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  1. Unity game development essentials
    Autor*in: Goldstone, Will
    Erschienen: 2009
    Verlag:  Packt Pub., Birmingham, England

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 184719818X; 1847198198; 9781847198181; 9781847198198
    Schriftenreihe: From technologies to solutions
    Schlagworte: COMPUTERS / Computer Graphics; Computerspiel; Dreidimensionale Computergraphik; Programmierung; Computer graphics; Computer games; Three-dimensional display systems; Real-time programming; Computerspiel; Dreidimensionale Computergrafik; Programmierung
    Umfang: 1 Online-Ressource (vii, 298 p.)
    Bemerkung(en):

    Includes index

  2. Unity 3D game development by example
    beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly
    Erschienen: 2010
    Verlag:  Packt Pub., Birmingham [U.K.]

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849690546; 9781849690553
    Schlagworte: Computer games; Three-dimensional display systems; Real-time programming; Computer graphics; Computerspiel; Programmierung
    Umfang: ix, 364 p.
    Bemerkung(en):

    Includes bibliographical references and index

  3. 3D game engine architecture
    engineering real-time applications with Wild Magic
    Erschienen: ©2005
    Verlag:  Morgan Kaufman Publishers, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1417577371; 9781417577378; 9780122290640; 012229064X; 1592782639; 9781592782635
    Schriftenreihe: Morgan Kaufmann series in interactive 3D technology
    Schlagworte: Computer games / Programming; Computer graphics; Three-dimensional display systems; Real-time programming; GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Three-dimensional display systems; Real-time programming; Computer games / Programming; Computer graphics; Real-time programming; Three-dimensional display systems; Computação gráfica; Tempo-real; Terceira dimensão; Jogos de computador; Computer games; Computer graphics; Three-dimensional display systems; Real-time programming; Echtzeitbildverarbeitung; Computerspiel; Dreidimensionale Computergrafik; Programmierung
    Umfang: xv, 736 pages
    Bemerkung(en):

    Includes bibliographical references and index

    Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community. *CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X. *A comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required. *Emphasizes the application of software engineering principles and describes the architecture of large libraries

  4. Unity 3D game development by example
    beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly
    Erschienen: 2010
    Verlag:  Packt Pub., Birmingham [U.K.]

    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849690546; 9781849690553
    Schlagworte: Computer games; Three-dimensional display systems; Real-time programming; Computer graphics; Programmierung; Computerspiel
    Umfang: ix, 364 p.
    Bemerkung(en):

    Includes bibliographical references and index

  5. Unity game development essentials
    Erschienen: 2009
    Verlag:  Packt Pub, Birmingham, England

    In Detail Game engines ar ... mehr

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    In Detail Game engines ar ...

     

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  6. 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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    Hinweise zum Inhalt
    Volltext (lizenzpflichtig)
    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