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Learning ShiVa3D Game Development /

In Detail Mobile games have been the recent craze and with so many ways to monetize the popularity of these games, it is no wonder that game developers are excited to get into the market. However, the mobile platforms that are available and their popularity constantly change meaning that developers...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Tracy, Wade
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2012.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

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245 1 0 |a Learning ShiVa3D Game Development /  |c Wade Tracy. 
260 |a Birmingham :  |b Packt Pub.,  |c 2012. 
300 |a 1 online resource (1 volume) :  |b illustrations. 
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490 1 |a Community experience distilled 
504 |a Includes bibliographical references and index. 
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520 |a In Detail Mobile games have been the recent craze and with so many ways to monetize the popularity of these games, it is no wonder that game developers are excited to get into the market. However, the mobile platforms that are available and their popularity constantly change meaning that developers have to be able to react quickly to the market. ShiVa3D gives developers the power to quickly develop the game once, but deploy to almost every popular mobile platform, which enables them to have greater distribution and a greater opportunity to sell games. "Learning ShiVa3D Game Development" is a simple, hands-on guide to the key features of the ShiVa3D game engine that will enable you to get up and running with your mobile game ideas. Learning ShiVa3D Game Development will make it possible to easily develop your game once, but publish it to most of the popular mobile platforms. This book specifically targets the key features of ShiVa3D that will enable you to create games quickly. It will take you through designing game components in the editor and provide detailed explanations for every line of scripting used. You'll look at how the modular nature of the editor allows you to do everything from scripting, to complex physics interactions, to special effects with only a few adjustments to pre-configured settings. We will see how to deal with input from the keyboard, mouse, or touchscreen as well as how to add sound effects and music to a game. You will get to actually play your game as you learn to deploy a game to an Android phone. If you are looking for a way to make your game ideas a reality, then this is the book for you. By the end of this book, you would have learnt everything you need to know to create your own mobile game that can then be deployed just about anywhere. Approach This book is a step-by-step, hands-on introduction to the basics of mobile game development with the ShiVa3D game engine. Who this book is for This book assumes no prior mobile game development or ShiVa3D experience, and is therefore suited to the absolute beginner looking to learn about both. Although previous programming experience will be beneficial, it is not necessary. Because game development platforms are so diverse, this book will also serve as a quick introduction for seasoned game developers that are looking to take advantage of the power of ShiVa3D. In either case the book also introduces the reader to resources for further learning. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; System requirements; Downloading ShiVa3D; Installing ShiVa3D; The ShiVa editor; Creating a project; Creating a game; Making a scene; Importing models; Editing the scene; Adding intelligence; Variables; Handlers; Summary; Chapter 2: Editor Fundamentals; The ShiVa3D editor; Program menu; The Modules; The AI Debugger module; AI Model Editor; Ambience Editor; Attributes Editor; Data Explorer; Game Editor; HUD Editor; Log Reporter; PolyTrail Editor. 
505 8 |a Particle EditorScene Viewer; Toolbar; Navigation; Scene Explorer; Script Editor; Adding new materials; Adding sounds; Creating a SoundBank; Adding a SoundBank to the ship; Summary; Chapter 3: Behaviors and Scripting; Lua syntax; Comments; Variables; Functions; Flow control; If statements; The return and the break keywords; The for loop; The while loop; The repeat loop; Operators; ShiVa3D Application Programming Interface; Scripting in use; Handling user input; Creating the ship AI; Camera AI; Filling in the scene; The tunnel; Summary; Chapter 4: Physics and the Environment; Sensors. 
505 8 |a Dynamic objectsCollider objects; The physical setup; Configuring the ship sensors; Configuring the ship dynamics; Using sensors to spawn asteroids; Loading the asteroids; Spawning the asteroids; Setting the triggers; Configuring the tunnel and rocks; Summary; Chapter 5: Lighting and Special Effects; Lighting; Dynamic lighting; Static lighting; Lightmaps; Particle effects; Engine exhaust; Attaching the particle effects; Explosions; Triggering the explosions; Polytrails; Ambient settings; Summary; Chapter 6: Menus and Overlays; Game states; The HUD Editor window; Components; Adding menus. 
505 8 |a Game background sceneGame introduction menu; Pause menu; Game overlays; Game over; Summary; Chapter 7: Deploying to a Device; Mobile device considerations; ShiVa Authoring Tool; Installation; Installing the tools; Android installation; Android SDK; Android NDK; Cygwin; Ant; Java SE Development Kit; Eclipse; Configuring the project; Configuring the Android; Configuring Authoring Tool; Deploying the game; Signing; Summary; Appendix A: Editor Hotkeys; Application; Changing desktops; When a game is loaded; Scene Viewer; Script Editor; Search; Build; Appendix B: Additional Resources; Design. 
505 8 |a BlenderGeneral 3D; General assets; Models; Textures; Sound; Tools; Independent game developer sites; Index. 
546 |a English. 
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830 0 |a Community experience distilled. 
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