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Books > Computing & IT > Computer software packages > Computer games
As their prominence in the news cycle a from Gamergate to the
burgeoning smartphone market to the VR realm and beyond a would
indicate video games and gaming have rocketed from a fairly fringe
existence to a central position in the everyday lives of millions.
Whether you're a casual reader with an interest in the subject or
an experienced gamer scrounging for obscure facts and stories Mark
Wolf's E Video Games FAQ: All That's Left to Know About Games and
Gaming CultureE is an indispensable resource touching on all
aspects of this techno-cultural phenomenon. Wolf's info-dense
account traces video games from their earliest renditions as blocky
abstractions to the photorealistic worlds of the present day
exploring the games systems technologies companies and inventors
who transformed a novelty into a worldwide industry and major
imaginative force along the way. In lively prose intended for a
general audience the book examines the many ways video games have
entered our lives impacted popular culture and evolved through
innovations and technological advances. More than just a history
this book which can be read from cover-to-cover or a stand-alone
chapter at a time is also packed with fun thought-provoking video
game trivia touching on the origins of handheld games the first
first-person shooting games famous characters named after a
landlord and an attorney the birth of third-party development and
the best and worst selling systems of all time. Whether discussing
the pedigrees of games and systems sequels franchises and series
the console wars the home computer revolution or leading companies
and their strategies EVideo Games FAQE serves as a fascinating
concise and comprehensive window into the past present and future
of video games and everything connected with them.
If you have a good understanding of Unity's core functionality and
a decent grasp of C# scripting in Unity (although not essential if
you are just using the Editor with the new UI), you'll be well
placed to take advantage of the new UI feature set.
Design and code your own 2D and 3D games efficiently using OpenGL
and C++ About This Book * Create 2D and 3D games completely,
through a series of end-to-end game projects * Learn to render high
performance 2D and 3D graphics using OpenGL * Implement a
rudimentary game engine using step-by-step code Who This Book Is
For If you are a prospective game developer with some experience
using C++, then this book is for you. Both prospective and
experienced game programmers will find nuggets of wisdom and
practical advice as they learn to code two full games using OpenGL,
C++, and a host of related tools. What You Will Learn * Set up your
development environment in Visual Studio using OpenGL * Use 2D and
3D coordinate systems * Implement an input system to handle the
mouse and the keyboard * Create a state machine to handle complex
changes in the game * Load, display, and manipulate both 2D and 3D
graphics * Implement collision detection and basic physics *
Discover the key components needed to complete a polished game *
Handle audio files and implement sound effects and music In Detail
OpenGL is one of the most popular rendering SDKs used to develop
games. OpenGL has been used to create everything from 3D
masterpieces running on desktop computers to 2D puzzles running on
mobile devices. You will learn to apply both 2D and 3D technologies
to bring your game idea to life. There is a lot more to making a
game than just drawing pictures and that is where this book is
unique! It provides a complete tutorial on designing and coding
games from the setup of the development environment to final
credits screen, through the creation of a 2D and 3D game. The book
starts off by showing you how to set up a development environment
using Visual Studio, and create a code framework for your game. It
then walks you through creation of two games-a 2D platform game
called Roboracer 2D and a 3D first-person space shooter game-using
OpenGL to render both 2D and 3D graphics using a 2D coordinate
system. You'll create sprite classes, render sprites and animation,
and navigate and control the characters. You will also learn how to
implement input, use audio, and code basic collision and physics
systems. From setting up the development environment to creating
the final credits screen, the book will take you through the
complete journey of creating a game engine that you can extend to
create your own games. Style and approach An easy-to-follow guide
full of code examples to illustrate every concept and help you
build a 2D and 3D game from scratch, while learning the key tools
that surround a typical OpenGL project.
