Results for *

Displaying results 1 to 20 of 20.

  1. Building an RPG with Unity 2018
    leverage the power of Unity 2018 to build elements of an RPG
    Published: 2018; © 2018
    Publisher:  Packt Publishing, Birmingham

    Unity is one of the most cutting-edge game engines in the world. This comprehensive guide on building some core features of an RPG with Unity teaches you techniques used in developing modern games. The book will mainly focus on the strategy, planning... more

    Fachhochschule Dortmund, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan

     

    Unity is one of the most cutting-edge game engines in the world. This comprehensive guide on building some core features of an RPG with Unity teaches you techniques used in developing modern games. The book will mainly focus on the strategy, planning and the implementation of the code. By the end of the book, you will be able to build upon the ... Cover -- Title Page -- Copyright and Credits -- Dedication -- Packt Upsell -- Contributors -- Table of Contents -- Preface -- Chapter 1: What is an RPG? -- A brief history of the genre -- Characteristics of an RPG -- Story and setting -- A glimpse of a cRPG story -- Exploration and quests -- A glimpse at our exploration and quests -- Inventory system -- Character attributes and actions -- Experience and leveling -- Combat system -- User interaction and graphics -- Existing or upcoming RPG games -- MU Legend -- Titan Siege -- Citadel: Forged with Fire -- Cyberpunk 2077 -- Patterns in RPG -- Terminology -- Contest tree -- Last Man Standing -- Negotiated Contest -- Summary -- Chapter 2: Planning the Game -- Building our RPG -- The story of the Zazar dynasty -- Backstory -- Exploration and quests -- Awakening -- The village -- Broken forest - the horizon -- The kingdom -- Asset inventory -- Environment assets -- Medieval Environment Pack -- Terrain Toolkit 2017 -- Nature Starter Kit 2 -- Character assets -- Barbarians -- Orcs -- Villagers -- Free Assets -- Level design -- Setting the stage -- Terrain toolkit in a nutshell -- The Awakening -- Using the terrain model -- Using a custom toolkit -- Skybox -- Testing the level -- Creating the main menu -- Creating the GameMaster script -- Summary -- Chapter 3: RPG Character Design -- Character definitions -- Character assets -- Base character class attributes -- Character states -- Character model -- Default character models -- Barbarian -- Villager -- Orc -- Let's get started -- Rigging your model -- Character motion -- Animator Controller -- Animation states -- Character controller -- Modification to animations -- Inverse Kinematics -- Setting the animation curve -- Summary -- Chapter 4: The Game Mechanics -- Customizing the player character -- Customizable parts -- User interface. The code for character customization -- Preserving our character state -- Recap -- Non-player characters -- Non-player character basics -- Setting up the non-player character -- NPC Animator Controller -- NPC Attack -- NPC AI -- PC and NPC interaction -- Summary -- Chapter 5: GameMaster and Game Mechanics -- GameMaster -- Managing game settings and audio -- Managing scenes -- Improving GameMaster -- Level controller -- Audio controller -- Player data management -- PC class enhancements -- Character customization class update -- Changes to the game level controller -- Testing -- Summary -- Chapter 6: Inventory System -- Designing an inventory system -- Weighted inventory -- Determining item types -- Creating an inventory item -- Creating the prefab -- Adding an inventory item agent -- Inventory items defined as prefabs -- Designing an inventory interface -- Creating the inventory UI framework -- Designing a dynamic item viewer -- Adding a scroll view -- Adding elements to PanelItem and Scroll View -- Adding txtItemElement dynamically -- Building the final inventory item UI -- Integrating the UI with the actual inventory system -- Hooking the category buttons and displaying the data -- Testing the inventory system -- Inventory items and the player character -- Applying inventory items -- How it looks -- Summary -- Chapter 7: User Interface and System Feedback -- Designing a heads-up display -- HUD basics -- Our design -- HUD framework -- Completing our HUD design -- Character info panel -- Active inventory items panel -- Special items panel -- Integrating the code -- Enemy stats in the HUD -- NPC stats user interface -- Creating the NPC canvas -- NPC taking a hit -- Enhancing the code -- Summary -- Chapter 8: Multiplayer Setup -- Challenges of a multiplayer game -- Initial multiplayer game -- Fundamental networking components

