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- Palacios, Jorge, author.
- Birmingham : Packt Publishing, 2016.
- Description
- Book — 1 online resource : illustrations.
- Summary
-
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Behaviors
- Intelligent Movement; Introduction; Creating the behavior template; Pursuing and evading; Arriving and leaving; Facing objects; Wandering around; Following a path; Avoiding agents; Avoiding walls; Blending behaviors by weight; Blending behaviors by priority; Combining behaviors using a steering pipeline; Shooting a projectile; Predicting a projectile's landing spot; Targeting a projectile; Creating a jump system;
- Chapter 2: Navigation; Introduction
- Representing the world with gridsRepresenting the world with Dirichlet domains; Representing the world with points of visibility; Representing the world with a self-made navigation mesh; Finding your way out of a maze with DFS; Finding the shortest path in a grid with BFS; Finding the shortest path with Dijkstra; Finding the best-promising path with A*; Improving A* for memory: IDA*; Planning navigation in several frames: time-sliced search; Smoothing a path;
- Chapter 3: Decision Making; Introduction; Choosing through a decision tree; Working a finite-state machine
- Improving FSMs: hierarchical finite-state machinesCombining FSMs and decision trees; Implementing behavior trees; Working with fuzzy logic; Representing states with numerical values: Markov system; Making decisions with goal-oriented behaviors;
- Chapter 4: Coordination and Tactics; Introduction; Handling formations; Extending A* for coordination: A*mbush; Creating good waypoints; Analyzing waypoints by height; Analyzing waypoints by cover and visibility; Exemplifying waypoints for decision making; Influence maps; Improving influence with map flooding
- Improving influence with convolution filtersBuilding a fighting circle;
- Chapter 5: Agent Awareness; Introduction; The seeing function using a collider-based system; The hearing function using a collider-based system; The smelling function using a collider-based system; The seeing function using a graph-based system; The hearing function using a graph-based system; The smelling function using a graph-based system; Creating awareness in a stealth game; Chapter 6.: Board Games AI; Introduction; Working with the game-tree class; Introducing Minimax; Negamaxing; AB Negamaxing; Negascouting
- Implementing a tic-tac-toe rivalImplementing a checkers rival;
- Chapter 7: Learning Techniques; .Introduction; Predicting actions with an N-Gram predictor; Improving the predictor: Hierarchical N-Gram; Learning to use Naïve Bayes classifiers; Learning to use decision trees; Learning to use reinforcement; Learning to use artificial neural networks; Creating emergent particles using a harmony search;
- Chapter 8: Miscellaneous; Introduction; Handling random numbers better; Building an air-hockey rival; Devising a table-football competitor; Creating mazes procedurally
(source: Nielsen Book Data)
2. Prepared Playstation 2 [videorecording] [2003]
- [United States] : Electronic Arts Intermix, 2003.
- Description
- Video — 1 videodisc (ca. 18 min.) : sd., col. ; 4 3/4 in.
- Summary
-
- RSG-THPS4-2
- RSG-THPS4-3
- RSG-THPS4-4
- RSG-THPS4-5
- RSG-THPS4-6
- RSG-THPS4-7.
- Online
Media & Microtext Center
Media & Microtext Center | Status |
---|---|
Find it Ask at Media Microtext desk | Request (opens in new tab) |
ZDVD 13749 | Unknown |
3. Introduction to games of strategy [1970]
- May, Francis B.
- Boston, Allyn and Bacon [1970]
- Description
- Book — vii, 195 p. 21 cm.
- Online
SAL3 (off-campus storage)
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T57.92 .M38 | Available |
4. Introduction to games of strategy [1970]
- May, Francis B.
- Boston : Allyn and Bacon, [1970]
- Description
- Book — vii, 195 p. ; 21 cm.
- Online
SAL3 (off-campus storage)
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Stacks | Request (opens in new tab) |
T57.92 .M38 | Available |
- Boston, MA : Addison-Wesley, 2004.
- Description
- Book — 1 online resource (xlv, 765 pages) : illustrations (chiefly color)
- Summary
-
- Natural effects
- Lighting and shadows
- Materials
- Image processing
- Performance and practicalities
- Beyond triangles.
