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Books > Computing & IT > Computer software packages > Computer games
Over 100 recipes exploring the new and exciting features of Unity 5
to spice up your Unity skillset About This Book * Built on the
solid foundation of the popular Unity 4.x Cookbook, the recipes in
this edition have been completely updated for Unity 5 * Features
recipes for both 2D and 3D games * Provides you with techniques for
the new features of Unity 5, including the new UI system, 2D game
development, new Standard Shaders, and the new Audio Mixer Who This
Book Is For From beginners to advanced users, from artists to
coders, this book is for you and everyone in your team! Programmers
can explore multimedia features, and multimedia developers can try
their hand at scripting. Basic knowledge and understanding of the
Unity platform, game design principles, and programming knowledge
in C# is essential. What You Will Learn * Immerse players with
great audio, utilizing Unity 5's audio features including the new
Audio Mixer, ambient sound with Reverb Zones, dynamic soundtracks
with Snapshots, and balanced audio via Ducking * Create better
materials with Unity's new, physically-based, Standard Shader *
Measure and control time, including pausing the game, displaying
clocks and countdown timers, and even implementing "bullet time"
effects * Improve ambiance through the use of lights and effects
such as reflection and light probes * Create stylish user
interfaces with the new UI system, including power-bars, clock
displays, and an extensible inventory system * Save and load text
and media assets from local or remote sources, publish your game
via Unity Cloud, and communicate with websites and their databases
to create online scoreboards * Discover advanced techniques,
including the publisher-subscriber and state patterns, performance
bottleneck identification, and methods to maximize game performance
and frame rates * Control 2D and 3D character movement, and use
NavMeshAgents to write NPC and enemy behaviors such as seek, flee,
flock, and waypoint path following In Detail Unity 5 is a flexible
and intuitive multiplatform game engine that is becoming the
industry's de facto standard. Learn to craft your own 2D and 3D
computer games by working through core concepts such as animation,
audio, shaders, GUI, lights, cameras, and scripting to create your
own games with Unity 5. Completely re-written to cover the new
features of Unity 5, this book is a great resource for all Unity
game developers, from those who have recently started using Unity
right up to Unity professionals. The first half of the book focuses
on core concepts of 2D game design while the second half focuses on
developing 3D game development skills. In the first half, you will
discover the new GUI system, the new Audio Mixer, external files,
and animating 2D characters in 2D game development. As you progress
further, you will familiarize yourself with the new Standard
Shaders, the Mecanim system, Cameras, and the new Lighting features
to hone your skills towards building 3D games to perfection.
Finally, you will learn non-player character control and explore
Unity 5's extra features to enhance your 3D game development
skills. Style and approach Each chapter first introduces the topic
area and explains how the techniques covered can enhance your
games. Every recipe provides step-by-step instructions, followed by
an explanation of how it all works, and useful additional
refinements or alternative approaches. Every required resource and
C# script (fully commented) is available to download, enabling you
to follow each recipe yourself.
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.
Gain practical knowledge of mathematical and physics concepts in
order to design and develop an awesome game world using Unreal
Engine 4 About This Book * Use the Physics Asset Tool within Unreal
Engine 4 to develop game physics objects for your game world *
Explore the Collision mechanics within Unreal Engine 4 to create
advanced, real-world physics * A step-by-step guide to implementing
the Physics concepts involved in Unreal Engine 4 to create a
working Vehicle Blueprint Who This Book Is For This book is
intended for beginner to intermediate users of Epic Games' Unreal
Engine 4 who want to learn more about how to implement physics
within their game-world. No matter what your knowledge base of
Unreal Engine 4 is, this book contains valuable information on
blueprint scripting, collision generation, materials, and the
Physical Asset Tool (PhAT) for all users to create better games.
What You Will Learn * Get to know basic to intermediate topics in
mathematics and physics * Create assets using the Physics Asset
Tool (PhAT) in Unreal Engine 4 * Develop Collision Hulls, which are
necessary to take advantage of Unreal Engine 4's physics and
collision events * Use constraints to create advanced physics-based
assets for your game-world * Working knowledge of physics bodies,
physics damping, and friction within Unreal Engine 4 * Develop
physical materials to recreate real-world friction for substances
such as glass and ice * Create a working vehicle blueprint from
scratch using assets provided by Unreal Engine 4 * Gain knowledge
about implementing advanced physics in Unreal Engine 4 using C++
programming In Detail Unreal Engine 4 is one of the leading game
development tools used by both AAA and independent developers alike
to create breathe-taking games. One of the key features of this
tool is the use of Physics to create a believable game-world for
players to explore. This book gives readers practical insight into
the mathematical and physics principles necessary to properly
implement physics within Unreal Engine 4. Discover how to
manipulate physics within Unreal Engine 4 by learning basic
real-world mathematical and physics concepts that assist in the
implementation of physics-based objects in your game world. Then,
you'll be introduced to PhAT (Physics Asset Tool) within Unreal
Engine 4 to learn more about developing game physics objects for
your game world. Next, dive into Unreal Engine 4's collision
generation, physical materials, blueprints, constraints, and more
to get hands-on experience with the tools provided by Epic to
create real-world physics in Unreal Engine 4. Lastly, you will
create a working Vehicle Blueprint that uses all the concepts
covered in this book, as well as covering advanced physics-based
topics. Style and approach An easy-to-follow reference text filled
with working examples of physics within Unreal Engine 4. Each topic
is broken down to easily explain how to implement physics and
physical objects in your game-world using the tools provided by
Epic Games Unreal Engine 4.
