1 - 20
Next
Number of results to display per page
- Gardiner, Brandon, author.
- Birmingham : Packt Publishing, 2015.
- 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: Game Plan
- Creating Basic Gameplay ; Introduction; Animating a sprite; Moving your player; Adding projectiles; Creating hazards; Programming basic enemies; Setting up player health and lives; Creating scoring mechanism; Creating win/lose scenarios;
- Chapter 2: It's Under Control
- Exploring Various Control Schemes ; Introduction; Creating 2D movement; Adding a Run button; Making your character jump; Using a point-and-click interface; Following the cursor.
- Setting up a controllerUtilizing analogue joystick acceleration; Adding tap control; Using swipes; Moving characters or objects by tilting a device;
- Chapter 3: Let's Move It
- Advanced Movement and Layout ; Introduction; Dragging onscreen objects; Dragging objects on a grid; Moving a character on a grid; Setting a path; Creating enemy pathfinding; Controlling a character with a mouse and keyboard;
- Chapter 4: Let's Get Physical
- Using GameMaker's Physics System ; Introduction; Creating objects that use physics; Alternating gravity; Applying force via magnets; Creating a moving platform.
- Making a rope
- Chapter 5: Now Hear This!
- Music and Sound Effects ; Introduction; Importing and playing background music; Implementing situational sound effects; Adding sound emitters and listeners; Adjusting the listener orientation; Replicating the Doppler effect with emitters;
- Chapter 6: It's All GUI!
- Creating Graphical User Interface and Menus ; Introduction; Setting up a basic HUD with code; Making your HUD scalable; Using the GUI layer in full screen mode with views; Adding a title screen; Creating splash pages; Adding a game over screen;
- Chapter 7: Saving the Day
- Saving Game Data.
- IntroductionCreating game settings; Making a pause screen; Saving player selection and score; Encrypting and decrypting save data;
- Chapter 8: Light 'em up!
- Enhancing Your Game with Lighting Techniques ; Introduction; Creating a room with a light switch; Lighting objects with a spot light; Changing day to night; Creating a flashlight; Making a flickering torch;
- Chapter 9 : Particle Man, Particle Man
- Adding Polish to Your Game with Visual Effects and Particles; Introduction; Using particles to simulate kicking up dust; Simulating rainfall; Creating an explosion; Adding screen-shake.
- Using slow motion
- Chapter 10 : Hello, World
- Creating New Dimensions of Play Through Networking; Introduction; Basic networking; Online play; Connecting a client to a server; Setting up asynchronous play for a turn-based game; Index.
(source: Nielsen Book Data)
- Dickinson, Chris.
- Birmingham, UK : Packt Publishing, 2013.
- Description
- Book — 1 online resource (126 pages) Digital: text file.
- Summary
-
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Building a Game Application; Application components; Exploring the Bullet and FreeGLUT projects; Exploring Bullet's built-in demo applications; Starting a new project; Building the application layer; Configuring FreeGLUT; glutKeyboardFunc/glutKeyboardUpFunc; glutSpecialFunc/glutSpecialUpFunc; glutMouseFunc; glutMotionFunc/glutPassiveMotionFunc; glutReshapeFunc; glutDisplayFunc; glutIdleFunc; Initializing FreeGLUT; glutInit; glutInitDisplayMode.
- GlutInitWindowPosition/glutInitWindowSizeglutCreateWindow; glutSetOption; Launching FreeGLUT; Summary;
- Chapter 2: Rendering and User Input; Rendering the scene; Introducing double-buffering; Understanding the basics of camera; glIdentity; glFrustum; gluLookAt; glViewport; Basic rendering and lighting; Creating a simple box; Let there be light!; Normals; Creating ambient, diffuse, and specular lighting; Understanding depth testing; glLightfv; glEnable; glMaterialfv/glMateriali; glShadeModel; glDepthFunc; Coloring your box; Understanding rendering pipelines; User input and camera control.