(source: Nielsen Book Data)
6. Journal of graphics, gpu, & game tools [2009 - 2011]
- Natick, MA : A.K. Peters
- Description
- Journal/Periodical — v. : col. ill. ; 26 cm.
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks
|
Request (opens in new tab) |
T385 .J677 V.15 NO.2 2011 | Available |
T385 .J677 V.15 NO.1 2010 | Available |
T385 .J677 V.14 2009 | Available |
- Cham : Springer International Publishing : Imprint : Springer, 2019.
- Description
- Book — 1 online resource (1000 pages) Digital: text file; PDF.
- Summary
-
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games.
- Dunn, Fletcher.
- 2nd ed. - Boca Raton, Fla. : CRC Press, 2011.
- Description
- Book — xxi, 824 p. : ill. (some col.).
- Summary
-
- Cartesian Coordinate Systems 1D Mathematics 2D Cartesian Space 3D Cartesian Space Odds and ends
- Vectors Vector - mathematical definition and other boring stuff Vector - a geometric definition Specifying vectors using Cartesian coordinates Vectors vs. points Negating a vector Vector multiplication by a scalar Vector addition and subtraction Vector magnitude (length) Unit vectors The distance formula Vector dot product Vector cross product Linear algebra identities
- Multiple Coordinate Spaces Why multiple coordinate spaces? Some useful coordinate spaces Coordinate space transformations Nested coordinate spaces In defense of upright space
- Introduction to Matrices Matrix - a mathematical definition Matrix - a geometric interpretation The bigger picture of linear algebra
- Matrices and Linear Transformations Rotation Scale Orthographic projection Reection Shearing Combining transformations Classes of transformations
- More on Matrices Determinant of a matrix Inverse of a matrix Orthogonal matrices
- 4 x 4 homogeneous matrices
- 4 x 4 matrices and perspective projection
- Polar Coordinate Systems 2D Polar Space Why would anybody use Polar coordinates? 3D Polar Space Using polar coordinates to specify vectors
- Rotation in Three Dimensions What exactly is "orientation?" Matrix form Euler angles Axis-angle and exponential map representations Quaternions Comparison of methods Converting between representations
- Geometric Primitives Representation techniques Lines and rays Spheres and circles Bounding boxes Planes Triangles Polygons
- Mathematical Topics from 3D Graphics How graphics works Viewing in 3D Coordinate spaces Polygon meshes Texture mapping The standard local lighting model Light sources Skeletal animation Bump mapping The real-time graphics pipeline Some HLSL examples Further reading
- Mechanics
- 1: Linear Kinematics and Calculus Overview and other expectation-reducing remarks Basic quantities and units Average velocity Instantaneous velocity and the derivative Acceleration Motion under constant acceleration Acceleration and the integral Uniform circular motion
- Mechanics
- 2: Linear and Rotational Dynamics Newton's three laws Some simple force laws Momentum Impulsive forces and collisions Rotational dynamics Real-time rigid body simulators Suggested reading
- Curves in 3D Parametric polynomial curves Polynomial interpolation Hermite curves Bezier curves Subdivision Splines Hermite and Bezier splines Continuity Automatic tangent control
- Afterword What next?
- Appendix A: Geometric Tests Appendix B: Answers to the Exercises
- Bibliography
- Index
- Exercises appear at the end of each chapter.
- (source: Nielsen Book Data)
- Cartesian Coordinate Systems. Vectors. Multiple Coordinate Spaces. Introduction to Matrices. Matrices and Linear Transformations. More on Matrices. Polar Coordinate Systems. Rotation in Three Dimensions. Geometric Primitives. Mathematical Topics from 3D Graphics. Mechanics
- 1: Linear Kinematics and Calculus. Mechanics
- 2: Linear and Rotational Dynamics. Curves in 3D. Afterword. Appendices. Bibliography. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for.
(source: Nielsen Book Data)
- Dunn, Fletcher.
- Plano, Tex. : Wordware Pub., c2002.
- Description
- Book — xi, 429 p. : ill. ; 24 cm.
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
T385 .D875 2002 | Available |
10. Optimal control and differential games [1999]
- Bussum : Baltzer Science, c1999.
- Description
- Book — 380 p. : ill. ; 26 cm.
- Online
SAL3 (off-campus storage)
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---|---|
Stacks | Request (opens in new tab) |
T57.6 .A5 V.88 | Available |
- Boston : Kluwer Academic Publishers, 2000.