A detailed guide to the complex new animation tools in Unity,
packed with clear instructions and illustrated with original
content in the context of a next generation zombie apocalypse
adventure game About This Book * Create and export models and
animation sequences to Unity from 3ds max and Maya * Prepare
character models and animation for games using Mecanim's rigging
tools * Retarget, adjust, and mix and match motion capture and
other animation data * Write and edit scripts compatible with
Mecanim Animation Controllers Who This Book Is For If you are a
Unity developer looking to get to grips with the character
animation specific tools, a 3D software user who is new to Unity,
or a beginner game developer who is interested in character
animation and interaction, this book is ideal for you. Some
experience with either the Unity interface or basic 3D coordinates
is recommended, but not required. What You Will Learn * Learn how
to prepare a rigged character model to receive animation within
Unity * Acquire efficient techniques to refine and optimize motion
capture data * Retarget animation sequences between different
character rigs * Discover how to rig a humanoid character and
export for use in Unity * Script character interaction for a First
Person character model * Create dynamic animation sequences from
scratch using keyframe techniques, in a variety of 3D software
packages * Learn Project Management in Unity * Understand how to
set up a complex facial rig for speech * Set up Animation
Controllers with masked states and blend trees to create seamless
and additive animation transitions * Construct a ragdoll game
object and instantiate it in a game * Devise Mecanim animation
integration for the player and AI driven animation for enemy
characters In Detail Game animation for independent developers has
taken a giant leap forward with Unity 5's Mecanim toolset, which
streamlines the import/export, retargeting, and many other aspects
of the character animation workflow. Unity Character Animation with
Mecanim is a great primer for getting to know the nuts and bolts of
Mecanim and other character animation related tools in Unity 5. It
offers you step-by-step instructions for preparing and exporting
rigged models and animation sequences from commonly used 3D
packages, such as Maya, 3ds Max and Blender. This book explores the
new set of animation tools introduced with Mecanim in Unity 5.
Approaching its subject matter through a typical genre-a zombie
action game, character animation techniques are explored using real
examples of player input and interaction, enemy behavior, and other
aspects of game dynamics. As the book progresses, the reader will
understand how these elements fit together in a small game
development workflow. We will begin with a demonstration of the
process of getting a rigged character into Unity 5 and setting it
up to use provided animation sequences. We will also consider a few
industry standard 3D packages and how these can be used to rig a
humanoid character for use in Unity 5. We will demonstrate the
retargeting capabilities of Mecanim's Humanoid Animation type by
adjusting motion sequences to fit disparate character types in our
game. After this, we will look at Ragdoll physics and the
implementation of this commonly used technique in a Mecanim
workflow. The book culminates with a thorough dissection of the
enemy character AI script incorporating the Mecanim elements
detailed in the previous chapters. Unity Character Animation with
Mecanim will provide you with a detailed exploration of the
interaction between game development and character animation, and
will broaden your understanding of the rich animation toolset
within Unity 5. Style and approach A comprehensive guide, featuring
step- by- step practical tutorials using sample assets, showing you
how to build fully controllable characters and non-player
characters/enemies.
Build exciting games with Unity on iOS and publish them on the App
Store About This Book * Take advantage of Unity 5's new tools to
create a fully interactive mobile game * Learn how to connect your
iTunes developer account and use Unity 5 to communicate with it *
Use your Macintosh computer to publish your game to the App Store
Who This Book Is For This book is for iOS developers who want to
learn how to build games with Unity for the iOS platform. Some
prior experience in game development would be useful. What You Will
Learn * Create your own iTunes Connect Developer account and create
an app within it * Set up iTunes Game Center features in iTunes
Connect so you can use them within Unity 5 * Construct a game using
C# that allows users to interactively control the game character *
Use Unity 5's editor window to create a custom editor tool specific
for the game made in the book * Store and keep track of data so the
player is able to collect in-game pick-ups that can be used to
purchase in-game goods * Use all game features so the player is
able to fully navigate menus between the front menu and in the game
state * Make, test, and finally release builds so you can play on
your device and then submit the game to Apple for review In Detail
Over recent years, the market for mobile game development using
Unity has grown multi-fold with an overwhelming 600 million gamers
playing games developed using Unity engine. The newly launched
Unity 5 offers a wide range of dedicated and powerful tools for iOS
developers who intend to follow the basics and gradually elevate
their skills to revolutionize the way they design and publish games
for the App Store. From beginners, to those who are experienced
making video games, this book goes through the steps of using Unity
5 to make a game from the ground up and setting the game up with
iTunes Game Center features. The book begins with an introduction
to setting up an iTunes Connect developer account, this will allow
you to use Unity to its full potential with iOS. You will create a
new app in iTunes Connect with the settings for Apple approval. You
will learn, in detail, how to use Unity 5 and the programming
language C# to make a fully interactive game that keeps track of
player progress, Game Center Leaderboards, and Achievements, as
well as displaying iAds and offering In-App purchases. Moving on,
you'll discover how to create development and release builds,
enabling you to test the game on your device before finally
submitting the game for Apple's approval. By the end of the book,
you will have a complete understanding of how iTunes and Unity can
be used in combination to build and publish a fully interactive and
reliable game to the App Store. Style and approach This is a
step-by-step guide that covers the fundamentals of gaming and
reveals the secrets of building and monetizing games for the iOS
platform.