- Implementing camera controlGathering user input; Summary;
- Chapter 3: Physics Initialization; The core bullet objects; The world object; The broad phase; The collision configuration; The collision dispatcher; The constraint solver; Creating the Bullet components; Creating our first physics object; The collision shape; The motion state; The collision object; Building a custom motion state; Creating a box; Rendering from transform data; Stepping the simulation; Summary;
- Chapter 4: Object Management and Debug Rendering; Handling multiple objects; Designing our objects; Rendering our objects.
- Storing our objectsCreating our objects; Debug rendering; Building the debug drawer; Introducing activation states; The domino effect; Summary;
- Chapter 5: Raycasting and Constraints; The power of raycasting; Picking rays; Destroying objects; Constraints; Understanding constraints; Picking up the objects; Building a constraint; Summary;
- Chapter 6: Events, Triggers, and Explosions; Building a collision event system; Explaining the persistent manifolds; Managing the collision event; Building trigger volumes; Disabling contact response; Force, torque, and impulse; Understanding the object motion.
- Applying forcesApplying impulses; Summary;
- Chapter 7: Collision Shapes; Spheres and cylinders; Convex hulls; Creating convex hulls from mesh data; Compound shapes; Summary;
- Chapter 8: Collision Filtering; Groups and masks; Defining linear and angular freedom; Summary;
- Chapter 9: Soft Body Dynamics; Soft body requirements; Initialization; Creating soft bodies; Rendering soft bodies; Summary; Index.
(source: Nielsen Book Data)
- Shekar, Siddharth, author.
- Second edition. - Birmingham, UK : Packt Publishing, 2016.
- Description
- Book — 1 online resource (1 volume) : illustrations Digital: text file.
- Summary
-
- Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Sprites and Animations;
- Chapter 2: Scenes and Menus;
- Chapter 3: Gestures, Touches, and the Accelerometer;
- Chapter 4: Physics;
- Chapter 5: Audio;
- Chapter 6: AI and A* Pathfinding;
- Chapter 7: Data Storage and Retrieval;
- Chapter 8: Effects;
- Chapter 9: Game Tools;
- Chapter 10: Swift/SpriteBuilder Basics;
- Chapter 11: Porting to Android; Index; Introduction; Downloading and installing Cocos2d; The 2D coordinate system; Getting access to MainScene.
- Adding sprites to scenesCreating a sprite using RenderTexture; Creating a custom sprite class; Animating sprites; Adding actions to sprites; Drawing glPrimitives; Adding the parallax effect; Introduction; Adding a MainMenu Scene; Adding text using CCLabel; Adding buttons with CCMenu; Adding a Gameplay Scene; Transitioning between scenes; Adding transition effects; Adding a Level Selection Scene; Scrolling a Level Selection Scene; Introduction; Understanding swipe; Implementing tap; Adding LongPress; Adding pinch/zoom controls; Adding rotation objects ; Adding panning; Including touches.
- Creating objects with touchBeganMoving objects with touchMoved; Customizing touches in the sprite class; Adding an accelerometer; Adding a directional pad; Introduction; Adding physics to a game scene; Adding physics objects; Looking at different body types; Adding sprite texture to physics objects; Creating composite bodies; Creating complex shapes; Changing body properties; Applying impulse with the touch control; Applying force with the accelerometer; Collision detection; Adding revolute joints; Adding motor joints; Adding a game loop and scoring; Introduction; Adding background music.
- Adding audio effectsAdding a mute button; Adding a volume slider; Adding a pause and resume button; Introduction; Patrol enemy behavior; Projectile shooting enemy; Chasing enemy behavior; A* pathfinding; Introduction; Loading the XML file data; Saving to the XML file data; Loading the JSON file data; Loading the PLIST file data; Saving the PLIST file data; Using NSUserDefaults; Introduction; CCEffects; Adding the glass effect; Adding the motion streak effect; Adding the particle effect; Adding 2D lighting; Introduction; Glyph Designer; Particle system; TexturePacker; PhysicsEditor.