- Description
- Book — 202 p. : ill. ; 24 cm.
- Summary
-
- Preface. Biography of the Editors. Part One: Development of Games.
- 1. Change Agent 007
- Licence to Simulate-- M. Pankakoski.
- 2. Possibilities of Multimedia in Business Process Modeling and Simulation-- R. Smeds, et al.
- 3. From Manual to Multimedia: Development of an Enterprise Game-- S. Virtanen, et al.
- 4. Computer Games versus Experiments-- U. Thorsteinsson.
- 5. Reproducing the Management Process in an Educational Context-- A. Nicholson. Part Two: Games in a Manufacturing Environment.
- 6. Measuring Simulation Based Change Management in Manufacturing-- T. Taskinen, R. Smeds.
- 7. Choosing Appropriate Simulation Games in Industrial Engineering Education: 25 Years of Experience at the Centre for Industrial Management, K.U. Leuven-- L. Gelders, L. Pintelon.
- 8. Optimisation and Redesign of a Bicycle Production. An Interactive Planning Game for Team Oriented Education and Self-Training-- G. Zulch, et al.
- 9. New Approaches for Training and Education of Engineers by Using Simulation Games-- J. Hoheisel, et al. Part Three: Games in a Services Environment.
- 10. Simulation Games in the Project Management Environment-- J.L. Cano, et al.
- 11. `Panic', a Computer Game for Training of Candidate Physicians Confronted with Mass Casualty Incidents-- N. Muller, et al. Part Four: Games for Teaching Organizational Values.
- 12. The Trainability of Interpersonal Skills. Guidelines for the Business Game Trainer-- E. De Clercq.
- 13. An Interactive and Experiential Game for Promoting Organizational Values-- H. Ikavalko, M. Martinsuo.
- 14. Integrated Implementation of Virtual Teaching to Support Employee Qualification in Learning Enterprises-- H. Augustin, C.M. Thurnes.
- 15. Preparing Employees for the Learning Enterprise through Simulation Games-- S. Haferkamp, et al. Part Five: What's Next?
- 16. Looking into the Future-- J. Riis.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
T57.6 .G36 2000 | Available |
12. HLSL and pixel shaders for XAML developers [2012]
- Ritscher, Walt.
- Sebastopol, CA : O'Reilly, ©2012.
- Description
- Book — 1 online resource (various pagings) : illustrations Digital: text file.
- Summary
-
Graphic Shaders are used throughout the game and movie industry to improve onscreen graphics. They are versatile, doing important tasks like making computer rendered aliens look realistic, providing the ripples on a background lake or growing fur on the latest Pixar monster. In the PC world, programmers are often delighted to find that shaders are nothing more than a miniature program that is optimized to run on the computers GPU. This happiness fades when they start exploring the strange programming model underlying shaders however. Because shaders are strung together in an unusual fashion and run on a massive parallel processer developers shouldn't use their traditional OO or procedural approach to writing code. Writing effective shaders requires a mind shift regarding how to craft a useful algorithm. To top it off, shaders are written in a unfamiliar C-like language. In the Microsoft DirectX world the dominant language is High Level Shader Language or HLSL.
(source: Nielsen Book Data)
- NICOGRAPH International (Conference) (15th : 2016 : Hangzhou, China)
- Los Alamitos, CA : IEEE Computer Society, Conference Publishing Services, [2016]
- Description
- Book — 1 online resource (xvi, 195 pages) : illustrations (some color)
- NICOGRAPH International (Conference) (16th : 2017 : Kyoto, Japan)
- Los Alamitos, CA : IEEE Computer Society, Conference Publishing Services, [2017]
- Description
- Book — 1 online resource (xii, 101 pages) : illustrations (chiefly color)
15. Games and politics [1998]
- Bussum, the Netherlands : Baltzer Science, c1998.
- Description
- Book — 240 p. : ill. ; 26 cm.
- Online
SAL3 (off-campus storage)
SAL3 (off-campus storage) | Status |
---|---|
Stacks | Request (opens in new tab) |
T57.6 .A5 V.84 | Available |
- Dunn, Fletcher.
- 2nd ed. - Boca Raton, FL : A K Peters/CRC Press, ©2011.