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781788626996
    Edition: Second edition
    Subjects: Spiel-Engine; Listenprogrammgenerator; Computerspiel; Rollenspiel
    Other subjects: Computer games-Programming; Computer games-Design; Unity (Electronic resource); Computer games-Programming
    Scope: 1 Online-Ressource (IV, 348 Seiten), Illustrationen
  2. Unity artificial intelligence programming
    add powerful, believable, and fun AI entities in your game with the power of Unity 2018!
    Published: 2018
    Publisher:  Packt Publishing, Birmingham, UK

    To get the most out of this book -- Get in touch -- Introduction to AI -- Artificial Intelligence (AI) -- AI in games -- AI techniques -- Summary -- Finite State Machines -- The player's tank -- Initialization -- Shooting bullet -- Controlling the... more

    Fachhochschule Dortmund, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan

     

    To get the most out of this book -- Get in touch -- Introduction to AI -- Artificial Intelligence (AI) -- AI in games -- AI techniques -- Summary -- Finite State Machines -- The player's tank -- Initialization -- Shooting bullet -- Controlling the tank -- The Bullet class -- Setting up waypoints -- The abstract FSM class -- The enemy tank AI -- The Patrol state -- The Chase state -- The Attack state -- The Dead state -- Taking damage -- Using an FSM framework -- The AdvanceFSM class -- The FSMState class -- The state classes -- The PatrolState class -- The NPCTankController class -- Summary -- Randomness and Probability -- Randomness in games -- Definitions of probability -- Character personalities -- FSM with probability -- Dynamic AI -- Demo slot machine -- Summary -- Further reading -- Implementing Sensors -- Basic sensory systems -- Scene setup -- The player's tank and the aspect class -- AI characters -- Testing -- Summary -- Flocking -- Basic flocking behavior -- Individual behavior -- Controller -- Alternative implementation -- FlockController -- Summary -- Path-Following and Steering Behaviors -- Following a path -- Path script -- Path-following agents -- Avoiding obstacles -- Adding a custom layer -- Obstacle avoidance -- Summary -- A* Pathfinding -- Revisiting the A* algorithm -- Implementing the A* algorithm -- Node -- PriorityQueue -- The GridManager class -- The AStar class -- The TestCode class -- Setting up the scene -- Testing the pathfinder -- Summary -- Navigation Mesh -- Setting up the map -- Navigation static -- Baking the navigation mesh -- NavMesh agent -- Updating an agents' destinations -- Scene with slope -- Navigation areas -- Off Mesh Links -- Generated Off Mesh Links -- Manual Off Mesh Links -- Summary -- Behavior Trees -- Introduction to Behavior Trees -- A simple example – patrolling robot -- Implementing a BT in Unity with Behavior Bricks -- Set up the scene -- Implement a Day/Night cycle -- Design the Enemy Behavior -- Implement the Nodes -- Building the Tree -- Attach the BT to the Enemy -- Summary -- External Resources -- Machine Learning in Unity -- The Unity Machine Learning Agents Toolkit -- How to install the ML-Agents Toolkit -- Installing Python and TensorFlow on Windows -- Installing Python and TensorFlow on macOS and Unix-like systems -- Using the ML-Agents Toolkit – a basic example -- Creating the scene -- Implementing the code -- Adding the final touches -- Training a Brain object -- Training the agent -- Summary -- Further reading -- Putting It All Together -- Basic game structure -- Adding automated navigation -- Creating the NavMesh -- Setting up the agent -- Fixing the GameManager script -- Creating decision-making AI with FSM -- Summary.

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781789531459
    Edition: Fourth edition
    Subjects: Endlicher Automat; Künstliche Intelligenz; Computerspiel
    Other subjects: Unity (Electronic resource); Computer games / Programming; Artificial intelligence; Three-dimensional display systems; Artificial intelligence
    Scope: 1 Online-Ressource (IV, 226 Seiten), Illustrationen
    Notes:

    Includes bibliographical references

  3. Unity 2020 by Example
    a project-based guide to building 2D, 3D, Augmented Reality, and Virtual Reality Games from Scratch
    Published: 2020
    Publisher:  Packt Publishing, Birmingham

    Cover -- Title Page -- Copyright and Credits -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 1: Exploring the Fundamentals of Unity -- Technical requirements -- Exploring new features in Unity 2020 -- Introducing the first... more