- IntroductionImplementing the Swift syntax; Implementing Cocos2d Swift; SpriteBuilder basics; Introduction; Installing the Android Xcode plugin; Enabling USB debugging on a device; Running the SpriteBuilder project on a device; Porting a project to Android; No Java runtime error; Provision profile error; Blank screen error; Useful resources.
(source: Nielsen Book Data)
- Sosins, Arturs.
- Birmingham, UK : Packt Publishing, 2013.
- Description
- Book — 1 online resource
- Summary
-
This book is a detailed guide to create and deploy mobile games on multiple mobile platforms with an emphasis on practical examples that help you learn how to make your own games quickly and efficiently. This book is for developers who are new to mobile game development or who have tried the native development of mobile games and want a simpler, faster tool that can support a wide variety of platforms and devices. Readers are expected to be at least partially familiar with the Lua game scripting language that Gideros uses for its scripts.
(source: Nielsen Book Data)
- Pagella, Mario Andrés.
- Sebastopol, CA : O'Reilly, ©2011.
- Description
- Book — 1 online resource (xiii, 135 pages) : illustrations Digital: text file.
- Summary
-
- Table of Contents; Preface; The Rise of HTML5; What You Need to Know; Code Examples; Development and Debugging Tools; Notes on Game Design; Conventions Used in This Book; Using Code Examples; Safari® Books Online; How to Contact Us; Acknowledgments;
- Chapter 1. Graphics Foundations: Canvas and Sprites; Working with the canvas Object; Creating Smooth Animations; Working with Sprites; What's at that Pixel?; Dealing with Transparency; Choosing a Rendering Method for Our Graphics;
- Chapter 2. Making It Isometric;
- Chapter 3. Interface Considerations; GUI Design and Interaction in Web Games.
- Implementing the GUI
- Chapter 4. HTML5 Sound and Processing Optimization; Adding Sound with the Audio Element; Managing Computationally Expensive Work with the Web Workers API; Local Storage and Session Storage;
- Chapter 5. Connecting the Game to People; Cheat Prevention and Server-Side Operations; The Path to the Final Game; Polishing the Game; Adding a Social Networking Layer Using Facebook.
(source: Nielsen Book Data)
- Thorn, Alan.
- Burlington, MA : Focal Press, ©2014.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Chapter 1: Getting Started with Unity
- Chapter 2: Assets and Asset Management
- Chapter 3: Scenes, Assets and GameObjects
- Chapter 4: Terrain and Audio
- Chapter 5: Lighting and Light Mapping
- Chapter 6 - Particle Systems and Shuriken
- Chapter 6: Particle Systems and Shuriken
- Chapter 7: Scripting with C#
- Chapter 8: GUIs and Scripting
- Chapter 9: Debugging and Post Processing
- Chapter 10: Navigation and Path-Finding
- Chapter 11: Animation and Mecanim
- Chapter 12: Tips and Tricks.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- DeQuadros, Miguel, author.
- Birmingham : Packt Publishing, 2015.
- Description
- Book — 1 online resource : illustrations
- Summary
-
- Cover ; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: What to Expect in Xcode and Game Development; Registering to be an iOS developer; Asset creation for your awesome game; Entering the game development market; Summary;
- Chapter 2: Creating the Stuff; Let's talk assets; Sprites; Sound effects; File type; Music; Formats; Best software; Videos; File type; Best software; Creating optimized assets; Video conversion; Audio conversion; How to design your game; Game design document; Summary.
- Chapter 3: Blast Off! Starting with DevelopmentCreating a SpriteKit project in Xcode; Editing our code files; Level design and implementation; Gravity
- player movement; Collision detection; Making our player dance!; Summary;
- Chapter 4: Let's Keep Going! Adding More Functionality; Adding awesome sound effects; Character animations; Playing with particles; Background; Particle texture; Particle birthrate; Particle life cycle; Particle position range; Angle; Particle speed; Particle acceleration; Particle scale; Particle rotation; Particle color; Particle blend mode.