- Description
- Book — 1 online resource (xxi, 824 pages) : color illustrations Digital: data file.
- Summary
-
- Cartesian Coordinate Systems 1D Mathematics 2D Cartesian Space 3D Cartesian Space Odds and ends
- Vectors Vector - mathematical definition and other boring stuff Vector - a geometric definition Specifying vectors using Cartesian coordinates Vectors vs. points Negating a vector Vector multiplication by a scalar Vector addition and subtraction Vector magnitude (length) Unit vectors The distance formula Vector dot product Vector cross product Linear algebra identities
- Multiple Coordinate Spaces Why multiple coordinate spaces? Some useful coordinate spaces Coordinate space transformations Nested coordinate spaces In defense of upright space
- Introduction to Matrices Matrix - a mathematical definition Matrix - a geometric interpretation The bigger picture of linear algebra
- Matrices and Linear Transformations Rotation Scale Orthographic projection Reection Shearing Combining transformations Classes of transformations
- More on Matrices Determinant of a matrix Inverse of a matrix Orthogonal matrices
- 4 x 4 homogeneous matrices
- 4 x 4 matrices and perspective projection
- Polar Coordinate Systems 2D Polar Space Why would anybody use Polar coordinates? 3D Polar Space Using polar coordinates to specify vectors
- Rotation in Three Dimensions What exactly is "orientation?" Matrix form Euler angles Axis-angle and exponential map representations Quaternions Comparison of methods Converting between representations
- Geometric Primitives Representation techniques Lines and rays Spheres and circles Bounding boxes Planes Triangles Polygons
- Mathematical Topics from 3D Graphics How graphics works Viewing in 3D Coordinate spaces Polygon meshes Texture mapping The standard local lighting model Light sources Skeletal animation Bump mapping The real-time graphics pipeline Some HLSL examples Further reading
- Mechanics
- 1: Linear Kinematics and Calculus Overview and other expectation-reducing remarks Basic quantities and units Average velocity Instantaneous velocity and the derivative Acceleration Motion under constant acceleration Acceleration and the integral Uniform circular motion
- Mechanics
- 2: Linear and Rotational Dynamics Newton's three laws Some simple force laws Momentum Impulsive forces and collisions Rotational dynamics Real-time rigid body simulators Suggested reading
- Curves in 3D Parametric polynomial curves Polynomial interpolation Hermite curves Bezier curves Subdivision Splines Hermite and Bezier splines Continuity Automatic tangent control
- Afterword What next?
- Appendix A: Geometric Tests Appendix B: Answers to the Exercises
- Bibliography
- Index
- Exercises appear at the end of each chapter.
- (source: Nielsen Book Data)
- Cartesian Coordinate Systems. Vectors. Multiple Coordinate Spaces. Introduction to Matrices. Matrices and Linear Transformations. More on Matrices. Polar Coordinate Systems. Rotation in Three Dimensions. Geometric Primitives. Mathematical Topics from 3D Graphics. Mechanics
- 1: Linear Kinematics and Calculus. Mechanics
- 2: Linear and Rotational Dynamics. Curves in 3D. Afterword. Appendices. Bibliography. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for.
(source: Nielsen Book Data)
17. Creating the art of the game [2004]
- Omernick, Matthew.
- Indianapolis, Ind. : New Riders, 2004.
- Description
- Book — xxvi, 286 p. : ill. (some col.) ; 26 cm.
- Summary
-
- Foreword: Making Games. Turning Lead into Gold, Plastic, Wood, etc. Embrace the Constraints. Introduction. Who Should Read This Book? A True Artist First. What to Expect from This Book. What This Book Covers. Making the Game. Themes.
- 1. Preparing to Create. How and Where to Collect Reference. Concept Art. Setting the Quality Bar. Blocking Out Your Scene. Conclusion.
- 2. Modeling Theory. Primitives. Polygons and Memory. Polygon Reduction. Modeling Techniques. Common Mistakes. Conclusion.
- 3. Introduction to Texturing. Game Texturing Theory. How to Choose and Create Textures. File Formats. Color Depth. Resolution (Texture Size). Photoshop. Where Do I Use My Pixels? Digital Photography. Making a Texture Tilable. Actions. Conclusion.
- 4. Advanced Texturing. The Power of Layers. Photoshop Tools. Alpha Channels. Conclusion.
