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EBSCO_ocn922580703 |
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OCoLC |
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20231017213018.0 |
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150930s2015 enka o 001 0 eng d |
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|a UMI
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|a 018007120
|2 Uk
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|a 919856943
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|z (OCoLC)919856943
|z (OCoLC)919873358
|z (OCoLC)961694171
|z (OCoLC)1259101075
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|a CL0500000653
|b Safari Books Online
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|a QA76.76.C672
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072 |
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|a COM
|x 012040
|2 bisacsh
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082 |
0 |
4 |
|a 794.81526
|2 23
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049 |
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|a UAMI
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100 |
1 |
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|a Marcoux, Richard Gerard,
|c III,
|e author.
|
245 |
1 |
0 |
|a Cryengine game development blueprints :
|b perfect the art of creating Cryengine games through exciting, hands-on game development projects /
|c Richard Gerard Marcoux III, Chris Goodswen, Riham Toulan, Sam Howels.
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264 |
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1 |
|a Birmingham :
|b Packt Publishing,
|c 2015.
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300 |
|
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|a 1 online resource :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
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|a online resource
|b cr
|2 rdacarrier
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490 |
1 |
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|a Community experience distilled
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588 |
0 |
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|a Online resource; title from PDF title page (EBSCO, viewed May 3, 2016).
|
500 |
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|a Includes index.
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505 |
0 |
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|a Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started; Downloading the starter-kit; Installing the starter-kit; Part 1; Part 2; Important classes within the starter-kit; Compiling our game; Summary; Chapter 2: Creating a Playable Character; Implementing player lives; Part 1 -- the player code; Part 2 -- the GameRules code; The big picture; Implementing player movement and rotation; The big picture; Making a camera follow the player; The big picture; Summary; Chapter 3: Implementing Weapons and Ammo
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505 |
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|a Creating a weapon classCreating the IWeapon interface; Creating the AWeapon abstract base class; Creating the CBlaster weapon class; Creating an ammo class; Creating the IAmmo class; Creating the AAmmo abstract class; Creating the CFireBallAmmo class; Creating ammo events; Summary; Chapter 4: Creating an Enemy AI; Registering a new AI class; Detect the player and prevent mobility; Shooting the player; Extending the AI; Summary; Chapter 5: Creating User Interfaces; Creating the Flash UI content for our menus; Creating the main menu; Creating the end game menu; Creating UI elements
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505 |
8 |
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|a Implementing a game menu system in C++Summary; Chapter 6: Modeling Workflow for Game Characters and Tools; Getting started; Installing the CRYENGINE SDK; Installing CryTools; An overview of the modeling workflow; Blockout; Highpoly modeling; Lowpoly modeling; UV mapping; Texturing and materials; Summary; Chapter 7: Highpoly Modeling; Blockout; Highpoly; Using DynaMesh; Highpoly sculpting techniques; Sculpting out the forms; Adding the forms; Adding more detail; Adding fine details; The hair system; Exporting the highpoly mesh; Summary; Chapter 8: Lowpoly Modeling; Creating the lowpoly model
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505 |
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|a ToolsGetting started; Topology and edgeflow; Good and bad topology; Building the lowpoly; Creating UVs; Adding the eyes; Naming and organizing a Maya scene ; Naming; Layers; Lods; Creating Lods; Summary; Chapter 9: Texturing and Materials; Baking; Baking the fur and alphas; Efficient psd setup; Using masks; Basics of PBR texturing; Exporting maps; Exporting a mesh and materials into CRYENGINE; Importing the mesh by using CRYENGINE Material Editor; File check and handover; Summary; Chapter 10: Building the Character Rig; Getting started; Scene settings in Maya
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505 |
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|a Authoring the deformation skeleton in MayaThe deformation skeleton rules; Building the rig; Setting up the hitboxes; Creating the phys proxies for the character; Building the character's animation rig; Creating the animation skeleton; Creating the controllers; Rigging the arm; Rigging the spine; Rigging the leg; Rigging the tail; Enhancing the deformations; Finalizing the rig; Summary; Chapter 11: Exporting the Character to CRYENGINE; Getting started; Art asset file types; The Crytek Geometry Format; The Character format; The Skinned Render mesh; The Crytek Geometry Animation
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
|
0 |
|a Computer games
|x Development.
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650 |
|
0 |
|a Video games
|x Design.
|
650 |
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6 |
|a Jeux d'ordinateur
|x Conception.
|
650 |
|
7 |
|a COMPUTERS
|x Programming
|x Games.
|2 bisacsh
|
650 |
|
7 |
|a Computer games
|x Design.
|2 fast
|0 (OCoLC)fst00872112
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700 |
1 |
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|a Goodswen, Chris.
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700 |
1 |
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|a Toulan, Riham.
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700 |
1 |
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|a Howels, Sam.
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776 |
0 |
8 |
|i Erscheint auch als:
|n Druck-Ausgabe
|t Richard Gerard Marcoux III, Chris Goodswen, Riham Toulan, Sam Howels. CRYENGINE Game Development Blueprints
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830 |
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0 |
|a Community experience distilled.
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856 |
4 |
0 |
|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1058310
|z Texto completo
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938 |
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|a Askews and Holts Library Services
|b ASKH
|n AH29178426
|
938 |
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|a EBL - Ebook Library
|b EBLB
|n EBL4191321
|
938 |
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|a EBSCOhost
|b EBSC
|n 1058310
|
938 |
|
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis32507966
|
938 |
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|a YBP Library Services
|b YANK
|n 12592639
|
994 |
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|a 92
|b IZTAP
|