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120118s2011 enka ob 001 0 eng d |
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|a UMI
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|d OCLCQ
|d DEBSZ
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|z 9781849691840
|q (pbk.)
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|z 1849691843
|q (pbk.)
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|a DEBBG
|b BV040902458
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|a DEBSZ
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|a DEBSZ
|b 381385329
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|b 785435646
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|a (OCoLC)773222882
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|a CL0500000121
|b Safari Books Online
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|a QA76.76.C672
|b C74 2011
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|a 794.816693
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|a UAMI
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|a Creighton, Ryan Henson.
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|a Unity 3.x game development by example :
|b beginner's guide : a seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.x /
|c Ryan Henson Creighton.
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|a 2nd ed.
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260 |
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|a Birmingham, UK :
|b Packt Pub.,
|c ©2011.
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300 |
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|a 1 online resource (ix, 389 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Print version record.
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|a Includes bibliographical references and index.
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|a Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; 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; 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
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|a Explore Bootcamp The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Heads up?; Layers and layout drop downs; 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 light bulb; 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
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|a 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 -- Creating the ball; A ball by any other name; Time for action -- Renaming the ball; Origin story; XYZ/RGB; Time for action -- Moving the ball Into the ""sky""; Time for action -- Shrinking the ball; Time for action -- Saving your scene; Time for action -- Adding the paddle; What is a mesh?; Poly wanna crack your game performance?
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|a Keeping yourself in the dark Time for action -- Adding a light; Time for action -- Moving and rotating the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action -- Camera mania; 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 Comfort; What is code?; Time for action -- Writing your first Unity script; A leap of faith; Lick it and stick it
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|a 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 re-appear; 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 -- Creating a new MouseFollow script; A capital idea; Animating with code; Time for action -- Animating the paddle
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|a A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 3.x.
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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|a Video games
|x Programming.
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650 |
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|a Computer graphics.
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650 |
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|a Three-dimensional display systems.
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650 |
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2 |
|a Computer Graphics
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650 |
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6 |
|a Jeux vidéo
|x Programmation.
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650 |
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|a Infographie.
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650 |
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|a Affichage tridimensionnel.
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650 |
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7 |
|a computer graphics.
|2 aat
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650 |
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|a three-dimensional.
|2 aat
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650 |
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7 |
|a Video games
|x Programming
|2 fast
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650 |
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7 |
|a Computer graphics
|2 fast
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650 |
|
7 |
|a Three-dimensional display systems
|2 fast
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776 |
0 |
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|i Print version:
|a Creighton, Ryan Henson.
|t Unity 3.x game development by example.
|b 2nd ed.
|d Birmingham : Packt Pub., ©2011
|z 9781849691840
|w (OCoLC)768789102
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856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781849691840/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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994 |
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|a 92
|b IZTAP
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