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Unity 3D game development by example : beginner's guide /

In Detail Beginner game developers are wonderfully optimistic, passionate, and ambitious. But that ambition is often dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Some of the most popular games in recent memory - Doodle Jump, Paper Toss, and Canabalt,...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Creighton, Ryan Henson
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Pub., ©2010.
Temas:
Acceso en línea:Texto completo
Texto completo
Tabla de Contenidos:
  • 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