Collision Detection and Rigid body physics for Game Development Key
Features Get a comprehensive coverage of techniques to create high
performance collision detection in games Learn the core mathematics
concepts and physics involved in depicting collision detection for
your games Get a hands-on experience of building a rigid body
physics engine Book DescriptionPhysics is really important for game
programmers who want to add realism and functionality to their
games. Collision detection in particular is a problem that affects
all game developers, regardless of the platform, engine, or toolkit
they use. This book will teach you the concepts and formulas behind
collision detection. You will also be taught how to build a simple
physics engine, where Rigid Body physics is the main focus, and
learn about intersection algorithms for primitive shapes. You'll
begin by building a strong foundation in mathematics that will be
used throughout the book. We'll guide you through implementing 2D
and 3D primitives and show you how to perform effective collision
tests for them. We then pivot to one of the harder areas of game
development-collision detection and resolution. Further on, you
will learn what a Physics engine is, how to set up a game window,
and how to implement rendering. We'll explore advanced physics
topics such as constraint solving. You'll also find out how to
implement a rudimentary physics engine, which you can use to build
an Angry Birds type of game or a more advanced game. By the end of
the book, you will have implemented all primitive and some advanced
collision tests, and you will be able to read on geometry and
linear Algebra formulas to take forward to your own games! What you
will learn Implement fundamental maths so you can develop solid
game physics Use matrices to encode linear transformations Know how
to check geometric primitives for collisions Build a Physics engine
that can create realistic rigid body behavior Understand advanced
techniques, including the Separating Axis Theorem Create physically
accurate collision reactions Explore spatial partitioning as an
acceleration structure for collisions Resolve rigid body collisions
between primitive shapes Who this book is forThis book is for
beginner to intermediate game developers. You don't need to have a
formal education in games-you can be a hobbyist or indie developer
who started making games with Unity 3D.
Create and develop exciting games from start to finish using SFML
About This Book * Familiarize yourself with the SFML library and
explore additional game development techniques * Craft, shape, and
improve your games with SFML and common game design elements * A
practical guide that will teach you how to use utilize the SFML
library to build your own, fully functional applications Who This
Book Is For This book is intended for game development enthusiasts
with at least decent knowledge of the C++ programming language and
an optional background in game design. What You Will Learn * Create
and open a window by using SFML * Utilize, manage, and apply all of
the features and properties of the SFML library * Employ some basic
game development techniques to make your game tick * Build your own
code base to make your game more robust and flexible * Apply common
game development and programming patterns to solve design problems
* Handle your visual and auditory resources properly * Construct a
robust system for user input and interfacing * Develop and provide
networking capabilities to your game In Detail Simple and Fast
Multimedia Library (SFML) is a simple interface comprising five
modules, namely, the audio, graphics, network, system, and window
modules, which help to develop cross-platform media applications.
By utilizing the SFML library, you are provided with the ability to
craft games quickly and easily, without going through an extensive
learning curve. This effectively serves as a confidence booster, as
well as a way to delve into the game development process itself,
before having to worry about more advanced topics such as
"rendering pipelines" or "shaders." With just an investment of
moderate C++ knowledge, this book will guide you all the way
through the journey of game development. The book starts by
building a clone of the classical snake game where you will learn
how to open a window and render a basic sprite, write
well-structured code to implement the design of the game, and use
the AABB bounding box collision concept. The next game is a simple
platformer with enemies, obstacles and a few different stages.
Here, we will be creating states that will provide custom
application flow and explore the most common yet often overlooked
design patterns used in game development. Last but not the least,
we will create a small RPG game where we will be using common game
design patterns, multiple GUI. elements, advanced graphical
features, and sounds and music features. We will also be
implementing networking features that will allow other players to
join and play together. By the end of the book, you will be an
expert in using the SFML library to its full potential. Style and
approach An elaborate take on the game development process in a way
that compliments the reader's existing knowledge, this book
provides plenty of examples and is kind to the uninitiated. Each
chapter builds upon the knowledge gained from the previous one and
offers clarifications on common issues while still remaining within
the scope of its own subject and retaining clarity.
