Beginning 3D Game Development with Unity

Beginning 3D Game Development with Unity

Author: Sue Blackman

Publisher: Apress

Published: 2011-08-18

Total Pages: 985

ISBN-13: 1430234237

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Beginning 3D Game Development with Unity 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 casual interactive adventure games in the style of Telltale's Tales of Monkey Island, 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, 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.


Beginning 3D Game Programming

Beginning 3D Game Programming

Author: Tom Miller

Publisher: Sams Publishing

Published: 2004

Total Pages: 438

ISBN-13:

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There are many programming hobbyists who write 2D games but there are far fewer that grasp the concepts of 3D programming. This book will provide a practical, example driven approach to learning the unique art of 3D Game Development that even the beginner can grasp.


3D Game Programming All in One

3D Game Programming All in One

Author: Kenneth C. Finney

Publisher: Muska/Lipman

Published: 2007

Total Pages: 1085

ISBN-13: 9781598632668

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Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!


Beginning 3D Game Development with Unity 4

Beginning 3D Game Development with Unity 4

Author: Sue Blackman

Publisher: Apress

Published: 2013-08-27

Total Pages: 1092

ISBN-13: 1430248998

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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. What you’ll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integrate a story/walkthrough How to use the new Mecanim animation Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Table of Contents 01. Introduction to Game Development 02. Unity UI basics 03. Introduction to Scripting 04. Terrain Generation and Environment 05. Exploring Navigation 06. Cursor Control and Interaction 07. Importing Assets 08. Action Objects 09. Managing State 10. Exploring Transitions 11. Physics and Special Effects 12. Message Text and HUD 13. Inventory Logic 14. Managing Inventory 15. Dialogue Trees 16. Mecanim 17. Game Environment 18. Setting up the Game 19. Menus and Levels


Beginning 3d Game Programming

Beginning 3d Game Programming

Author: Tom Miller

Publisher:

Published: 2004

Total Pages: 432

ISBN-13: 9788129708328

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There are many programming hobbyists who write 2D games but there are far fewer that grasp the concepts of 3D programming. Although there are also quite a few ¿game development¿ books on the market, few deal with 3D game development. Those that do are mainly aimed at advanced readers. This book will provide a practical, example driven approach to learning the unique art of 3D Game Development that even the beginner can grasp. It won¿t get bogged down in page after page of boring theory but instead will teach through many interesting hands on examples. Tom Miller brings years and years of 3D game programming to the table and couples that with an engaging writing style to mentor readers in the intricacies of game development. The book starts out with a crash course in game programming concepts and then progresses into developing 3 different types of games with many useful tips, notes, and cautions along the way. This title will serve as a useful guide to either current 2D game developers or programmers that want to learn to program games.


Beginning IOS Game Development

Beginning IOS Game Development

Author: Patrick Alessi

Publisher: John Wiley & Sons

Published: 2011-12-20

Total Pages: 434

ISBN-13: 1118107322

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Covers the fundamentals of iOS game development, with information on such topics as Xcode, Objective-C, Cocoa, user interaction, animation, audio apps, and networking.


Advanced 3D Game Programming All in One

Advanced 3D Game Programming All in One

Author: Kenneth C. Finney

Publisher: Course Technology

Published: 2005

Total Pages: 620

ISBN-13:

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Covers 3D game programming, art and design. Written for intermediate to advanced level game programmers, this book uses the Torque Game Engine to show readers how they can create their own high quality games. This book focuses on how to use a game engine to maximum effect, revealing and explaining the inner workings of the Torque Game Engine.


Advanced 3D Game Programming with DirectX 10.0

Advanced 3D Game Programming with DirectX 10.0

Author: Peter Walsh

Publisher: Wordware Publishing

Published: 2008

Total Pages: 558

ISBN-13:

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This book provides a guide to developing cutting-edge games using DirectX 10.0, helping programmers to develop an understanding of 3D math and the components of DirectX as well as how to implement networking, collision detection and multithreading.


3D Game Programming All in One

3D Game Programming All in One

Author: Kenneth C. Finney

Publisher: Course Technology

Published: 2004

Total Pages: 812

ISBN-13: 9781592001361

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Provides instructions on creating a 3D game, covering such topics as adding texture, modeling with MilkShape, creating player and vehicle modules, and programming sound.


Tricks of the 3D Game Programming Gurus

Tricks of the 3D Game Programming Gurus

Author: André LaMothe

Publisher: Sams Publishing

Published: 2003

Total Pages: 1730

ISBN-13: 9780672318351

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Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.