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Unity 3D Game Development by Example Beginner's Guide.

A seat-of-your-pants manual for building fun, groovy little games quickly.

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

MARC

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100 1 |a Creighton, Ryan Henson. 
245 1 0 |a Unity 3D Game Development by Example Beginner's Guide. 
260 |a Birmingham :  |b Packt Pub.,  |c 2010. 
300 |a 1 online resource (742 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
505 0 |a Table of Contents; Unity 3D Game Development by Example; Unity 3D Game Development by Example; Credits; About the Author; About the Reviewers; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Time for action -- heading; What just happened?; Have a go hero -- heading; Reader feedback; Customer support; Errata; Piracy; Questions; 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? 
505 8 |a FusionFallCompletely 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. 
505 8 |a Don't stop there live a little!Summary; Big ambition, tiny games; 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 joy; One percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Have a go hero -- redesign your favorite games; Toy or story; Pop quiz finding that singular piece of joy; Redefining the sky; Summary; Let's begin; 3. Game #1: Ticker Taker; Kick up a new Unity project. 
505 8 |a 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; What just happened that's all there is to it?; 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 ball; Time 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. 
505 8 |a Time for action -- move and rotate the lightHave a go hero -- let there be (additional) 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; Have a go hero -- DIY physic materials; Summary; Following the script; 4. Code Comfort; What is code?; Time for action -- write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me! 
500 |a What just happened? 
520 |a A seat-of-your-pants manual for building fun, groovy little games quickly. 
588 0 |a Print version record. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Video games  |x Programming. 
650 0 |a Three-dimensional display systems. 
650 0 |a Real-time programming. 
650 0 |a Computer graphics. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Affichage tridimensionnel. 
650 6 |a Programmation en temps réel. 
650 6 |a Infographie. 
650 7 |a three-dimensional.  |2 aat 
650 7 |a computer graphics.  |2 aat 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Computer graphics  |2 fast 
650 7 |a Real-time programming  |2 fast 
650 7 |a Three-dimensional display systems  |2 fast 
758 |i has work:  |a Unity 3D game development by example (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCGr77fHr39W4GK6yv8hwT3  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Creighton, Ryan Henson.  |t Unity 3D Game Development by Example Beginner's Guide.  |d Birmingham : Packt Publishing, ©2010  |z 9781849690546 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=951566  |z Texto completo 
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994 |a 92  |b IZTAP