    Fachhochschule Dortmund, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan

     

    Cover -- Title Page -- Copyright and Credits -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 1: Exploring the Fundamentals of Unity -- Technical requirements -- Exploring new features in Unity 2020 -- Introducing the first game -- Introducing the Project panel -- Importing assets -- Starting a level -- Creating a scene -- Adding a floor mesh -- Transforming objects -- Adding lighting and a skybox -- Testing the game -- Adding a playable character -- Using the game panel -- Understanding console messages -- Improving the scene -- Adding a water plane -- Adding a coin Chapter 3: Creating a Space Shooter -- Technical requirements -- Looking ahead -- the completed project -- Starting the project -- Importing assets -- Importing textures -- Importing audio -- Creating the player object -- Creating the Game Object -- Adding components -- Controlling the player -- Limiting movement -- Configuring the cameras -- Creating a Health component -- Creating the explosive particle system -- Selecting the particle system -- Customizing the particle system -- Creating the enemy object -- Moving the enemy -- Turning the enemy -- Dealing damage to the player -- Spawning enemies Chapter 5: Creating a 2D Adventure Game -- Technical requirements -- Getting started -- Configuring the game view -- Changing the Game panel's resolution -- Adjusting the scene camera's size -- Creating an environment -- Adding post-processing effects -- Implementing environmental physics -- Creating a 2D player -- Using the Sprite Editor -- Creating the player Game Object -- Adjusting the sorting order -- Adding the player to the physics engine -- Moving the player -- Writing the movement script -- Implementing the movement script -- Optimizing using sprite packing -- Summary

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781800200784
    Edition: Third edition
    Subjects: Computerspiel; Unity 5; Virtuelle Realität
    Other subjects: Unity (Electronic resource); Computer games / Programming; Video games / Programming
    Scope: 1 Online-Ressource (XI, 657 Seiten), Illustrationen
  4. Hands-on game development patterns with Unity 2019
    create engaging games by using industry-standard design patterns with C#
    Author: Baron, David
    Published: 2019
    Publisher:  Packt, Birmingham ; Mumbai

    Fachhochschule Dortmund, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781789348330
    Subjects: Unity <Spiel-Engine>; Computerspiel; C <Programmiersprache>
    Other subjects: Unity (Electronic resource); Computer games -- Programming; Computer games -- Design
    Scope: 1 Online-Ressource (vi, 213 Seiten), Illustrationen
  5. Building an RPG with Unity 2018
    leverage the power of Unity 2018 to build elements of an RPG
    Published: 2018; © 2018
    Publisher:  Packt Publishing, Birmingham

    Unity is one of the most cutting-edge game engines in the world. This comprehensive guide on building some core features of an RPG with Unity teaches you techniques used in developing modern games. The book will mainly focus on the strategy, planning... more

    Fachhochschule Dortmund, Hochschulbibliothek
    No inter-library loan

     