A pragmatic guide for developing your own games with Python About
This Book * Strengthen your fundamentals of game programming with
Python language * Seven hands-on games to create 2D and 3D games
rapidly from scratch * Illustrative guide to explore the different
GUI libraries for building your games Who This Book Is For If you
have ever wanted to create casual games in Python and you would
like to explore various GUI technologies that this language offers,
this is the book for you. This title is intended for beginners to
Python with little or no knowledge of game development, and it
covers step by step how to build seven different games, from the
well-known Space Invaders to a classical 3D platformer. What You
Will Learn * Take advantage of Python's clean syntax to build games
quickly * Discover distinct frameworks for developing graphical
applications * Implement non-player characters (NPCs) with
autonomous and seemingly intelligent behaviors * Design and code
some popular games like Pong and tower defense * Compose maps and
levels for your sprite-based games in an easy manner * Modularize
and apply object-oriented principles during the design of your
games * Exploit libraries like Chimpunk2D, cocos2d, and Tkinter *
Create natural user interfaces (NUIs), using a camera and computer
vision algorithms to interpret the player's real-world actions In
Detail With a growing interest in learning to program, game
development is an appealing topic for getting started with coding.
From geometry to basic Artificial Intelligence algorithms, there
are plenty of concepts that can be applied in almost every game.
Python is a widely used general-purpose, high-level programming
language. It provides constructs intended to enable clear programs
on both a small and large scale. It is the third most popular
language whose grammatical syntax is not predominantly based on C.
Python is also very easy to code and is also highly flexible, which
is exactly what is required for game development. The
user-friendliness of this language allows beginners to code games
without too much effort or training. Python also works with very
little code and in most cases uses the "use cases" approach,
reserving lengthy explicit coding for outliers and exceptions,
making game development an achievable feat. Python Game Programming
by Example enables readers to develop cool and popular games in
Python without having in-depth programming knowledge of Python. The
book includes seven hands-on projects developed with several
well-known Python packages, as well as a comprehensive explanation
about the theory and design of each game. It will teach readers
about the techniques of game design and coding of some popular
games like Pong and tower defense. Thereafter, it will allow
readers to add levels of complexities to make the games more fun
and realistic using 3D. At the end of the book, you will have added
several GUI libraries like Chimpunk2D, cocos2d, and Tkinter in your
tool belt, as well as a handful of recipes and algorithms for
developing games with Python. Style and approach This book is an
example-based guide that will teach you to build games using
Python. This book follows a step-by-step approach as it is aimed at
beginners who would like to get started with basic game
development. By the end of this book you will be competent game
developers with good knowledge of programming in Python.
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.
Put Unity to use for your video games by creating your own custom
tools with editor scripting About This Book * Acquire a good
understanding of extending Unity's editor capabilities for a
platformer game by using Gizmos, custom inspectors, editor windows,
scriptable objects, and more * Learn to configure and get control
over your asset import pipeline using asset preprocessors * A
step-by-step, comprehensible guide to creating and customizing a
build pipeline that fits the necessities of your video game
development team Who This Book Is For This book is for anyone who
has a basic knowledge of Unity programming using C# and wants to
learn how to extend and create custom tools using Unity editor
scripting to improve the development workflow and make video game
development easier. What You Will Learn * Use Gizmos to create
visual aids for debugging * Extend the editor capabilities using
custom inspectors, property and decorator drawers, editor windows,
and handles * Save your video game data in a persistent way using
scriptable objects * Improve the look and feel of your custom tools
using GUIStyles and GUISkins * Configure and control the asset
import pipeline * Improve the build creation pipeline * Distribute
the custom tools in your team or publish them in the Asset Store In
Detail One of Unity's most powerful features is the extensible
editor it has. With editor scripting, it is possible to extend or
create functionalities to make video game development easier. For a
Unity developer, this is an important topic to know and understand
because adapting Unity editor scripting to video games saves a
great deal of time and resources. This book is designed to cover
all the basic concepts of Unity editor scripting using a functional
platformer video game that requires workflow improvement. You will
commence with the basics of editor scripting, exploring its
implementation with the help of an example project, a level editor,
before moving on to the usage of visual cues for debugging with
Gizmos in the scene view. Next, you will learn how to create custom
inspectors and editor windows and implement custom GUI.