Create amazing games with solid gameplay features, using a
professional-grade workflow inside the Unity engine! About This
Book * Become a Unity master by creating a practical, in-depth
game-development project with Unity * Use advanced C# scripting to
unlock the complete potential of Unity 5 * Use Version Control to
Effectively Manage and Scale your workflow Who This Book Is For If
you are a Unity developer who now wants to develop and deploy
interesting games by leveraging the new features of Unity 5.x, then
this is the book for you. Basic knowledge of C# programming is
assumed. What You Will Learn * Explore hands-on tasks and
real-world scenarios to make a Unity horror adventure game * Create
enemy characters that act intelligently and make reasoned decisions
* Use data files to save and restore game data in a way that is
platform-agnostic * Get started with VR development * Use
Navigation Meshes, Occlusion Culling, and the Profiler tools * Work
confidently with GameObjects, Rotations, and Transformations *
Understand specific gameplay features such as AI enemies, inventory
systems, and level design In Detail Do you want to take the leap
from being an everyday Unity developer to being a pro game
developer? Then look no further! This book is your one stop
solution to creating mesmerizing games with lifelike features and
amazing gameplay. This book takes an in-depth focus on a practical
project with Unity, building a first-person game with many
features. You'll dive deep into the architecture of a Unity game,
creating expansive worlds, interesting render effects, and other
features to make your games special. You will create individual
game components, use efficient animation techniques, and implement
collision and physics effectively. Specifically, we'll explore
optimal techniques for importing game assets, such as meshes and
textures; tips and tricks for effective level design; how to
animate and script NPCs; how to configure and deploy to mobile
devices; how to prepare for VR development; and how to work with
version control, and more. By the end of this book, you'll have
developed sufficient competency in Unity development to produce fun
games with confidence. Style and approach This book takes a
step-by-step, practical tutorial approach. You will create an
advanced level Unity game with an emphasis on leveraging the
advanced Unity 5 features. You will make the most of the Unity 5
advanced features while you develop the game in its entirety.
If you want to make your own game but don't know how to start or
don't have the technical skills to do it, then this is the book for
you. You don't need to have a programming background to understand
the concepts explained.
If you are a Unity 3D developer who wants to create an effective
and user-friendly GUI using NGUI for Unity, then this book is for
you. Prior knowledge of C# scripting is expected; however, no
knowledge of NGUI is required.
Develop your first interactive 2D platformer game by learning the
fundamentals of C# About This Book * Get to grips with the
fundamentals of scripting in C# with Unity * Create an awesome, 2D
platformer game from scratch using the principles of
object-oriented programming and coding in C# * This is a
step-by-step guide to learn the fundamentals of C# scripting to
develop GameObjects and master the basics of the new UI system in
Unity Who This Book Is For The book is targeted at beginner level
Unity developers with no programming experience. If you are a Unity
developer and you wish to learn how to write C# scripts and code by
creating games, then this book is for you. What You Will Learn *
Understand the fundamentals of variables, methods, and code syntax
in C# * Get to know about techniques to turn your game idea into
working project * Use loops and collections efficiently in Unity to
reduce the amount of code * Develop a game using the
object-oriented programming principles * Generate infinite levels
for your game * Create and code a good-looking functional UI system
for your game * Publish and share your game with users In Detail
Unity is a cross-platform game engine that is used to develop 2D
and 3D video games. Unity 5 is the latest version, released in
March 2015, and adds a real-time global illumination to the games,
and its powerful new features help to improve a game's efficiency.
This book will get you started with programming behaviors in C# so
you can create 2D games in Unity. You will begin by installing
Unity and learning about its features, followed by creating a C#
script. We will then deal with topics such as unity scripting for
you to understand how codes work so you can create and use C#
variables and methods. Moving forward, you will find out how to
create, store, and retrieve data from collection of objects. You
will also develop an understanding of loops and their use, and
you'll perform object-oriented programming. This will help you to
turn your idea into a ready-to-code project and set up a Unity
project for production. Finally, you will discover how to create
the GameManager class to manage the game play loop, generate game
levels, and develop a simple UI for the game. By the end of this
book, you will have mastered the art of applying C# in Unity. Style
and approach This is a step-by-step guide to developing a game from
scratch by applying the fundamentals of C# and Unity scripting.
An example-based practical guide to get you up and running with
Unreal Engine 4.X About This Book * A unique resource on Unreal
with an interactive example based approach that is sure to get you
up and running immediately * Will feature four unique game projects
that increase in complexity which will enable readers to build
their game development skills using Unreal Engine 4 and the C++
programming language * Will be the most up to date book in the
market on Unreal with full coverage of the new features of UE4 Who
This Book Is For Unreal Engine 4.X by Example was written for keen
developers who wish to learn how to fully utilise Unreal Engine 4
to make awesome and engrossing game titles. Whether you are brand
new to game development or a seasoned expert, you will be able to
make use of the engine with C++. Experience with both C++ and other
game engines is preferred before embarking on the Unreal by Example
journey, but with a little external research into the basics of C++
programming, this book can take a complete game development novice
to an Unreal Engine Developer! What You Will Learn * Use C++ with
Unreal Engine to boost the development potential of any Unreal
Engine project * Vastly improve workflow and content creation with
the visual scripting system blueprint * Design, test, and implement
interesting game worlds using Unreal Engines built-in editor *
Build a networked, feature-rich first person shooter that you can
play with others over LAN * Build design-centric game worlds that
play to needs of your game ideas * Paint your game worlds via the
creation and modification of visual shaders called materials * Gain
knowledge of other game development disciplines through the use of
the Animation and Material tool sets * Create feature-rich game
projects with a sophisticated visual quality and feature set In
Detail With Unreal Engine 4 being made free to use, for any keen
game developer it is quickly becoming the most popular game engine
in today's development industry. The engine offers a rich feature
set that can be customized and built upon through the use of C++.