- Creating menus and multiple levelsCreating enemies; Summary;
- Chapter 5: Bug Squashing
- Testing and Debugging; Testing our project; Setting up TestFlight users; What's a TestFlight user?; Internal testers; External testers; Using TestFlight as a beta tester; Installation; Testing; Opting out of testing; Squashing those bugs!; Summary;
- Chapter 6: Making Our Game More Efficient; Managing effects; Battery management
- doing less in the background; Summary;
- Chapter 7: Deploying and Monetizing; Preparing to deploy; Tips for monetizing; iAds; AdMob; Implementing Chartboost!; Summary.
- Chapter 8: It's Too Dangerous to Go Alone, Take a Friend!Multiplayer integration; Game Center integration; Pushing updates to the AppStore!; I didn't forget ... I just missed it; You're done!; Summary; Index.
(source: Nielsen Book Data)
- Dickinson, Chris, author.
- Second edition. - Birmingham, UK : Packt Publishing, 2017.
- Description
- Book — 1 online resource (1 volume) : illustrations Digital: data file.
- Summary
-
Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applications About This Book * Discover features and techniques to optimize Unity Engine's CPU cycles, memory usage, and the GPU throughput of any application * Explore multiple techniques to solve performance issues with your VR projects * Learn the best practices for project organization to save time through an improved workflow Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn * Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them * Implement best practices for C# scripting to avoid common pitfalls * Develop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecks * Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks * Keep your scenes as dynamic as possible by making the most of the Physics engine * Organize, filter, and compress your art assets to maximize performance while maintaining high quality * Discover different kinds of performance problems that are critical for VR projects and how to tackle them * Use the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collection * Get to know the best practices for project organization to save time through an improved workflow In Detail Unity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity's built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling. Style and approach This practical book will help readers understand the essentials of the Unity3D engine and how to build games while improving the performance of their applications.
(source: Nielsen Book Data)
- Scaplehorn, Sean.
- Birmingham : Packt Publishing Ltd., 2012.
- Description
- Book — 1 online resource (318 pages) : illustrations Digital: text file.
- Summary
-
A practical tutorial that's easy to follow with lots of tips, examples and diagrams, including a full game project that grows with each chapter, This book targets Professional and Indie game developers who want to develop games quickly and easily to run across a huge range of smartphones and tablets. You are expected to have some experience writing games using C++ on other platforms. Its aim is to show how to take your existing skills and apply them to writing games for mobile devices (including iOS and Android) by explaining the use of the Marmalade SDK, Familiarity with games and 3D graphics p.
- Sequeira, Karan, author.
- Birmingham, UK : Packt Publishing, 2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- ""Cover""; ""Copyright""; ""Credits""; ""About the Author""; ""About the Reviewers""; ""www.PacktPub.com""; ""Table of Contents""; ""Preface""; ""
- Chapter 1: A Colorful Start""; ""An overview of ColourSmash""; ""Setting up the environment for cocos2d-html5""; ""Creating a project in cocos2d-html5""; ""Getting acquainted with the project structure""; ""Creating the first scene � the main menu""; ""Moving on to the game world""; ""Declaring and initializing the variables""; ""Creating the background""; ""Creating the tiles""; ""Creating the Heads-Up Display""; ""The countdown timer""
- ""Let's get touchy...""""The core gameplay""; ""Finding the tiles""; ""Removing the tiles""; ""Finding and shifting tiles from above""; ""Adding new tiles""; ""Adding score and bonus""; ""Updating the timer""; ""Summary""; ""
- Chapter 2: How to Fly a Dragon!""; ""Getting to know sprite sheets""; ""Creating a lively menu screen""; ""Creating a fairy tale""; ""Building an infinitely long castle in 20 lines of code""; ""Adding the stars""; ""Setting things into motion""; ""On to the game world""; ""The core gameplay""; ""Creating the dragon""; ""Creating the towers""; ""The update loop""