    Unity is one of the most cutting-edge game engines in the world. This comprehensive guide on building some core features of an RPG with Unity teaches you techniques used in developing modern games. The book will mainly focus on the strategy, planning and the implementation of the code. By the end of the book, you will be able to build upon the .. Cover -- Title Page -- Copyright and Credits -- Dedication -- Packt Upsell -- Contributors -- Table of Contents -- Preface -- Chapter 1: What is an RPG? -- A brief history of the genre -- Characteristics of an RPG -- Story and setting -- A glimpse of a cRPG story -- Exploration and quests -- A glimpse at our exploration and quests -- Inventory system -- Character attributes and actions -- Experience and leveling -- Combat system -- User interaction and graphics -- Existing or upcoming RPG games -- MU Legend -- Titan Siege -- Citadel: Forged with Fire -- Cyberpunk 2077 -- Patterns in RPG -- Terminology -- Contest tree -- Last Man Standing -- Negotiated Contest -- Summary -- Chapter 2: Planning the Game -- Building our RPG -- The story of the Zazar dynasty -- Backstory -- Exploration and quests -- Awakening -- The village -- Broken forest - the horizon -- The kingdom -- Asset inventory -- Environment assets -- Medieval Environment Pack -- Terrain Toolkit 2017 -- Nature Starter Kit 2 -- Character assets -- Barbarians -- Orcs -- Villagers -- Free Assets -- Level design -- Setting the stage -- Terrain toolkit in a nutshell -- The Awakening -- Using the terrain model -- Using a custom toolkit -- Skybox -- Testing the level -- Creating the main menu -- Creating the GameMaster script -- Summary -- Chapter 3: RPG Character Design -- Character definitions -- Character assets -- Base character class attributes -- Character states -- Character model -- Default character models -- Barbarian -- Villager -- Orc -- Let's get started -- Rigging your model -- Character motion -- Animator Controller -- Animation states -- Character controller -- Modification to animations -- Inverse Kinematics -- Setting the animation curve -- Summary -- Chapter 4: The Game Mechanics -- Customizing the player character -- Customizable parts -- User interface The code for character customization -- Preserving our character state -- Recap -- Non-player characters -- Non-player character basics -- Setting up the non-player character -- NPC Animator Controller -- NPC Attack -- NPC AI -- PC and NPC interaction -- Summary -- Chapter 5: GameMaster and Game Mechanics -- GameMaster -- Managing game settings and audio -- Managing scenes -- Improving GameMaster -- Level controller -- Audio controller -- Player data management -- PC class enhancements -- Character customization class update -- Changes to the game level controller -- Testing -- Summary -- Chapter 6: Inventory System -- Designing an inventory system -- Weighted inventory -- Determining item types -- Creating an inventory item -- Creating the prefab -- Adding an inventory item agent -- Inventory items defined as prefabs -- Designing an inventory interface -- Creating the inventory UI framework -- Designing a dynamic item viewer -- Adding a scroll view -- Adding elements to PanelItem and Scroll View -- Adding txtItemElement dynamically -- Building the final inventory item UI -- Integrating the UI with the actual inventory system -- Hooking the category buttons and displaying the data -- Testing the inventory system -- Inventory items and the player character -- Applying inventory items -- How it looks -- Summary -- Chapter 7: User Interface and System Feedback -- Designing a heads-up display -- HUD basics -- Our design -- HUD framework -- Completing our HUD design -- Character info panel -- Active inventory items panel -- Special items panel -- Integrating the code -- Enemy stats in the HUD -- NPC stats user interface -- Creating the NPC canvas -- NPC taking a hit -- Enhancing the code -- Summary -- Chapter 8: Multiplayer Setup -- Challenges of a multiplayer game -- Initial multiplayer game -- Fundamental networking components

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781788626996
    Edition: Second edition
    Subjects: Computer games-Programming; Computer games-Design; Unity (Electronic resource)
    Scope: 1 Online-Ressource (IV, 348 Seiten), Illustrationen
  6. Game development patterns with Unity 2021
    explore practical game development using software design patterns and best practices in Unity and C#
    Author: Baron, David
    Published: July 2021
    Publisher:  Packt, Birmingham ; Mumbai

    Universitätsbibliothek Augsburg
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
  7. Game development with unity for .NET developers
    the ultimate guide to creating games with Unity and Microsoft Game Stack
    Published: [2022]
    Publisher:  Packt Publishing, Ltd., Birmingham, UK

    Universitätsbibliothek Passau
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
  8. Hands-on game development patterns with Unity 2019
    create engaging games by using industry-standard design patterns with C#
    Author: Baron, David
    Published: 2019
    Publisher:  Packt, Birmingham

    Fachhochschule Dortmund, Hochschulbibliothek
    No inter-library loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781789348330
    Subjects: Unity (Electronic resource); Computer games -- Programming; Computer games -- Design
    Scope: 1 Online-Ressource (vi, 213 Seiten), Illustrationen
  9. Mastering Android game development with Unity
    exploit the advanced concepts of Unity to develop intriguing, high-end Android games
    Published: 2017
    Publisher:  Packt Publishing, Birmingham, UK

    Fachhochschule Dortmund, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781785282942
    Subjects: Computerspiel; App <Programm>; Unity 5
    Other subjects: Unity (Electronic resource); Android (Electronic resource); Computer games; Computer games / Design; Computer games / Programming
    Scope: 1 Online-Ressource (III, 332 Seiten), Illustrationen
  10. Unity 3.x game development essentials
    game development with C and Javascript = Game development with C sharp and Javascript
    Published: 2011
    Publisher:  Packt Pub., Birmingham, UK

