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Books > Computing & IT > Computer software packages > Computer games
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.
Do you like video games? Do you buy video games for your children,
or maybe for yourself? Do wonder why it is that these games cost so
much when you go to your favorite "big box" store? Do you wish
there was a cheaper way to get these games? If so, this book, "How
to Get Video Games Cheaply," is for you. A video game fan for many
years of his life, author Paul J. Blom Jr. breaks down the leg work
for you, and explains why getting games at the "big box" retailers
is the worst possible thing you can do. No endless pages to read,
no endless amount of details. This book cuts straight to the chase
and explains how getting games on the Internet will save you a
fistful dollars, regardless of what device you own, whether it is
old, new, or brand new. "How to Get Video Games Cheaply," available
both in paperback and on Kindle.
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.
Utilize proven solutions to solve common problems in game
development About This Book * Untangle your game development
workflow, make cleaner code, and create structurally solid games *
Implement key programming patterns that will enable you to make
efficient AI and remove duplication * Optimize your game using
memory management techniques Who This Book Is For If you are a game
developer who wants to solve commonly-encountered issues or have
some way to communicate to other developers in a standardized
format, then this book is for you. Knowledge of basic game
programming principles and C++ programming is assumed. What You
Will Learn * Learn what design patterns are and why you would want
to use them * Reduce the maintenance burden with well-tested,
cleaner code * Employ the singleton pattern effectively to reduce
your compiler workload * Use the factory pattern to help you create
different objects with the same creation logic and reduce coding
time * Improve game performance with Object Pools * Allow game play
to interact with physics or graphics in an abstract way * Refractor
your code to remove common code smells In Detail You've learned how
to program, and you've probably created some simple games at some
point, but now you want to build larger projects and find out how
to resolve your problems. So instead of a coder, you might now want
to think like a game developer or software engineer. To organize
your code well, you need certain tools to do so, and that's what
this book is all about. You will learn techniques to code quickly
and correctly, while ensuring your code is modular and easily
understandable. To begin, we will start with the core game
programming patterns, but not the usual way. We will take the use
case strategy with this book. We will take an AAA standard game and
show you the hurdles at multiple stages of development. Similarly,
various use cases are used to showcase other patterns such as the
adapter pattern, prototype pattern, flyweight pattern, and observer
pattern. Lastly, we'll go over some tips and tricks on how to
refactor your code to remove common code smells and make it easier
for others to work with you. By the end of the book you will be
proficient in using the most popular and frequently used patterns
with the best practices. Style and approach This book takes a
step-by-step real-life case studies approach. Every pattern is
first explained using a bottleneck. We will show you a problem in
your everyday workflow, and then introduce you to the pattern, and
show you how the pattern will resolve the situation.
Build rich, high production value mobile games and distribute them
across different platforms with Buildbox About This Book * Create
captivating 2D & 2.5D (isometric) video games for all platforms
* Leverage Buildbox to monetize and prepare your games for
distribution * This step-by-step tutorial will get you generating
complex and media rich games with no coding experience Who This
Book Is For This book caters to those who have an interest or
desire to create their own mobile games either as a hobbyist or who
are looking to enhance their skills as a professional games
developer. No coding experience is required. What You Will Learn *
Create the illusion of a 3D background in your game using parallax
* Add advanced controls and obstacles to our first world * Develop
assets (graphic and audio) for the Buildbox engine * Design games
based on the capabilities and limitations of Buildbox and their
target platforms * Compile and distribute video games on various
channels such as Steam, iOS store, Android stores, and the Mac App
Store * Optimize your games to get the absolute best quality within
platform restrictions * Conquer common issues experienced with
Buildbox development In Detail Buildbox is an "any skill level"
development platform to develop video games with no coding
experience. It also exports these games to be compiled for any
platform (from Windows to Mac to iOS to Android and Blackberry) all
using the same graphic user interface. Using an example as a
tutorial, we will relate the driving principles and you'll see how
you can implement these principles to develop any games on the
platform. We begin by setting expectations and providing a brief
overview of the software. But it's not long before you "dive in" to
creating your first video game. You will actually have a playable
level ("world") by the end of the second chapter. Later on, you'll
learn everything from basic graphics creation to advanced world
design while you refine your first game, called "Ramblin' Rover."
All along the way, you will see how certain functions could be used
in tandem to create other types of games; hoping to spark
imagination. We will follow the principles and process of
monetization through ads and in-game rewards. Lastly, we will go
through the process of exporting, compiling, and preparing your
storefront to sell the games you will eventually create. Style and
approach This book follows a tutorial-based approach that teaches
through examples, while also providing the necessary principles to
enable you to abstract these principles into any game you want to
make.