This book will cover how to work with Unreal Engine's tool set all
the way from the basics of the editor and the visual scripting
system blueprint to the in-depth low-level creation of content
using C++. This book will provide you with the skills you need to
create feature-rich, captivating, and refined game titles with
Unreal Engine 4. This book will take you through the creation of
four unique game projects, designed so that you will be ready to
apply the engine's rich development capabilities. You will learn
not only to take advantage of the visual tools of the engine, but
also the vast and powerful programming feature set of Unreal Engine
4. Style and approach The best resource that any beginner level
game developer can dream of with examples on leveraging the amazing
graphics engine, beautiful character animation and game world
generations etc. by means of exciting real world game
generation.This book would be a very unique resource for any game
developer who wants to get up and running with Unreal. The unique
example-driven approach will take you through the most basic games
towards the more complex ones and will gradually build your skill
level.
Create stunning 3D multiplayer games with integrated cloud-based
features About This Book * Build a multiplayer 3D game from scratch
using the features of Amazon's Lumberyard * Explore the world of
Lumberyard along with Twitch and various key Amazon Web Services to
build a game * This step-by-step practical guide will teach you how
to build cross-platform games using Lumberyard Who This Book Is For
The book caters for those who have an interest or desire to create
their own games, either as a hobbyist or to enhance their skills as
a professional games developer. The book requires previous
knowledge of software development. Experience with C++ will also be
beneficial. What You Will Learn * Explore Lumberyard's graphical
user interface * Create stunning game worlds * Use Geppetto editor
to create 3D characters * Create and animate game characters using
Lumberyard's toolset * Create impressive gameplay to add
multiplayer functionality to your game * Debug and play your 3D
game * Add multiplayer functionality to your game using Amazon
GameLift * Integrate with Amazon cloud services to support cloud
computing and storage * Engage your users during gameplay with
Twitch In Detail Amazon's Lumberyard is a 3D cross-platform game
development engine for building high-quality AAA games. It makes
the process of creating multi-player games and adding realistic
characters, stunning terrains, and special effects much faster and
more efficient. This book will show you how to use Lumberyard to
create a multiplayer 3D game with cloud computing, storage, and
Twitch integration for user engagement. We will start with an
introduction to Lumberyard and provide an overview of its
capabilities and integration options. Once the game engine is
installed, we'll guide you through the creation of an immersive
game world with characters. You'll add animations and audio to
bring the game to life. We'll explore external interactions to
support live multiplayer game play, data storage, user engagement,
and the back end. By the end of the book, you will be efficient in
building cross-platform games using Lumberyard. Style and approach
This step-by-step tutorial is filled with practical examples that
will introduce you to the game engine's interface, as well as
setting up your development environment.
Brenda Laurel is best known for her work with Purple Moon, the
pioneering game company she cofounded in the 1990s. Purple Moon's
games were based on years of research Laurel completed in an effort
to understand why computer games seemed to be of so little interest
to girls. Using diverse archival sources such as trade journals,
newspapers, and recorded interviews, alongside Laurel's completed
games and own writings and an original interview with Laurel
herself, this volume offers insight into both the early development
of the games for girls movement of the 1990s and the lasting impact
of Laurel's game design breakthroughs. In her work with Purple
Moon, Laurel drew on her background in theatre as well as her
expertise in human computer interaction and qualitative research.
By relying on this interdisciplinary background, Laurel made
significant contributions to our understanding of the design and
development of games as a medium for emotional rehearsal and
storytelling. Additionally, her dedication to research-informed
design has had a longstanding impact as companies and designers
increasingly rely on audience research and metrics to shape their
practices. The newest in Bloomsbury's Influential Video Game
Designers series, Carly Kocurek highlights the contributions of a
designer whose work has had a profound impact on the development of
both games for girls and empathy games.
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