- ""Updating the dragon""""Updating the towers""; ""Collision detection""; ""Flying the dragon""; ""Farewell dear dragon""; ""Saving a high score using LocalStorage""; ""Let's make some HTML5 noise""; ""Summary""; ""
- Chapter 3: Not Just a Space Game""; ""An overview of SpaceCraze""; ""Creating a project""; ""Defining the global variables of the game""; ""Creating your own Sprite""; ""On to the game world...""; ""The Player class""; ""The Enemy class""; ""The Brick class""; ""Parsing the level file""; ""Creating enemies""; ""Creating bricks""; ""Creating the player""; ""Creating HUD elements""
- ""The start and stop functions""""Moving the enemies""; ""Fire the bullets!""; ""The update function""; ""Checking for collisions""; ""Touch controls""; ""Level complete and game over""; ""Summary""; ""
- Chapter 4: Back to the Drawing Board""; ""An introduction to Inverse Universe""; ""The CCDrawNode class""; ""Figuring out the geometry""; ""Defining the elements of Inverse Universe""; ""The Player class""; ""The Enemy class""; ""The PowerUp class""; ""The Bomb class""; ""The Blast class""; ""The MissileLauncher class""; ""The Missile class""; ""The Shield class""; ""Creating the game""
- ""The update loop""""Adding tilt controls""; ""Moving the player""; ""Adding progression and difficulty levels""; ""Summary""; ""
- Chapter 5: Let's Get Physical!""; ""An overview of Jumpy Clown""; ""The basics of Box2D""; ""Creating the world""; ""Using debug draw""; ""Stepping the world""; ""Creating the GameObject class""; ""Creating the walls""; ""Creating the base""; ""Creating the clown""; ""Defining the clown's state machine""; ""Creating the platform""; ""Adding and removing platforms""; ""Adding the controls""; ""Listening for collisions""; ""The Collectible class""
(source: Nielsen Book Data)
- Shekar, Siddharth, author.
- Birmingham, UK : Packt Publishing, 2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
This book is for novices as well as proficient game developers who want to learn more about game development using Swift. If you are from a 2D game development background and would like to learn the basics of 3D game development, this book is for you. Additionally, if you want to learn the basics of graphics programming and shaders, this book will be a good starting point.
(source: Nielsen Book Data)
- Valenza, Enrico, author.
- Birmingham, UK : Packt Publishing, 2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Preface; Modeling the Character's Base Mesh; Introduction; Setting templates with the Images as Planes add-on; Setting templates with the Image Empties method; Setting templates with the Background Images tool; Building the character's base mesh with the Skin modifier; Sculpting the Character's Base Mesh; Introduction; Using the Skin modifier's Armature option; Editing the mesh; Preparing the base mesh for sculpting; Using the Multiresolution modifier and the Dynamic topology feature; Sculpting the character's base mesh; Polygonal Modeling of the Character's Accessories; Introduction.
- Preparing the scene for polygonal modelingModeling the eye; Modeling the armor plates; Using the Mesh to Curve technique to add details; Re-topology of the High Resolution Sculpted Character's Mesh; Introduction; Using the Grease Pencil tool to plan the edge-loops flow; Using the Snap tool to re-topologize the mesh; Using the Shrinkwrap modifier to re-topologize the mesh; Using the LoopTools add-on to re-topologize the mesh; Concluding the re-topologized mesh; Unwrapping the Low Resolution Mesh; Introduction; Preparing the low resolution mesh for unwrapping; UV unwrapping the mesh.
- Editing the UV islandsUsing the Smart UV Project tool; Modifying the mesh and the UV islands; Setting up additional UV layers; Exporting the UV Map layout; Rigging the Low Resolution Mesh; Introduction; Building the character's Armature from scratch; Perfecting the Armature to also function as a rig for the Armor; Building the character's Armature through the Human Meta-Rig; Building the animation controls and the Inverse Kinematic; Generating the character's Armature by using the Rigify add-on; Skinning the Low Resolution Mesh; Introduction.
- Parenting the Armature and Mesh using the Automatic Weights toolAssigning Weight Groups by hand; Editing Weight Groups using the Weight Paint tool; Using the Mesh Deform modifier to skin the character; Using the Laplacian Deform modifier and Hooks; Finalizing the Model; Introduction; Creating shape keys; Assigning drivers to the shape keys; Setting movement limit constraints; Transferring the eyeball rotation to the eyelids; Detailing the Armor by using the Curve from Mesh tool; Animating the Character; Introduction; Linking the character and making a proxy.