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849691451; 1849691452
    RVK Categories: ST 324
    Edition: 2nd ed
    Series: Community experience distilled
    Subjects: Unity (Electronic resource); Unity (Electronic resource); GAMES / Video & Electronic; Computer games / Design; Computer games / Programming; Computer graphics; Three-dimensional display systems; Array; Computerspiel; Programmierung; Dreidimensionale Computergrafik
    Scope: 1 online resource (x, 462 pages), illustrations
    Notes:

    Print version record

    This book follows an informal, demystifying approach to the world of game development with the Unity game engine. With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in

  11. Learning C by developing games with Unity 3D beginner's guide
    learn the fundamentals of C to create scripts for your GameObjects
    Published: 2013
    Publisher:  Packt Publishing, Birmingham

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849696593; 1849696594; 1849696586; 9781849696586
    RVK Categories: ST 324
    Subjects: Unity (Electronic resource); Unity (Electronic resource); Unity (Electronic resource); COMPUTERS / General; C (Computer program language); Computer games / Programming; Array; Programmierung; Computerspiel; C sharp
    Scope: 1 online resource (292 pages), illustrations
    Notes:

    Print version record

    Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action - changing the number 9 to a different number; Using a method in a script; What is a method?; Time for action - learning how a method works; What's in this script file?; Method names are substitutes too; Introducing the class; By using a little Unity magic, a script becomes a Component

    This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way. This book is for the total beginner to any type of programming, focusing on the writing of C code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity

  12. Unity Shaders and effects cookbook
    Published: © 2013
    Publisher:  Packt Pub., Birmingham, UK

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849695091; 1849695091; 1849695083; 9781849695084
    Subjects: Unity (Electronic resource); Unity (Electronic resource); GAMES / Board; Computer games / Programming; Three-dimensional display systems; Array; Shader <Informatik>; Computerspiel; 3D-Grafik-Software
    Scope: 1 online resource (1 volume), illustrations
    Notes:

    Online resource; title from cover (Safari, viewed Aug. 6, 2013)

    Print version record

    In Detail Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. Transform your game into a highly polished, refined product with Unity's post-processing effects. "Unity Shaders and Effects Cookbook" is the first of its kind to bring you the secrets of creating Shaders for Unity3D - guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. Starting with essential lighting and finishing up by creating stunning Screen Effects alike those in high quality 3D and mobile games. Discover techniques including Normal mapping, Image based lighting, and how to animate your models inside of a Shader. Explore the secrets behind some of the most powerful Shaders including skin and hair! With "Unity Shaders and Effects Cookbook" what seems like a dark art today will be second nature by tomorrow. Approach Unity Effects and Shader Cookbook is written in a Cookbook style, teaching you to create stunning Shaders and effects through step-by-step, illustrated examples. Who this book is for Unity Effects and Shader Cookbook is written for developers wanting to create your first Shaders in Unity3D, or who wish to take their game to a whole new level with effects. No previous Shader writing experience is necessary to use this book, though a solid understanding of Unity is required

  13. Holistic game development with Unity
    an all-in-one guide to implementing game mechanics, art, design, and programming
    Published: 2012
    Publisher:  Elsevier / Focal Pr., Waltham, MA [u.a.]

    Technische Hochschule Augsburg
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780240819334; 0240819330
    RVK Categories: ST 324
    Subjects: Programmierung; Computerspiel
    Other subjects: Unity (Electronic resource); Computer games / Programming; Three-dimensional display systems
    Scope: XIII, 487 S., zahlr. Ill., graph. Darst.
  14. Game development with Unity for .NET developers
    the ultimate guide to creating games with Unity and Microsoft Game Stack
    Published: 2022
    Publisher:  Packt Publishing, Limited, Birmingham ; Mumbai

    Get up and running with Unity with the help of expert guidance for addressing the performance issues encountered in Unity development Key Features Discover solutions to common problems faced by .NET developers while creating games in Unity Explore... more

