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  1. Unity 3D Game Development by Example Beginner's Guide.
    Erschienen: 2010; ©2010.
    Verlag:  Packt Pub, Birmingham [U.K.]

    A seat-of-your-pants manual for building fun, groovy little games quickly. Intro -- Unity 3D Game Development by Example -- Table of Contents -- Unity 3D Game Development by Example -- Credits -- About the Author -- About the Reviewers -- Preface --... mehr

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    A seat-of-your-pants manual for building fun, groovy little games quickly. Intro -- Unity 3D Game Development by Example -- Table of Contents -- Unity 3D Game Development by Example -- Credits -- About the Author -- About the Reviewers -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Have a go hero - heading -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. That's One Fancy Hammer! -- Introducing Unity 3D -- Unity takes over the world -- Browser-based 3D? Welcome to the future -- Time for action - install the Unity Web Player -- Welcome to Unity 3D! -- What can I build with Unity? -- FusionFall -- Completely hammered -- Should we try to build FusionFall? -- Another option -- Off-Road Velociraptor Safari -- Fewer features, more promise -- Maybe we should build Off-Road Velociraptor Safari? -- I bent my Wooglie -- Big Fun Racing -- Diceworks -- Walk before you can run (or double jump) -- There's no such thing as "finished -- Stop! Hammer time -- Explore Demo island -- The wonders of technology! -- The Scene window -- The Game window -- The Hierarchy -- The Project panel -- The Inspector -- Invade Island Demo as a paratrooper -- Layers and layout dropdowns -- Playback controls -- Scene controls -- Don't stop there live a little! -- Summary -- Big ambition, tiny games -- 2. Let's Start with the Sky -- That little lightbulb -- The siren song of 3D -- Features versus content -- A game with no features -- Mechanic versus skin -- Trapped in your own skin -- That singular piece of joy -- One percent inspiration -- Motherload -- Heads up! -- Artillery Live! -- Pong -- The mechanic that launched a thousand games -- Have a go hero - redesign your favorite games -- Toy or story -- Pop quiz finding that singular piece of joy -- Redefining the sky -- Summary -- Let's begin.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849690553; 9781849690546
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: 1st ed.
    Schlagworte: Neurosciences; Psychoanalysis; Computer games; Three-dimensional display systems; Real-time programming; Computer graphics; Computer games ; Programming; Computer graphics; Real-time programming; Three-dimensional display systems; Electronic books; Psychoanalysis; Neurosciences..
    Weitere Schlagworte: Array; Array; Array
    Umfang: 1 online resource (458 pages)
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

    Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; Fewer features, more promise; Maybe we should build Off-Road Velociraptor Safari?; I bent my Wooglie; Big Fun Racing; Diceworks

    Walk before you can run (or double jump)There's no such thing as ""finished""; Stop! Hammer time; Explore Demo island; The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Invade Island Demo as a paratrooper; Layers and layout dropdowns; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little lightbulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin

    That singular piece of joyOne percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Toy or story; Redefining the sky; Summary; Let's begin; Chapter 3:Game #1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - create the ball; A ball by any other name; Time for action - rename the ball; Origin story; XYZ/RGB; Time for action - move the ball into the ""sky""

    Time for action - shrink the ballTime for action - save your Scene; Time for action - add the paddle; What's a Mesh?; Poly wanna crack your game performance?; Keeping yourself in the dark; Time for action - add a light; Time for action - move and rotate the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - test your game; Let's get physical; Time for action - add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - make the ball bouncy; Summary; Following the script

    Chapter 4:Code ComfortWhat is code?; Time for action - write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me!; It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - find the Mesh Renderer component; Time for action - make the ball reappear; Ding!; Time for action - journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - unstick the Script; Gone, but not forgotten; Why code?; Equip your baby bird

    Time for action - create a new MouseFollow Script