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Advanced Unity Game Development: Build Professional Games with Unity, C#, and Visual Studio

ISBN-13: 9781484278505 / Angielski / Miękka / 2021 / 376 str.

Victor G Brusca
Advanced Unity Game Development: Build Professional Games with Unity, C#, and Visual Studio Brusca, Victor G. 9781484278505 APress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Advanced Unity Game Development: Build Professional Games with Unity, C#, and Visual Studio

ISBN-13: 9781484278505 / Angielski / Miękka / 2021 / 376 str.

Victor G Brusca
cena 262,25
(netto: 249,76 VAT:  5%)

Najniższa cena z 30 dni: 250,57
Termin realizacji zamówienia:
ok. 22 dni roboczych
Bez gwarancji dostawy przed świętami

Darmowa dostawa!

Intermediate to Pro level readers

Kategorie:
Informatyka, Bazy danych
Kategorie BISAC:
Computers > Programming - Games
Wydawca:
APress
Język:
Angielski
ISBN-13:
9781484278505
Rok wydania:
2021
Ilość stron:
376
Waga:
0.64 kg
Wymiary:
25.4 x 17.78 x 1.98
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

Chapter 1:  Introduction and Getting Started
Sub-Topics:
Setting Up Your Environment
Playing Hover Racers/Getting Ready
Chapter Conclusion

Chapter 2:  Game Specifications
Sub-Topics:
Model: Car, Track, Sensor
Model: Car, Boost, Jump, Bounce Modifiers
Chapter Conclusion

Chapter 3: Base Class
Sub-Topics:
Class Review Template
Class Review: BaseScript
Static/Constants/Read-Only Class Members: BaseScript
Class Fields: BaseScript
Pertinent Method Outline/Class Header: BaseScript
Support Method Details: BaseScript
MainMethod Details: BaseScript
Demonstration: BaseScript
Chapter Conclusion

Chapter 4: Interaction Classes
Sub-Topics:
Class Review: BounceScript
Class Fields: BounceScript
Pertinent Method Outline/Class Headers: BounceScript
Support Method Details: BounceScript
Demonstration: BounceScript
Class Review: Road Script
Class Fields: RoadScript
Pertinent Method Outline/Class Headers: RoadScript
Support Method Details: RoadScript
Main Method Details: RoadScript
Demonstration: RoadScript
Class Review: WaypointCheck
Class Fields: WaypointCheck
Pertinent Method Outline/Class Headers: WaypointCheck
Support Method Details: WaypointCheck
Main Method Details: WaypointCheck
Demonstration: WaypointCheck
Class Review: TrackHelpScript
Pertinent Method Outline/Class Headers: TrackHelpScript
Support Method Details: TrackHelpScript
Main Method Details: TrackHelpScript
Demonstration: TrackHelpScript
Chapter Conclusion

Chapter 5: Advanced Interaction Classes
Sub-Topics:
Class Review: CollideScript
Static/Constants/Read-Only Class Members: CollideScript
Class Fields: CollideScript
Pertinent Method Outline/Class Headers: CollideScript
Support Method Details: CollideScript
Main Method Details: CollideScript
Demonstration: CollideScript
Class Review: CarSensorScript
Static/Constants/Read-Only Class Members: CarSensorScript
Class Fields: CarSensorScript
Pertinent Method Outline/Class Headers: CarSensorScript
Support Method Details: CarSensorScript
Main Method Details: CarSensorScript
Demonstration: CarSensorScript
Chapter Conclusion

Chapter 6: Helper Classes
Sub-Topics:
Class Review: DestroyScript
Class Review: WaterResetScript
Pertinent Method Outline/Class Headers: WaterResetScript
Support Method Details: WaterResetScript
Main Method Details: WaterResetScript
Demonstration: WaterResetScript
Class Review: EngineWhineScript
Static/Constants/Read-Only Class Members: EngineWhineScript
Class Fields: EngineWhineScript
Pertinent Method Outline/Class Headers: EngineWhineScript
Main Method Details: EngineWhineScript
Demonstration: EngineWhineScript
Class Review: LapTime
Class Review: LapTimeManager
Static/Constants/Read-Only Class Members: LapTimeManager
Class Fields: LapTimeManager
Pertinent Method Outline/Class Headers: LapTimeManager
Support Method Details: LapTimeManager
Main Method Details: LapTimeManager
Demonstration: LapTimeManager
Class Review: PopupMsgTracker
Demonstration: PopupMsgTracker
Class Review: Utilities
Static Class Members: Utilities
Demonstration: Utilities
Class Review: CameraFollowXz
Static/Constants/Read-Only Class Members: CameraFollowXz
Class Fields: CameraFollowXz
Pertinent Method Outline/Class Headers: CameraFollowXz
Main Method Details: CameraFollowXz
Demonstration: CameraFollowXz
Class Review: WaypointCompare
Demonstration: WaypointCompare
Chapter Conclusion

