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Books > Computing & IT > Computer software packages > Computer games
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.
Design accessible and creative games across genres, platforms, and
development realities Key Features Implement the skills and
techniques required to work in a professional studio Ace the core
principles and processes of level design, world building, and
storytelling Design interactive characters that animate the gaming
world Book DescriptionIf you are looking for an up-to-date and
highly applicable guide to game design, then you have come to the
right place! Immerse yourself in the fundamentals of game design
with this book, written by two highly experienced industry
professionals to share their profound insights as well as give
valuable advice on creating games across genres and development
platforms. Practical Game Design covers the basics of game design
one piece at a time. Starting with learning how to conceptualize a
game idea and present it to the development team, you will
gradually move on to devising a design plan for the whole project
and adapting solutions from other games. You will also discover how
to produce original game mechanics without relying on existing
reference material, and test and eliminate anticipated design
risks. You will then design elements that compose the playtime of a
game, followed by making game mechanics, content, and interface
accessible to all players. You will also find out how to
simultaneously ensure that the gameplay mechanics and content are
working as intended. As the book reaches its final chapters, you
will learn to wrap up a game ahead of its release date, work
through the different challenges of designing free-to-play games,
and understand how to significantly improve their quality through
iteration, polishing and playtesting. What you will learn Define
the scope and structure of a game project Conceptualize a game idea
and present it to others Design gameplay systems and communicate
them clearly and thoroughly Build and validate engaging game
mechanics Design successful business models and prepare your games
for live operations Master the principles behind level design,
worldbuilding and storytelling Improve the quality of a game by
playtesting and polishing it Who this book is forWhether you are a
student eager to design a game or a junior game designer looking
for your first role as a professional, this book will help you with
the fundamentals of game design. By focusing on best practices and
a pragmatic approach, Practical Game Design provides insights into
the arts and crafts from two senior game designers that will
interest more seasoned professionals in the game industry.
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.
It was over a decade ago that experimental psychologists and
media-effects researchers declared the debate on the effects of
violent video gaming as "essentially over," referring to the way
violence in videogames increases aggressive thoughts, feelings and
behaviors in players. Despite the decisive tone of this statement,
neither the presence nor popularity of digital games has since
diminished, with games continuing to attract new generations of
players to experience its technological advancements in the
narration of violence and its techniques of depiction. Drawing on
new insights achieved from research located at an intersection
between humanities, social and computer sciences, Gareth Schott's
addition to the Approaches in Digital Game Studies series
interrogates the nature and meaning of the "violence" encountered
and experienced by game players. In focusing on the various ways
"violence" is mediated by both the rule system and the semiotic
layer of games, the aim is to draw out the distinctiveness of
games' exploitation of violence or violent themes. An important if
not canonical text in the debates about video games and violence,
Violent Games constitutes an essential book for those wishing to
make sense of the experience offered by games as technological,
aesthetic, and communicational phenomena in the context of issues
of media regulation and the classification of game content "as"
violence.
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.
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