- Creating a simple walk cycle for the character by assigning keys to the bonesTweaking the actions in Graph Editor; Using the Non Linear Action Editor to mix different actions; Creating the Textures; Introduction; Making a tileable scales image in Blender Internal; Preparing the model to use the UDIM UV tiles; Baking the tileable scales texture into the UV tiles; Painting to fix the seams and to modify the baked scales image maps; Painting the color maps in Blender Internal; Painting the color maps in Cycles; Refining the Textures; Introduction.
(source: Nielsen Book Data)
- Valenza, Enrico, author.
- Birmingham, UK : Packt Publishing, 2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Preface; Modeling the Character's Base Mesh; Introduction; Setting templates with the Images as Planes add-on; Setting templates with the Image Empties method; Setting templates with the Background Images tool; Building the character's base mesh with the Skin modifier; Sculpting the Character's Base Mesh; Introduction; Using the Skin modifier's Armature option; Editing the mesh; Preparing the base mesh for sculpting; Using the Multiresolution modifier and the Dynamic topology feature; Sculpting the character's base mesh; Polygonal Modeling of the Character's Accessories; Introduction.
- Preparing the scene for polygonal modelingModeling the eye; Modeling the armor plates; Using the Mesh to Curve technique to add details; Re-topology of the High Resolution Sculpted Character's Mesh; Introduction; Using the Grease Pencil tool to plan the edge-loops flow; Using the Snap tool to re-topologize the mesh; Using the Shrinkwrap modifier to re-topologize the mesh; Using the LoopTools add-on to re-topologize the mesh; Concluding the re-topologized mesh; Unwrapping the Low Resolution Mesh; Introduction; Preparing the low resolution mesh for unwrapping; UV unwrapping the mesh.
- Editing the UV islandsUsing the Smart UV Project tool; Modifying the mesh and the UV islands; Setting up additional UV layers; Exporting the UV Map layout; Rigging the Low Resolution Mesh; Introduction; Building the character's Armature from scratch; Perfecting the Armature to also function as a rig for the Armor; Building the character's Armature through the Human Meta-Rig; Building the animation controls and the Inverse Kinematic; Generating the character's Armature by using the Rigify add-on; Skinning the Low Resolution Mesh; Introduction.
- Parenting the Armature and Mesh using the Automatic Weights toolAssigning Weight Groups by hand; Editing Weight Groups using the Weight Paint tool; Using the Mesh Deform modifier to skin the character; Using the Laplacian Deform modifier and Hooks; Finalizing the Model; Introduction; Creating shape keys; Assigning drivers to the shape keys; Setting movement limit constraints; Transferring the eyeball rotation to the eyelids; Detailing the Armor by using the Curve from Mesh tool; Animating the Character; Introduction; Linking the character and making a proxy.
- Creating a simple walk cycle for the character by assigning keys to the bonesTweaking the actions in Graph Editor; Using the Non Linear Action Editor to mix different actions; Creating the Textures; Introduction; Making a tileable scales image in Blender Internal; Preparing the model to use the UDIM UV tiles; Baking the tileable scales texture into the UV tiles; Painting to fix the seams and to modify the baked scales image maps; Painting the color maps in Blender Internal; Painting the color maps in Cycles; Refining the Textures; Introduction.
(source: Nielsen Book Data)
- Glazer, Joshua L., author.
- New York : Addison-Wesley, [2016]
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Overview of networked games
- The internet
- Berkeley sockets
- Object serialization
- Object replication
- Network topologies and sample games
- Latency, jitter, and reliability
- Improved latency handling
- Scalability
- Security
- Real-world engines
- Gamer services
- Cloud hosting dedicated servers.
- Milchev, Milcho G., author.
- Birmingham, England ; Mumbai [India] : Packt Publishing, 2015.
- Description
- Book — 1 online resource (156 pages) : illustrations Digital: text file.