Get to know techniques and approaches to procedurally generate game
content in C++ using Simple and Fast Multimedia Library About This
Book * This book contains a bespoke Simple and Fast Multimedia
Library (SFML) game engine with complete online documentation *
Through this book, you'll create games that are non-predictable and
dynamic and have a high replayability factor * Get a breakdown of
the key techniques and approaches applied to a real game. Who This
Book Is For If you are a game developer who is familiar with C++
and is looking to create bigger and more dynamic games, then this
book is for you. The book assumes some prior experience with C++,
but any intermediate concepts are clarified in detail. No prior
experience with SFML is required. What You Will Learn * Discover
the systems and ideology that lie at the heart of procedural
systems * Use Random number generation (RNG) with C++ data types to
create random but controlled results * Build levels procedurally
with randomly located items and events * Create dynamic game
objects at runtime * Construct games using a component-based
approach * Assemble non-predictable game events and scenarios *
Operate procedural generation to create dynamic content fast and
easily * Generate game environments for endless replayability In
Detail Procedural generation is a growing trend in game
development. It allows developers to create games that are bigger
and more dynamic, giving the games a higher level of replayability.
Procedural generation isn't just one technique, it's a collection
of techniques and approaches that are used together to create
dynamic systems and objects. C++ is the industry-standard
programming language to write computer games. It's at the heart of
most engines, and is incredibly powerful. SFML is an easy-to-use,
cross-platform, and open-source multimedia library. Access to
computer hardware is broken into succinct modules, making it a
great choice if you want to develop cross-platform games with ease.
Using C++ and SFML technologies, this book will guide you through
the techniques and approaches used to generate content procedurally
within game development. Throughout the course of this book, we'll
look at examples of these technologies, starting with setting up a
roguelike project using the C++ template. We'll then move on to
using RNG with C++ data types and randomly scattering objects
within a game map. We will create simple console examples to
implement in a real game by creating unique and randomised game
items, dynamic sprites, and effects, and procedurally generating
game events. Then we will walk you through generating random game
maps. At the end, we will have a retrospective look at the project.
By the end of the book, not only will you have a solid
understanding of procedural generation, but you'll also have a
working roguelike game that you will have extended using the
examples provided. Style and approach This is an easy-to-follow
guide where each topic is explained clearly and thoroughly through
the use of a bespoke example, then implemented in a real game
project.
Master the advanced concepts of game development for iOS to build
impressive games About This Book * Create a complete game with
advanced techniques through the course of the book using in-depth,
hands-on instructions * Learn how to multi-task and improve
performance optimization in your game playing experience * The
author, Miguel, has 11 years of iOS game development using xcode
and has released over 10 games to the Apple AppStoreMaster player
movement using touch controls as well as discuss motion controls
Who This Book Is For This book is for those who have created an iOS
game already and want to hone their skills. A reasonable level of
knowledge and an understanding of the core elements and
applications would be helpful. What You Will Learn * Blast off and
start developing fun games * Optimize the assets for the best
performance in the game app * Master player movement using touch
controls as well as discuss motion controls * Perform bug Squashing
by testing and debugging * Design interesting various characters
and enemies for your game * Test your game on both, the simulator
on the computer and on real devices * Tweak and fine tune the code
and graphics before the release of your app * Uncover some awesome
new gameplay by adding in multiplayer elements, to get more people
playing together In Detail iOS is an operating system for Apple
manufactured phones and tablets. Mobile gaming is one of the
fastest-growing industries, and compatibility with iOS is now
becoming the norm for game developers. SpriteKit is part of the
native SDK from Apple, and enables developers to make simple entry
into game development without unnecessary overhead and a long
learning process. SpriteKit also provides other functionality that
is useful for games, including basic sound playback support and
physics simulation. In addition, Xcode provides built-in support
for SpriteKit so that you can create complex special effects and
texture atlases directly in Xcode. This combination of framework
and tools makes SpriteKit a good choice for games and other apps
that require similar kinds of animation. Become a master in iOS
game development through this fast and fun guide! In the beginning,
we'll tell you everything you need to plan and design your game.
You'll then start developing your game through step-by-step
instructions using the various built-in technologies of Xcode. From
there on, we discuss how to deploy your game to the iOS App Store,
as well as monetizing it to make more revenue. You will also learn
advanced techniques to improve your game playing experience,
including better multi-tasking, improved performance optimization,
battery management, and more. To end the book off, we'll show you
how to update your game with different features, then port the
update to the App Store. Style and approach This book provides an
easy-to-understand and fun approach to game development, with
step-by-step instructions and detailed explanation of each block of
code. The topics covered range from easy to advanced, so buckle up
for a fast-paced ride!
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