- 5. Applying Textures. Assigning Materials. What Are UVs? Multiple UV Sets. Tiling. Conclusion.
- 6. Advanced Modeling. Organic Versus Inorganic Models. Organic Modeling Methods. Modeling with Triangles. Cleaning Up Your Geometry. Conclusion.
- 7. Lighting Principles. Color. Mood. Traditional Lighting Setup. Working with 3D Lights. Effective Lighting Practices. Conclusion.
- 8. In-Game Lighting. Vertex Lighting. Lightmaps. Per-Pixel Lighting. Normal Maps. Dynamic Lighting. Troubleshooting. Conclusion.
- 9. Effects. Particle Effects. Billboards. Fog. Water. Clouds. Decals. Conclusion.
- 10. Tips and Tricks. The Metal Box. Trees and Vegetation. Reflection. Placed Shadows. Conclusion.
- 11. User Interface Design and Creation. The Shell. In-Game User Interface. Heads-Up Display. Composition. Plan, Plan, Plan. Conclusion.
- 12. Wrapping It Up. Source Control. Collision Geometry. Skydomes. Light Volumes. Tagging Materials. Bug Fixing. Polishing. Major Milestones. Conclusion. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Green Library
Green Library | Status |
---|---|
Find it Stacks | Request (opens in new tab) |
T385 .O44 2004 | Unknown |
18. 3D automotive modeling : an insider's guide to 3D car modeling and design for games and film [2011]
- Gahan, Andrew, author.
- Amsterdam ; Boston : Elsevier/Focal Press, 2011
- Description
- Book — 1 online resource (xvii, 449 pages)
- Summary
-
- ch.
- 1. Duster concept
- ch.
- 2. Modeling the DUSTER in 3ds Max
- ch.
- 3. Chicago-styled hot rod concept
- ch.
- 4. Modeling the Chicago-styled hot rod
- ch.
- 5. Team Hizashi racing concept
- ch.
- 6. Team Hizashi racing concept : from CAD to complete
- ch.
- 7. Gallery
- ch.
- 8. A photogrammetric vehicle pipeline
- ch.
- 9. Vortex concept
- ch.
- 10. Vortex modeling in Maya
- ch.
- 11. Mobile suit concept
- ch.
- 12. Modeling the mobile suit
(source: Nielsen Book Data)
Master techniques from top automotive designers and world-class game developers with this insider's guide to designing and modeling 3D vehicles. With techniques demonstrated in 3ds Max, Maya, XSI, and Photoshop, 3D Automotive Modeling starts with a fantastic series of hot concept designs and continues by offering a full hands-on modeling tutorial for each. Some of the very best designers and modelers from across the globe take you through their processes step-by-step, giving you the tips, tricks, and short-cuts that true professionals use. 3D Automotive Modeling features tutorials from Honda, Toyota, and Mercedes-Benz designers, as well as modelers from Sony Computer Entertainment, Lucas Arts, and Simbin-artists who have worked on some of the biggest games in the industry, including the MotorStorm series. You will get:.
(source: Nielsen Book Data)
- Gahan, Andrew.
- Boston : Focal Press, 2010.
- Description
- Book — p. cm.
- Summary
-
- Duster Concept-- Modeling the DUSTER in 3ds Max-- Chicago-Styled Hot Rod Concept-- Modeling the Chicago-Styled Hot Rod-- Team Hizashi Racing Concept-- Team Hizashi Racing Concept-From CAD to Complete-- Gallery-- A Photogrammetric Vehicle Pipeline-- Vortex Concept-- Vortex Modeling in Kaya-- Mobile Suit Concept-- Modeling the Mobile Suit.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
-
- www.sciencedirect.com ScienceDirect
- Google Books (Full view)
- Goldstone, Will.
- Birmingham, U.K. : Packt Pub., 2009.
- Description
- Book — 1 online resource (vii, 298 pages) : illustrations.
