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This second edition of C# Game Programming Cookbook for Unity 3D
expounds upon the first with more details and techniques. With a
fresh array of chapters, updated C# code and examples, Jeff W.
Murray's book will help the reader understand structured game
development in Unity unlike ever before. New to this edition is a
step-by-step tutorial for building a 2D infinite runner game from
the framework and scripts included in the book. The book contains a
flexible and reusable framework in C# suitable for all game types.
From game state handling to audio mixers to asynchronous scene
loading, the focus of this book is building a reusable structure to
take care of many of the most used systems. Improve your game's
sound in a dedicated audio chapter covering topics such as audio
mixers, fading, and audio ducking effects, or dissect a fully
featured racing game with car physics, lap counting, artificial
intelligence steering behaviors, and game management. Use this book
to guide your way through all the required code and framework to
build a multi-level arena blaster game. Features Focuses on
programming, structure, and an industry-level, C#-based framework
Extensive breakdowns of all the important classes Example projects
illustrate and break down common and important Unity C# programming
concepts, such as coroutines, singletons, static variables,
inheritance, and scriptable objects. Three fully playable example
games with source code: a 2D infinite runner, an arena blaster, and
an isometric racing game The script library includes a base Game
Manager, timed and proximity spawning, save profile manager,
weapons control, artificial intelligence controllers (path
following, target chasing and line-of-sight patrolling behaviors),
user interface Canvas management and fading, car physics
controllers, and more. Code and screenshots have been updated with
the latest versions of Unity. These updates will help illustrate
how to create 2D games and 3D games based on the most up-to-date
methods and techniques. Experienced C# programmers will discover
ways to structure Unity projects for reusability and scalability.
The concepts offered within the book are instrumental to mastering
C# and Unity. In his game career spanning more than 20 years, Jeff
W. Murray has worked with some of the world's largest brands as a
Game Designer, Programmer, and Director. A Unity user for over 14
years, he now works as a consultant and freelancer between
developing his own VR games and experiments with Unity.
Building Virtual Reality with Unity and Steam VR takes a hands-on
approach to getting up and running with virtual reality using the
Unity game engine. By utilizing the free SteamVR 2.x libraries,
this book and its example code are compatible with the main virtual
reality (VR) head-mounted displays currently available. This book
also looks at some of the main issues surrounding virtual reality,
such as motion sickness and performance issues, providing practical
ways to reduce their impact to make better VR experiences. Key
Features: Discusses some of the key issues facing virtual reality
and provides helpful tips for making better VR experiences
Practical examples geared to work with any headset compatible with
SteamVR, including Oculus Rift, HTC Vive, and Valve Index Uses the
SteamVR Interaction system for interactions such as picking up and
throwing objects, operating user interfaces and capturing input
events for your own scripts Explore advanced spatialized audio with
Steam Audio. Discover how to build user interfaces for virtual
reality, as well as discussing some best practices for VR-based
user interface design Written by a games industry veteran with a
proven track record, having worked for IBM Research in educational
VR research projects and having made and launched VR experiences.
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