Multiplatform game development in C# Joseph Hocking. C CATLIKE ODING Rather than walking learners through a complete game, Catlike Coding offers a grab-bag of useful and interesting topics. The topics aren't even necessarily about game ...
Author: Joseph Hocking
Publisher: Simon and Schuster
Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices
Multiplatform game development in C# Joe Hocking. C.2. Texture-mapping. the. model. 3D models can have 2D images (referred to as textures) displayed on their surface. How exactly the 2D images relate to the 3D surface is straightforward ...
Author: Joe Hocking
Publisher: Simon and Schuster
This hands-on beginners guide gets you building games fast, all with the awesome Unity engine! You’ll speed past the basics and use your existing coding skills to create 2D, 3D, and AR/VR games. In Unity in Action, Third Edition, you will learn how to: Create characters that run, jump, and bump into things Build 3D first-person shooters and third-person action games Construct 2D card games and side-scrolling platformers Script enemies with AI Improve game graphics by importing models and images Design an intuitive user interface for your games Play music and spatially-aware sound effects Connect your games to the internet for online play Deploy your games to desktop, mobile, and the web Thousands of new game developers have chosen Joe Hocking’s Unity in Action as their first step toward Unity mastery. Starting with the initial groundwork of a new game development project, you’ll quickly start writing custom code instead of clicking together premade scripts. This fully updated third edition comes packed with fully refreshed graphics, Unity’s latest features, and coverage of augmented and virtual reality toolkits. You'll master the Unity toolset from the ground up, learning the skills to go from application coder to game developer. Foreword by Jesse Schell. About the technology Writing games is rewarding and fun—and with Unity, it’s easy to get started! Unity handles the heavy lifting, so you can focus on game play, graphics, and user experience. C# support and a huge ecosystem of prebuilt components help even first-time developers go from the drawing board to the screen fast. About the book Unity in Action, Third Edition teaches you to create games with the Unity game platform. It’s many 2D, 3D, and AR/VR game examples give you hands-on experience with Unity’s workflow tools and state-of-the-art rendering engine. This fully updated third edition presents new coverage of Unity’s XR toolkit and shows you how you can start building with virtual and augmented reality. What's inside Create characters that run, jump, and bump into things Script enemies with AI Play music and spatially-aware sound effects Deploy your games to desktop, mobile, and the web About the reader For programmers who know any object-oriented programming language. Examples are in C#. About the author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 FIRST STEPS 1 Getting to know Unity 2 Building a demo that puts you in 3D space 3 Adding enemies and projectiles to the 3D game 4 Developing graphics for your game PART 2 GETTING COMFORTABLE 5 Building a Memory game using Unity’s 2D functionality 6 Creating a basic 2D platformer 7 Putting a GUI onto a game 8 Creating a third-person 3D game: Player movement and animation 9 Adding interactive devices and items within the game PART 3 STRONG FINISH 10 Connecting your game to the internet 11 Playing audio: Sound effects and music 12 Putting the parts together into a complete game 13 Deploying your game to players’ devices
All-in-one, multi-platform game development Sue Blackman. C ... Since the action object represented by the icon will move to the pivot point of the box's action object, it will need to be centered at the point the other objects should ...
Author: Sue Blackman
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
All-in-one, Multi-platform Game Development Sue Blackman. (3 c [:18tatic 1 Tag IUntaqqe __ v. Layer Default . ... You may need to zoom out in the Scene view to see the action more clearly. Variables Until now, most of the changes have ...
Author: Sue Blackman
Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. What you’ll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough How to use the new Mecanim animation Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Table of Contents 01. Introduction to Game Development 02. Unity UI basics 03. Introduction to Scripting 04. Terrain Generation and Environment 05. Exploring Navigation 06. Cursor Control and Interaction 07. Importing Assets 08. Action Objects 09. Managing State 10. Exploring Transitions 11. Physics and Special Effects 12. Message Text and HUD 13. Inventory Logic 14. Managing Inventory 15. Dialogue Trees 16. Mecanim 17. Game Environment 18. Setting up the Game 19. Menus and Levels
Author: José Manuel Ferrández VicentePublish On: 2017-06-10
... J.: Unity in Action: Multiplatform Game Development in C# with Unity 5. ... Lim, C.G., Lee, T.S., Guan, C., Fung, D.S.S., Zhao, Y., Teng, S.S.W., Zhang, H., Krishnan, K.R.R.: A brain-computer interface based attention training ...