- Summary
-
- Intro
- Unity Game Development Essentials
- Table of Contents
- Unity Game Development Essentials
- Credits
- About the Author
- About the Reviewers
- Preface
- What this book covers
- Chapter 1-Welcome to the Third Dimension
- Chapter 2-Environments
- Chapter 3-Player Characters
- Chapter 4-Interactions
- Chapter 5-Prefabs, Collection, and HUD
- Chapter 6-Instantiation and Rigidbodies
- Chapter 7-Particle Systems
- Chapter 8-Menu Design
- Chapter 9-Finishing Touches
- Chapter 10-Building and sharing
- Chapter 11-Testing and further study
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the necessary assets for the book
- Errata
- Piracy
- Questions
- 1. Welcome to the Third Dimension
- Getting to grips with 3D
- Coordinates
- Local space versus World space
- Vectors
- Cameras
- Polygons, edges, vertices, and meshes
- Materials, textures, and shaders
- Rigid Body physics
- Collision detection
- Essential Unity concepts
- The Unity way
- Assets
- Scenes
- Game Objects
- Components
- Scripts
- Prefabs
- The interface
- The Scene window and Hierarchy
- The Inspector
- The Project window
- The Game window
- Summary
- 2. Environments
- External modellers
- Resources
- Your first Unity project
- Using the terrain editor
- Terrain menu features
- Importing and exporting heightmaps
- Set Heightmap resolution
- Creating the lightmap
- Mass Place Trees
- Flatten Heightmap
- Refresh Tree and Detail Prototypes
- The terrain toolset
- Terrain Script
- Raise Height
- Paint height
- Smooth height
- Paint Texture
- Place Trees
- Paint Details
- Terrain Settings
- Sun, Sea, Sand-creating the island
- Step 1-Terrain setup
- Step 2-Island outline
- Step 3-Volcano!
- Step 4-Adding textures
- Painting procedure.
- Sandy areas
- Grass & Rock
- Volcanoes Rock!
- Step 5-Tree time
- Step 6-Grassed up
- Step 7-Let there be lights!
- Creating sunlight
- Step 8-What's that sound?
- Stereo versus Mono
- Formats
- The hills are alive!
- Importing your first package
- Further audio settings
- Step 9-Look to the skybox!
- Step 10-Open water
- Step 11-Island walkabout
- Step 12-Sun alignment and final tweaks
- Take Me Home! Introducing models
- Importing the model package
- Common settings for models
- Meshes
- Materials
- Animations
- Setting up the outpost model
- Summary
- 3. Player Characters
- Working with the Inspector
- Tags
- Layers
- Prefabs and the Inspector
- Deconstructing the First Person Controller object
- Parent-child issues
- First Person Controller objects
- Object
- 1: First Person Controller (parent)
- Transform
- FPSWalker (Script)
- Character Controller
- Mouse Look (Script)
- Object
- 2: Graphics
- Mesh filter
- Mesh renderer
- Object
- 3: Main Camera
- Camera
- GUILayer and Flare Layer
- Mouse Look (Script)
- Audio listener
- Scripting basics
- Commands
- Variables
- Variable data types
- Using variables
- Public versus private
- Functions
- Update()
- OnMouseDown()
- Writing functions
- If else statements
- Multiple conditions
- Globals and dot syntax
- Using static to define globals
- Dot syntax
- Comments
- Further reading
- The FPSWalker script
- Launching the script
- Mac-FPSWalker in Unitron
- Windows PC-FPSWalker in Uniscite
- Deconstructing the script
- Variable declaration
- Storing movement information
- Moving the character
- Checking grounded
- @Script commands
- Summary
- 4. Interactions
- Exploring collisions
- Ray casting
- The frame miss
- Predictive collision detection
- Adding the outpost
- Positioning
- Scaling
- Colliders and tagging the door.
