 2018
Augmented Reality Projects is for you if you're a game developer
familiar with 3D computer graphics and interested in building your
own AR games or applications. Any experience in Unity and C# is an
advantage.
An example-based practical guide to get you up and running with
Unity 5.x About This Book * The most updated resource on Unity 5.x
with comprehensive discussion on all the new features of Unity 5.x
* Understand the core concepts surrounding Unity5 game development
with this power-packed hands-on guide * Brush up your existing game
development skills and create games that have a brilliant gameplay
using the excellent examples from this book Who This Book Is For
The ideal target audience for this book would be game developers.
They need not have previous experience with Unity since this book
will cover all the basics about game development with unity. This
would also be a very good resource for Unity developers who want to
brush up their basic Unity skills and also get up and running with
creating interesting games with Unity 5.x. What You Will Learn *
Understand core Unity concepts, such as game objects, components,
and scenes * Learn level design techniques for building immersive
and interesting worlds * Learn to make functional games with C#
scripting * Use the toolset creatively to build games of different
themes and styles * Learn to handle player controls and input
functionality * Dive into the process of working with terrains and
world-creation tools * Import custom content into Unity from
third-party tools, such as Maya and Blender * Get to grips with
making both 2D and 3D games In Detail Unity is an exciting and
popular engine in the game industry. Throughout this book, you'll
learn how to use Unity by making four fun game projects, from
shooters and platformers to exploration and adventure games. Unity
5 By Example is an easy-to-follow guide for quickly learning how to
use Unity in practical context, step by step, by making real-world
game projects. Even if you have no previous experience of Unity,
this book will help you understand the toolset in depth. You'll
learn how to create a time-critical collection game, a twin-stick
space shooter, a platformer, and an action-fest game with
intelligent enemies. In clear and accessible prose, this book will
present you with step-by-step tutorials for making four interesting
games in Unity 5 and explain all the fundamental concepts along the
way. Starting from the ground up and moving toward an intermediate
level, this book will help you establish a strong foundation in
making games with Unity 5. Style and approach This book would be a
very unique resource for any game developer who wants to get up and
running with Unity. The unique example based approach will take you
through the most basic games towards the more complex ones and will
gradually build your skill level.
Master a series of performance-enhancing coding techniques and
methods that help them improve the performance of their Unity3D
applications About This Book * Discover features and techniques to
optimize Unity Engine's CPU cycles, memory usage, and the GPU
throughput of any application * Explore multiple techniques to
solve performance issues with your VR projects * Learn the best
practices for project organization to save time through an improved
workflow Who This Book Is For This book is intended for
intermediate and advanced Unity developers who have experience with
most of Unity's feature-set, and who want to maximize the
performance of their game. Familiarity with the C# language will be
needed. What You Will Learn * Use the Unity Profiler to find
bottlenecks anywhere in your application, and discover how to
resolve them * Implement best practices for C# scripting to avoid
common pitfalls * Develop a solid understanding of the rendering
pipeline, and maximize its performance by reducing draw calls and
avoiding fill rate bottlenecks * Enhance shaders in a way that is
accessible to most developers, optimizing them through subtle yet
effective performance tweaks * Keep your scenes as dynamic as
possible by making the most of the Physics engine * Organize,
filter, and compress your art assets to maximize performance while
maintaining high quality * Discover different kinds of performance
problems that are critical for VR projects and how to tackle them *
Use the Mono Framework and C# to implement low-level enhancements
that maximize memory usage and avoid garbage collection * Get to
know the best practices for project organization to save time
through an improved workflow In Detail Unity is an awesome game
development engine. Through its massive feature-set and
ease-of-use, Unity helps put some of the best processing and
rendering technology in the hands of hobbyists and professionals
alike. This book shows you how to make your games fly with the
recent version of Unity 2017, and demonstrates that high
performance does not need to be limited to games with the biggest
teams and budgets. Since nothing turns gamers away from a game
faster than a poor user-experience, the book starts by explaining
how to use the Unity Profiler to detect problems. You will learn
how to use stopwatches, timers and logging methods to diagnose the
problem. You will then explore techniques to improve performance
through better programming practices. Moving on, you will then
learn about Unity's built-in batching processes; when they can be
used to improve performance, and their limitations. Next, you will
import your art assets using minimal space, CPU and memory at
runtime, and discover some underused features and approaches for
managing asset data. You will also improve graphics, particle
system and shader performance with a series of tips and tricks to
make the most of GPU parallel processing. You will then delve into
the fundamental layers of the Unity3D engine to discuss some issues
that may be difficult to understand without a strong knowledge of
its inner-workings. The book also introduces you to the critical
performance problems for VR projects and how to tackle them. By the
end of the book, you will have learned to improve the development
workflow by properly organizing assets and ways to instantiate
assets as quickly and waste-free as possible via object pooling.
Style and approach This practical book will help readers understand
the essentials of the Unity3D engine and how to build games while
improving the performance of their applications.
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