Unity #17

Unity #17

Author: Matt Kindt

Publisher: Valiant Entertainment

Published: 2015-04-15

Total Pages: 30

ISBN-13:

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?HOMEFRONT? reaches critical mass as Livewire takes on a deadly solo mission for the future of Unity! Facing the most challenging battle of their lives, Unity struggles to hang on. Livewire, de facto leader of the team, can barely keep her life together?how can she corral a group of lethal warriors? And if she fails?what price will the world pay?


Unity of Science

Unity of Science

Author: Tuomas E. Tahko

Publisher: Cambridge University Press

Published: 2021-02-11

Total Pages: 135

ISBN-13: 1108604560

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Unity of science was once a very popular idea among both philosophers and scientists. But it has fallen out of fashion, largely because of its association with reductionism and the challenge from multiple realisation. Pluralism and the disunity of science are the new norm, and higher-level natural kinds and special science laws are considered to have an important role in scientific practice. What kind of reductionism does multiple realisability challenge? What does it take to reduce one phenomenon to another? How do we determine which kinds are natural? What is the ontological basis of unity? In this Element, Tuomas Tahko examines these questions from a contemporary perspective, after a historical overview. The upshot is that there is still value in the idea of a unity of science. We can combine a modest sense of unity with pluralism and give an ontological analysis of unity in terms of natural kind monism. This title is available as Open Access on Cambridge Core.


Physically Based Shader Development for Unity 2017

Physically Based Shader Development for Unity 2017

Author: Claudia Doppioslash

Publisher: Apress

Published: 2017-12-06

Total Pages: 242

ISBN-13: 1484233093

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Benefit from the latest rendering tech developments, currently covered only in papers and talks from Siggraph, in a way any developer or technical artist using Unity can take advantage of. This book starts by introducing how shader programming works in general, the common principles of different platforms (OpenGL, Vulkan, and DirectX), and the shading languages Unity uses: Cg, GLSL, and ShaderLab. Physically Based Shader Development for Unity 2017 discusses artistic choices, presenting various techniques (such as translucency and subsurface scattering) and BRDFs (Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they can be used for. Finally you’ll cover the importance of optimizing your code by developing approximations, which achieve similar end results, but are computationally cheaper. By the end of your journey you’ll be able to develop the look of your game or Unity-rendered animated short so that it looks both unique and impressively realistic, thanks to your own custom lighting system. What You Will Learn Master shader programming Gain all you need to know about physically based shading Take almost full control of the shader subsystem Discover what you can achieve with that control Implement a custom physically based lighting system and examine the logic behind every choice Who This Book Is For Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.


2D Game Development with Unity

2D Game Development with Unity

Author: Franz Lanzinger

Publisher: CRC Press

Published: 2020-12-08

Total Pages: 445

ISBN-13: 1000259455

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This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.


The Decline of Arab Unity

The Decline of Arab Unity

Author: Elie Podeh

Publisher: Liverpool University Press

Published: 2015-01-01

Total Pages: 309

ISBN-13: 1837641714

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Analyses the political and socio economic processes that led to the rise and fall of the UAR, as well as the ramifications of this episode on the Arab world. This book tells the story of this important, yet neglected, episode in Arab history. It is based on the archiveal material located in the US, Britain, Canada, Israel, and sources in Arabic.