- Disabling automatic animation
- Opening the outpost
- Approach 1-Collision detection
- Creating new assets
- Scripting for character collision detection
- Working with OnControllerColliderHit
- Writing custom functions
- Declaring the function
- Playing audio
- Checking door status
- Playing animation
- Reversing the procedure
- Function efficiency
- Finishing the script
- Attaching the script
- Approach 2-Ray casting
- Disabling collision detection-using comments
- Resetting the door collider
- Adding the ray
- Summary
- 5. Prefabs, Collection, and HUD
- Creating the battery prefab
- Download, import, and place
- Tagging the battery
- Scale, collider, and rotation
- Enlarging the battery
- Adding a trigger collider
- Creating a rotation effect
- Saving as a prefab
- Scattering batteries
- Displaying the battery GUI
- Creating the GUI Texture object
- Positioning the GUI Texture
- Scripting for GUI change
- Battery collection with triggers
- Restricting outpost access
- Restricting access
- Utilizing GetComponent()
- Hints for the player
- Battery GUI hint
- GUI Text hint
- Using fonts
- Summary
- 6. Instantiation and Rigid Bodies
- Introducing instantiation
- In concept
- In code
- Passing in an object
- Position and rotation
- Introducing rigid bodies
- Forces
- The Rigidbody component
- Making the minigame
- Creating the coconut prefab
- Creating the textured coconut
- Adding physics
- Saving as a prefab
- Creating the Launcher object
- Scripting coconut throws
- Checking for player input
- Playing feedback sound
- Instantiating the coconut
- Naming instances
- Assigning velocity
- Ensuring component presence
- Safeguarding collisions
- Including the Audio Source component
- Script and variable assignment
- Instantiate restriction and object tidying
- Activating coconut throw.
- Removing coconuts
- Adding the coconut shy platform
- Import settings
- The platform
- Targets and coconut collisions
- Placement
- Coconut detection script
- Establishing variables
- Collision detection
- Resetting the target
- Including audio source
- Script assignment
- Making more targets
- Winning the game
- Variable setup
- Checking for a win
- Script assignment
- Incrementing and decrementing targets
- Adding
- Subtracting
- Finishing touches
- Adding the crosshair
- Toggling the crosshair GUI Texture
- Informing the player
- Summary
- 7. Particle Systems
- What is a particle system?
- Particle emitter
- Particle Animator
- Particle Renderer
- In summary
- Making the task
- Asset download
- Adding the log pile
- Creating the fire particle systems
- Making fire
- Ellipsoid Particle Emitter Settings
- Particle Animator settings
- Particle Renderer settings
- Adding a material
- Positioning the FireSystem
- Time to Test!
- Making smoke
- Ellipsoid Particle Emitter settings
- Particle Animator settings
- Particle Renderer settings
- Positioning
- Adding audio to the fire
- Lighting the fire
- Adding the matches
- Creating the Matches GUI
- Collecting the matches
- Setting fire
- Testing and confirming
- Summary
- 8. Menu Design
- Interfaces and menus
- Making the main menu
- Creating the scene
- Visual example
- Duplicating the island
- Grouping the environment objects
- Duplicating the scene
- Cancelling mip mapping
- Adding titling
- GUI Texture formats
- Object creation
- Positioning
- Creating the menu-approach 1
- Adding the play button
- GUI Texture button script
- Assigning public member variables
- Testing the button
- Adding the instructions button
- Adding the quit button
- Using debug commands to check scripts
- Creating the menu-approach 2.
- Disabling Game Objects
- Writing an OnGUI() script for a simple menu
- Fixed versus layout
- Public member variables
- The OnGUI() function
- Flexible positioning for GUIs
- Adding UnityGUI buttons
- Opening scenes with custom functions
- Applying and styling
- GUI skin settings
- Decision time
- Summary
- 9. Finishing Touches
- Volcano!
- Positioning the particle system
- Downloading assets
- Making the smoke material
- Particle system settings
- Ellipsoid Particle Emitter settings
- Particle Animator settings
- Adding audio to the volcano
- Volcano testing
- Coconut trails
- Editing the Prefab
- Trail Renderer component
- Updating the prefab
- Performance tweaks
- Camera Clip Planes and fog
- Ambient lighting
- Instructions scene
- Adding screen text
- Text Animation using Linear Interpolation (Lerp)
- Menu return
- Island level fade-in
- UnityGUI texture rendering
- Game win notification
- Summary
- 10. Building and Sharing
- Build Settings
- Web Player
- Player Settings
- Web Player Streamed
- OS X Dashboard Widget
- OS X/Windows Standalone
- Building the game
- Adapting for web build
- Quit button platform automation
- Texture compression and debug stripping
- Building standalone
- Indie versus Pro
- Building for the Web
- Adapting web player builds
- Detection script-
- Object embed-
- Quality Settings
- Player Input settings
- Sharing your work
- Summary
- 11. Testing and Further Study
- Testing and finalizing
- Public testing
- Frame rate feedback
- Boosting performance
- Approaches to learning
- Cover as many bases as possible
- If you don't know, just ask!
- Summary
- Index.
(source: Nielsen Book Data)
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