Furthermore, you will discover how to change the look and feel of
the editor using editor GUIStyles and editor GUISkins. You will
then explore the usage of editor scripting in order to improve the
development pipeline of a video game in Unity by designing ad hoc
editor tools, customizing the way the editor imports assets, and
getting control over the build creation process. Step by step, you
will use and learn all the key concepts while creating and
developing a pipeline for a simple platform video game. As a bonus,
the final chapter will help you to understand how to share content
in the Asset Store that shows the creation of custom tools as a
possible new business. By the end of the book, you will easily be
able to extend all the concepts to other projects. Style and
approach This book uses a step-by-step approach that will help you
finish with a level editor tool, a custom configuration for the
asset import pipeline, and a build pipeline totally adjusted to the
video game.
Learn how to create your very own game using the libGDX
cross-platform framework About This Book * Learn the core features
of libGDX to develop your own exciting games * Explore game
development concepts through example projects * Target games for
major app stores quickly and easily with libGDX's cross-platform
functionality Who This Book Is For This book is intended for those
who wish to learn the concepts of game development using libGDX. An
understanding of Java and other programming languages would
definitely be helpful, although it is not a must. What You Will
Learn * Create and configure a libGDX project to get started with
making games * Get to grips with a simple game loop that will drive
your games * Manage game assets to reduce code duplication and
speed up development * Pack game assets together into single assets
to increase your game's performance * Display textures on the
screen and manipulate them with play input * Play various types of
sounds that a game can generate * Design and modify a game user
interface with libGDX's built-in tools * Develop a game that will
run across various platforms In Detail LibGDX is a cross-platform
game development framework in Java that makes game programming
easier and fun to do. It currently supports Windows, Linux, Mac OS
X, Android, and HTML5. With a vast feature set on offer, there
isn't a game that can't be made using libGDX. It allows you to
write your code once and deploy it to multiple platforms without
modification. With cross-platform delivery at its heart, a game can
be made to target the major markets quickly and cost effectively.
This book starts with a simple game through which the game update
cycle is explained, including loading textures onto your screen,
moving them around, and responding to input. From there you'll move
on to more advanced concepts such as creating a formal game
structure with a menu screen, adding a game screen and loading
screen, sprite sheets, and animations. You'll explore how to
introduce a font to optimize text, and with the help of a game that
you'll create, you'll familiarise yourself with the 2D tile map API
to create worlds that scroll as the characters move. In the final
sample game of the book, you'll implement a basic version of an
Angry Birds clone, which will allow you to use the physic library
box2D that libGDX provides access to. An overview of exporting
games to different platforms is then provided. Finally, you will
discover how to integrate third-party services into games and take
a sneak peak at the Social Media API to get a basic understanding
of how it fits into the libGDX ecosystem. Style and approach With
this book you'll learn game development with libGDX through example
game projects. You'll finish the book with a thorough understanding
of libGDX game development, along with completed games that you'll
have built yourself.
About This Book Explore the powerful features of Cocos2d-x and use
them to your advantage Tackle commonly faced problems while
creating popular 2D games A step-by-step guide to help you
understand and develop some of the most popular games of the
industry such as Angry Bird Who This Book Is For If you are a
proficient Cocos2d game developer who wants to enhance his or her
game development skill set using Cocos2d-x to build different types
of games, this book is for you. What You Will Learn Take advantage
of the open source nature of Cocos2d-x by extending the engine to
customize and add your own features to it Design games with
level-based and time-based difficulty progression, which are very
addictive and keeps users engaged Maximize user interaction by
implementing intuitive gestures and tilt controls Implement
advanced physics engine features such as PreSolve and PostSolve
events Add realism to your game by using a touch event, and use it
to control a game Implement circle-to-circle collision detection in
your games Build the same project on multiple platforms, such as
Android and Windows, effortlessly In DetailPacked with
comprehensive projects, this book takes a detailed look at a few of
the industry's most popular games. This book will show you how to
use Cocos2d-x to build games using its core components. You will
learn how to incorporate game physics, and import custom models and
animations. Next, you will see how to include effects such as
particles and sounds. With a brief introduction to the upcoming
HTML5 platform using Cocos2d-html5, the book goes on to tackle the
many different concepts that comprise game development today. You
will learn how to build worlds with meshes, a terrain, user
interaction, physics, and more. You will start by developing a
puzzle game, and then progress on to games that are increasingly
complex. Along the way, you'll learn how to build gaming favorites
similar to games such as Flappy Bird, Tilt to Live, Jumpy Clown,
Angry Birds, and Tower Defense.
In Mondo Nano Colin Milburn takes his readers on a playful
expedition through the emerging landscape of nanotechnology,
offering a light-hearted yet critical account of our high-tech
world of fun and games. This expedition ventures into discussions
of the first nanocars, the popular video games Second Life, Crysis,
and BioShock, international nanosoccer tournaments, and utopian
nano cities. Along the way, Milburn shows how the methods,
dispositions, and goals of nanotechnology research converge with
video game culture. With an emphasis on play, scientists and gamers
alike are building a new world atom by atom, transforming
scientific speculations and video game fantasies into reality.
Milburn suggests that the closing of the gap between bits and atoms
entices scientists, geeks, and gamers to dream of a completely
programmable future. Welcome to the wild world of Mondo Nano.
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