Author: José Manuel Ferrández Vicente
The two volumes LNCS 10337 and 10338 constitute the proceedings of the International Work-Conference on the Interplay Between Natural and Artificial Computation, IWINAC 2017, held in Corunna, Spain, in June 2017. The total of 102 full papers was carefully reviewed and selected from 194 submissions during two rounds of reviewing and improvement. The papers are organized in two volumes, one on natural and artificial computation for biomedicine and neuroscience, addressing topics such as theoretical neural computation; models; natural computing in bioinformatics; physiological computing in affective smart environments; emotions; as well as signal processing and machine learning applied to biomedical and neuroscience applications. The second volume deals with biomedical applications, based on natural and artificial computing and addresses topics such as biomedical applications; mobile brain computer interaction; human robot interaction; deep learning; machine learning applied to big data analysis; computational intelligence in data coding and transmission; and applications.
576 c. 5. C# Programming Yellow Book / Rob Miles. – Department of Computer Science University of Hull, 2015 – 322р. 6. Unity in Action: Multiplatform Game Development in C# with Unity 5/ Joseph Hocking.
Publisher: International Science Group
Abstracts of IX International Scientific and Practical Conference
Schoen, D.A. The Reflective Practitioner: How Professionals Think in Action. Basic Books, 1983. Unity3D Multi-platform game engine, http://unity3d.com/unity NHapi .NET Plugin, http://nhapi.codeplex.com 13. Digital Networks and Services ...
Author: R. Cornet
Publisher: IOS Press
Category: HEALTH & FITNESS
The digitization of healthcare has become almost ubiquitous in recent years, spreading from healthcare organizations into the homes and personal appliances of practically every citizen. Thanks to the collective efforts of health professionals, patients and care providers as well as systems developers and researchers, the entire population of Europe is able to participate in and enjoy the benefits of digitized health information. This book presents the proceedings of the 26th Medical Informatics in Europe Conference (MIE2015), held in Madrid, Spain, in May 2015. The conference brings together participants who share their latest achievements in biomedical and health Informatics, including the role of the user in digital healthcare, and provides a forum for discussion of the inherent challenges to design and adequately deploy ICT tools, the assessment of health IT interventions, the training of users and the exploitation of available information and knowledge to further the continuous and ubiquitous availability and interoperability of medical information systems. Contributions address methodologies and applications, success stories and lessons learned as well as an overview of on-going projects and directions for the future. The book will be of interest to all those involved in the development, delivery and consumption of health and care information.
Author: Subhas Chandra MukhopadhyayPublish On: 2018-08-24
Author: Subhas Chandra Mukhopadhyay
Category: Technology & Engineering
This book provides an overview of modern sensing technologies and reflects the remarkable advances that have been made in the field of intelligent and smart sensors, environmental monitoring, health monitoring, and many other sensing and monitoring contexts in today’s world. It addresses a broad range of aspects, from human health monitoring to the monitoring of environmental conditions, from wireless sensor networks and the Internet of Things to structural health monitoring. Given its breadth of scope, the book will benefit researchers, practitioners, technologists and graduate students involved in the monitoring of systems within the human body, functions and activities, healthcare technologies and services, the environment, etc.
Theory, Technologies and Applications (FC 2019) Jason C. Hung, Neil Y. Yen, Jia-Wei Chang ... Unity3D is an integrated game multiplatform developed by Unity Technologies, which allows players to create interactive content conveniently, ...
Author: Jason C. Hung
Publisher: Springer Nature
Category: Technology & Engineering
This book gathers the proceedings of the 9th International Conference on Frontier Computing, held in Kyushu, Japan on July 9–12, 2019, and provides comprehensive coverage of the latest advances and trends in information technology, science and engineering. It addresses a number of broad themes, including communication networks, business intelligence and knowledge management, web intelligence, and related fields that inspire the development of information technology. The respective contributions cover a wide range of topics: database and data mining, networking and communications, web and internet of things, embedded systems, soft computing, social network analysis, security and privacy, optical communication, and ubiquitous/pervasive computing. Many of the papers outline promising future research directions, and the book will benefit students, researchers and professionals alike. Further, it offers a useful reference guide for newcomers to the field.
Author: Alessandro De GloriaPublish On: 2014-10-25
Comparatively, very few cases have explored how game technologies and development software can support accessibility. ... Unlike more complex tools (e.g. Unity ) it targets low-profile and usergenerated games that could be used in ...
Author: Alessandro De Gloria
This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.