Chapter 7: Input Classes
Sub-Topics:
Class Review: CharacterMotorMovement
Class Review: CharacterMotorJumping
Class Review: CharacterMotorSliding
Class Review: CharacterMotor
Class Fields: CharacterMotor
Pertinent Method Outline/Class Headers: CharacterMotor
Support Method Details: CharacterMotor
Main Method Details: CharacterMotor
Demonstration: CharacterMotor
Class Review: FPSInputController
Class Fields: FPSInputController
Pertinent Method Outline/Class Headers: FPSInputController
Main Methods Details: FPSInputController
Demonstration: FPSInputController
Class Review: MouseLookNew
Enumerations: MouseLookNew
Class Fields: MouseLookNew
Pertinent Method Outline/Class Headers: MouseLookNew
Main Method Details: MouseLookNew
Demonstration: MouseLookNew
Class Review: GameState (Touch Input Snippet Only)
Chapter Conclusion

Chapter 8: Menu System Classes
Sub-Topics:
Class Review: BasePromptScript
Class Fields: BasePromptScript
Pertinent Method Outline/Class Headers: BasePromptScript
Support Method Details: BasePromptScript
Main Method Details: BasePromptScript
Demonstration: BasePromptScript
Class Review: GamePauseMenu
Pertinent Method Outline/Class Headers: GamePauseMenu
Support Method Details: GamePauseMenu
Main Method Details: GamePauseMenu
Demonstration: GamePauseMenu
Class Review: GameHelpMenu
Class Fields: GameHelpMenu
Pertinent Method Outline/Class Headers: GameHelpMenu
Support Method Details: GameHelpMenu
Input Handler Support Method Details: GameHelpMenu
Main Method Details: GameHelpMenu
Demonstration:GameHelpMenu
Remaining Menu Classes
Chapter Conclusion

Chapter 9: Player and Game State Classes Part 1
Sub-Topics:
Class Review: PlayerInfo
Class Review: TrackScript
Class Review: PlayerState
Static/Constants/Read-Only Class Members: PlayerState
Class Fields: PlayerState
Pertinent Method Outline/Class Header: PlayerState
Support Method Details: PlayerState
Main Method Details: PlayerState
Demonstration: PlayerState

Chapter 10: Player and Game State Classes Part 2
Sub-Topics:
Class Review: GameState
Enumerations: GameState
Static/Constant/Read-Only Class Members: GameState
Class Fields: GameState
Pertinent Method Outline/Class Headers: GameState
Support Method Details: GameState
Main Method Details: GameState
Demonstration: GameState
Chapter Conclusion

Chapter 11: Making it Professional
Sub-Topics:
Build Settings
Generic Platform Settings
PC, Mac, and Linux Desktop Settings
Universal Windows Platform (UWP) Settings
iOS Settings
Android Settings
WebGL Settings
Input Mapping
UI / Menu System
Data Persistence
Memory Management
Sounds and Music
Static Objects
Tags and Layers
AI Opponents
Cameras
Project Settings
Chapter Conclusion

Chapter 12: Adding a New Racetrack
Sub-Topics:
Track Environment and Cleanup Script
Hover Racers and the GameState Object
Track and Waypoint Objects
Jumps, Boosts, Menu Screens, and More
Chapter Conclusion

Chapter 13: Conclusion
Sub-Topics:
Accomplishments
Acknowledgements
Where You Go From Here
Saying Goodbye

Victor Brusca is an experienced software developer specializing in building cross-platform applications and APIs. He regards himself as a self-starter with a keen eye for detail, an obsessive protection of systems/data, and a desire to write well-documented, well-encapsulated code. With over 14 years' software development experience, he has been involved in game and game engine projects on J2ME, T-Mobile SideKick, WebOS, Windows Phone, Xbox 360, Android, iOS, and web platforms.

Jump start your Unity game development journey with a detailed review of a complete, professionally built game using Unity, C#, and Visual Studio. Gain invaluable experience with code structure, project structure, centralization of game state data, controlled initialization of script components, AI opponents, multiple input sources, player preferences, a full HUD and menu system, music and sound effects, level/track building, and more.

Author Victor Brusca walks you through the game’s code, scripts, and overall structure, all the while showing you how the code works within the Unity engine to define a complete, refined game. Starting with game specifications, the book covers base classes, basic interaction classes, advanced interaction classes, helper classes, input classes, and abstraction of raw input. Next, you'll dive into the menu system and see how a full, complete menu and HUD are coded and set up in the project through a detailed review of the code and working examples. Subsequently, you’ll gain insight on player and game state management, and the author will demystify the component-based structure of Unity games by demonstrating how to maintain order and centralization. Lastly, you will review pertinent build and project settings while learning techniques to profile and check the performance of your games, and tie it all together by building a new racetrack for the included game project.


On completing this book, you’ll have gained experience through the detailed review of a hover car racing game using C#, Unity Coding, Visual Studio, Unity C# Project Management, Unity Environment, Unity Project Management and more.

You will:

  • Understand Unity project design and implementation with regard to code base and scene hierarchy/game objects
  • Learn to implement game mechanics connected to Unity scene game objects with working demonstrations
  • Review professional topics, such as AI opponents, data persistence, menu systems, etc., and implement in the included project
  • Create a complete game from ground up using prefab models and the code reviewed throughout the text



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