    Technische Hochschule Augsburg
    Unlimited inter-library loan, copies and loan
    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
    Unlimited inter-library loan, copies and loan
    Technische Universität München, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Universität der Bundeswehr München, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    Get up and running with Unity with the help of expert guidance for addressing the performance issues encountered in Unity development Key Features Discover solutions to common problems faced by .NET developers while creating games in Unity Explore tips, tricks, best practices, and advanced Unity coding techniques for creating impressive games Understand how to program with C# code using Unity's built-in modules and add engaging effects Book Description Understand what makes Unity the world's most widely used real-time 3D development platform and explore its powerful features for creating 3D and 2D games, as well as the Unity game engine and the Microsoft Game Dev, including the Microsoft Azure Cloud and Microsoft Azure PlayFab services, to create games. You will start by getting acquainted with the Unity editor and the basic concepts of Unity script programming with C#. You'll then learn how to use C# code to work with Unity's built-in modules, such as UI, animation, physics, video, and audio, and understand how to develop a game with Unity and C#. As you progress through the chapters, you'll cover advanced topics such as the math involved in computer graphics and how to create a custom render pipeline in Unity with the new Scriptable Render Pipeline, all while optimizing performance in Unity. Along the way, you'll be introduced to Microsoft Game Dev, Azure services, and Azure PlayFab, and using the Unity3D PlayFab SDK to access the PlayFab API. By the end of this Unity book, you'll have become familiar with the Unity engine and be ready to develop your own games while also addressing the performance issues that you could encounter in the development process. What you will learn Get to grips with using the Unity Editor Use C# scripts to work with Unity's built-in modules such as UI, animation, physics, video, and audio Create a custom render pipeline in Unity Engine with the latest Scriptable Render Pipeline Write high-performance multithreaded code with the latest DOTS in Unity Discover the Azure PlayFab Client library for C# in Unity Understand how the asset management and serialization system within Unity really works Explore some of the most commonly used profiler tools in Unity development Who this book is for The book is for developers with intermediate .NET and C# programming experience who are interested in learning game development with Unity. Basic experience in C# programming is assumed.

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781801075077; 1801075077
    RVK Categories: ST 324 ; ST 320 ; ST 250
    Edition: First published: May 2022
    Subjects: Microsoft dot net; Microsoft Game Stack; C sharp; Computerspiel; Unity 5; Programmierung
    Other subjects: Unity (Electronic resource); Computer games / Programming; Video games / Programming; Computers / Languages / C#; Computers / Programming / Games; Computers / Programming / Microsoft; Game Development / 3D Game Development / Unity / C#; Electronic books
    Scope: 1 Online-Ressource (xx, 562 Seiten), Illustrationen, Diagramme
    Notes:

    Description based upon print version of record

  15. Unity 2D game development
    combine classic 2D with today's technology to build great games with unity's latest 2D tools
    Published: 2014
    Publisher:  Packt Publishing, Birmingham, England

    A fun, easy-to-follow experience that takes you from an empty project in Unity 4.3+ all the way to a finished, functional 2D platformer, while giving you challenges and ideas to take what you learn in this book and expand upon it. This book is ideal... more

    Zentrale Hochschulbibliothek Flensburg
    No inter-library loan

     

    A fun, easy-to-follow experience that takes you from an empty project in Unity 4.3+ all the way to a finished, functional 2D platformer, while giving you challenges and ideas to take what you learn in this book and expand upon it. This book is ideal for anyone who wants to learn how to build 2D video games or who just wants to expand their knowledge of the Unity game engine. It would be helpful to know how to navigate your way around Unity and some basic C# before getting started with this book; however, if you don't, no worries - we will point you in the right direction!. Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Introduction to the 2D World of Unity -- Remembering the past to build the future -- The 2D world of Unity -- The perspective camera -- Getting grounded -- Making new friends -- Let's move it! -- Gotta move it! -- Make 'em run! -- Summary -- Chapter 2: It Lives! -- Cameras - they now stalk us! -- Falling to your doom! -- Falling fatally into death colliders -- Death and resurrection - respawning -- Jump to it! -- Jumping for fun (and profit) -- Not missing the ground -- Wait, did I collide with something? -- Got a glitch? -- Making the world bigger -- Let's get dangerous -- Bullets are better when they hit things -- Summary -- Chapter 3: No Longer Alone -- Making enemies -- Make it move -- Make it deadly -- Let's go huntin'! -- The swarm -- Summary -- Chapter 4: Give It Some Sugar -- Expanding the world! -- Parallax scrolling -- Parallax layer ordering -- Let's score! -- Enemies - forever! -- Summary -- Chapter 5: The Ultimate Battle of Ultimate Destiny -- Meet the king -- Crown the king -- Dusty platforms -- Crushing defeat -- Summary -- Chapter 6: The Finishing Touches -- Game rounds -- Give it a start screen -- Summary -- Index.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849692571; 9781849692564
    Edition: Online-Ausg.
    Subjects: Computer games; Unity (Electronic resource); Video games; Computer games ; Programming; Unity (Electronic resource); Video games ; Programming; Electronic books
    Scope: Online-Ressource (1 online resource (126 pages)), illustrations (some color)
    Notes:

    Includes index. - Description based on online resource; title from PDF title page (ebrary, viewed April 3, 2014)

    Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to the 2D World of Unity; Remembering the past to build the future; The 2D world of Unity; The perspective camera; Getting grounded; Making new friends; Let's move it!; Gotta move it!; Make 'em run!; Summary; Chapter 2: It Lives!; Cameras - they now stalk us!; Falling to your doom!; Falling fatally into death colliders; Death and resurrection - respawning; Jump to it!; Jumping for fun (and profit); Not missing the ground; Wait, did I collide with something?

    Got a glitch?Making the world bigger; Let's get dangerous; Bullets are better when they hit things; Summary; Chapter 3: No Longer Alone; Making enemies; Make it move; Make it deadly; Let's go huntin'!; The swarm; Summary; Chapter 4: Give It Some Sugar; Expanding the world!; Parallax scrolling; Parallax layer ordering; Let's score!; Enemies - forever!; Summary; Chapter 5: The Ultimate Battle of Ultimate Destiny; Meet the king; Crown the king; Dusty platforms; Crushing defeat; Summary; Chapter 6: The Finishing Touches; Game rounds; Give it a start screen; Summary; Index

  16. Unity 2020 by example
    A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch
    Published: September 2020; ©2020
    Publisher:  Packt, Birmingham

    Unity is the most exciting and popular game engine. After the latest release, Unity has become the primary source of game and Virtual Reality development throughout the world. In this book, you'll learn how to use Unity by making amazing games from... more

    Access:
    Aggregator (lizenzpflichtig)
    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
    No inter-library loan
    Universitätsbibliothek Ilmenau
    Online-Ressource
    No inter-library loan
    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan

     

    Unity is the most exciting and popular game engine. After the latest release, Unity has become the primary source of game and Virtual Reality development throughout the world. In this book, you'll learn how to use Unity by making amazing games from popular genres; from an action shooter to a mindbending puzzle game, from an adventure to a VR game. Cover -- Title Page -- Copyright and Credits -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 1: Exploring the Fundamentals of Unity -- Technical requirements -- Exploring new features in Unity 2020 -- Introducing the first game -- Introducing the Project panel -- Importing assets -- Starting a level -- Creating a scene -- Adding a floor mesh -- Transforming objects -- Adding lighting and a skybox -- Testing the game -- Adding a playable character -- Using the game panel -- Understanding console messages -- Improving the scene -- Adding a water plane -- Adding a coin -- Saving the scene -- Summary -- Test your knowledge -- Further reading -- Chapter 2: Creating a Collection Game -- Technical requirements -- Working with Materials -- Creating a coin Material -- Editing the Material -- Assigning the Material -- Scripting in Unity -- Creating a script -- Running the script -- Recording the total coin count -- Collecting coins -- Introducing colliders -- Counting coins -- Working with Tags -- Working with prefabs -- Creating a timer -- Adding fireworks -- Lighting the fireworks -- Playtesting -- Building the game -- Summary -- Test your knowledge -- Further reading -- Chapter 3: Creating a Space Shooter -- Technical requirements -- Looking ahead - the completed project -- Starting the project -- Importing assets -- Importing textures -- Importing audio -- Creating the player object -- Creating the GameObject -- Adding components -- Controlling the player -- Limiting movement -- Configuring the cameras -- Creating a Health component -- Creating the explosive particle system -- Selecting the particle system -- Customizing the particle system -- Creating the enemy object -- Moving the enemy -- Turning the enemy -- Dealing damage to the player -- Spawning enemies -- Summary -- Test your knowledge -- Further reading.

