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008 102149s2013 a b 001 0 eng d
010 _a 2014469389
015 _aGBB326950
_2bnb
020 _a9781430248996
_qpaperback
020 _z9781430249009
_qeBook
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040 _aUKMGB
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042 _alccopycat
082 0 0 _a794.816693
_223
_bSUE
100 1 _aBlackman, Sue
_eauthor.
_93277
245 1 0 _aBeginning 3D game development with Unity 4 :
_ball-in-one, multi-platform game development /
_cSue Blackman.
246 3 _aBeginning three D game development with Unity four
250 _aSecond Edition.
264 1 _a[New York] :
_bApress,
_c[2013].
264 4 _c© 2013 by Sue Blackman.
300 _axxviii, 778 pages :
_billustrations ;
_c24 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
490 1 _aTechnology in action
500 _aPrevious edition: 2011.
500 _aIncludes index.
505 0 _aIntroduction to game development -- Unity UI basics -- Getting started -- Scripting: getting your feet wet -- Terrain generation: creating a test environment -- Navigation and functionality -- Cursor control -- Imported assets -- Action objects -- Managing state -- Exploring transistions -- Physics and special effects -- Message text -- Inventory logic -- Managing the inventory -- Dialogue trees -- Mecanim and characters -- Game environment -- Setting up the game -- Menus and levels.
520 _aBeginning 3D Game Development with Unity 4is perfect for those who would like tocome 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 gameincluding 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.
630 0 0 _aUnity (Electronic resource)
_9791
650 0 _aThree-dimensional display systems.
_9779
650 0 _aComputer games
_93174
_xProgramming.
830 0 _aTechnology in action series.
_93278
906 _a7
_bcbc
_ccopycat
_d2
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942 _2ddc
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999 _c1374
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