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781800200784
    Edition: Third edition
    Subjects: Unity (Electronic resource); Computer games-Programming; Video games-Programming; Electronic books
    Scope: 1 Online Ressource (xi, 657 Seiten)
    Notes:

    Description based on publisher supplied metadata and other sources

  17. Hands-on Unity 2020 game development
    build, customize, and optimize professional games using Unity 2020 and C#
    Published: July 2020; ©2020
    Publisher:  Packt, Birmingham

    This Hands-On Guide on Unity is for the new and existing Unity users to get the most out of Unity Editor, create scripts using C#, delve into graphics, sound, and animations and manipulate physics to create interesting mechanics for your game. All of... more

    Access:
    Aggregator (lizenzpflichtig)
    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
    No inter-library loan
    Universitätsbibliothek Ilmenau
    Online-Ressource
    No inter-library loan
    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan

     

    This Hands-On Guide on Unity is for the new and existing Unity users to get the most out of Unity Editor, create scripts using C#, delve into graphics, sound, and animations and manipulate physics to create interesting mechanics for your game. All of that will be slowly but immediately applied to a finished real-world game.

     

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781838647605
    Subjects: Unity (Electronic resource); Computer games-Programming; Computer games-Design; Video games-Programming; Video games-Design; C# (Computer program language); Three-dimensional display systems; Electronic books
    Scope: 1 Online Ressource (xv, 572 Seiten)
    Notes:

    Description based on publisher supplied metadata and other sources

  18. Creating games with Unity and Maya
    how to develop fun and marketable 3D games
    Published: 2011
    Publisher:  Focal Pr., Burlington, MA

    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Subjects: Computer games / Programming; Video games / Design; Unity (Electronic resource); Maya (Computer file); Three-dimensional display systems
    Scope: XX, 528 S.
  19. Beginning 3D Game Development with Unity 4
    All-in-One, Multi-Platform Game Development
    Published: 2013
    Publisher:  Apress, Berkeley, CA

    Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop... more

    Hochschule für Technik und Wirtschaft Dresden, Bibliothek
    eBook Springer
    No inter-library loan
    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
    eBook Springer
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    No inter-library loan
    Technische Universität Hamburg, Universitätsbibliothek
    No inter-library loan
    Bibliothek LIV HN Sontheim
    Springer ebook Computing
    No inter-library loan
    Bibliotheksservice-Zentrum Baden-Württemberg (BSZ)
    No inter-library loan
    HTWG Hochschule Konstanz Technik, Wirtschaft und Gestaltung, Bibliothek
    eBook Springer
    No inter-library loan
    Duale Hochschule Baden-Württemberg Lörrach, Zentralbibliothek
    eBook Springer
    No inter-library loan
    Duale Hochschule Baden-Württemberg Lörrach, Zweigbibliothek
    eBook Springer
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
    No inter-library loan
    Duale Hochschule Baden-Württemberg Mannheim, Bibliothek
    eBook Springer
    No inter-library loan
    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book Springer
    No loan of volumes, only paper copies will be sent
    Duale Hochschule Baden-Württemberg Ravensburg, Bibliothek
    E-Book Springer
    No inter-library loan

     

    Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game-including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781430249009
    Other identifier:
    Series: Array
    Array
    Subjects: Computer science; Computer Science
    Other subjects: Unity (Electronic resource); Array; Three-dimensional display systems
    Scope: Online-Ressource (808 p, online resource)
  20. Beginning 3D game development with Unity 4
    all-in-one, multi-platform game development
    Published: 2013
    Publisher:  Apress, Berkeley, Calif.

    Karlsruher Institut für Technologie, KIT-Bibliothek
    2013 A 4349(2)
    Unlimited inter-library loan, copies and loan
    Hochschule Mittweida (FH), Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek Pforzheim, Bereichsbibliothek Technik und Wirtschaft
    inf 6.12 2014 990(2)
    Unlimited inter-library loan, copies and loan
    Technische Hochschule Ulm, Bibliothek
    499 Bla
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781430248996
    Other identifier:
    9781430248996
    Edition: 2. ed.
    Series: Technology in action
    Subjects: Computerspiel; Programmierung; ; Unity <Spiel-Engine>;
    Other subjects: Unity (Electronic resource); Array; Three-dimensional display systems
    Scope: XXVIII, 778 S., Ill., graph. Darst.
    Notes:

    Previous edition: 2011. - Includes index