- Summary
-
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Getting Started with SFML; Creating windows; VideoMode; Style; ContextSettings; Disabling the mouse cursor; The game loop; Event handling; Window related events; Keyboard related events; Mouse related events; Joystick related events; Using events; Shape rendering and transformations; The render frame; Shape drawing; Shape transformation; Controlling shapes; Summary;
- Chapter 2: Loading and Using Textures; Loading textures; Images versus textures; Creating images
- Creating texturesRendering shapes with textures; What is a sprite?; Shapes versus sprites; Transformables and drawables; Final facts on sprites; Managing resources; Summary;
- Chapter 3: Animating Sprites; Capturing time; sf::Time and sf::Clock; Animating sprites; The setup; Building an animator; Using the animator; Multiple animations; Summary;
- Chapter 4: Manipulating a 2D Camera; What is a camera?; When should we use a camera?; How does SFML implement a camera?; Manipulating cameras with sf::View; Rotating and scaling a view; Viewports; Mapping coordinates; What is OpenGL?
- Should you use OpenGL?Using OpenGL inside SFML; OpenGL in multiple windows; Summary;
- Chapter 5: Exploring a World of Sound and Text; Audio module
- overview; Sound versus music; Audio in action; The sf::Sound class; Introducing AssetManager 2.0; sf::Music and sf::SoundStream; sf::SoundSource and audio in 3D; Common audio features; Audio in 3D; Setting up the listener; Audio sources; Summarizing audio features; Getting started with sf::Text; AssetManager 3.0; Summary;
- Chapter 6: Rendering Special Effects with Shaders; sf::RenderTarget and sf::RenderWindow; Rendering directly to a texture
- Shader programmingWhat is a shader?; Loading shaders; AssetManager 4.0; Using shaders; Setting shader uniforms; sf::Shader and OpenGL; Combining it all together; Setting up RenderTexture; Summary;
- Chapter 7: Building Multiplayer Games; Understanding networking; Networking in games; Transport layer
- TCP versus UDP; TCP in SFML; UDP in SFML; Non-blocking sockets; Exchanging packets; Constructing a packet; Putting it all into practice; Summary; Index
(source: Nielsen Book Data)
- Madsen, Robert, author.
- Birmingham : Packt Publishing, 2016.
- Description
- Book — 1 online resource : illustrations
- Summary
-
- Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Building the Foundation; Introducing the development environment; A quick look at Visual Studio; Start screen; The Solution Explorer panel; The Standard Toolbar panel; The code window; The output window; Starting your project; The game loop; The game structure; Initialization; The game loop; Shutdown; Creating the game structure; Port of access; The Windows message loop; Introducing OpenGL; What is OpenGL?; The other GL; Downloading OpenGL; Adding OpenGL to the project
- Linking to the OpenGL librarySummary;
- Chapter 2: Your Point of View; Plotting your revenge; The OpenGL coordinate system; Making your point; Understanding the code; Running the program; Stretching your point; Getting primitive; A triangle by any other name; A primitive example; From triangles to models; Introducing textures; Using textures to fill the triangles; A matter of reference; Hanging out in the quad; Coding the quad; Rendering a texture; Loading the texture; Texture wrapping; Creating a textured quad; Putting the pieces together; Summary;
- Chapter 3: A Matter of Character
- Spritely speakingSprites versus non-sprites; Flipbook animation; Framed animation; Creating sprites; Working with PNGs; Linking to the SOIL library; Including the SOIL header file; Opening an image file; Coding a sprite class; Creating sprite frames; Saving each frame; Loading a sprite from individual textures; Creating a sprite sheet; Loading a sprite sheet; Loading our sprites; Rendering; Adding a render to the game loop; Implementing the main Render function; Implementing Render in the Sprite class; UV mapping; One more detail; A moving example; Adding update to the game loop
- Implementing the main Update callImplementing Update in the Sprite class; Character movement; Using delta time; Calculating delta time; Flipping; Scrolling the background; Using an atlas; Summary;
- Chapter 4: Control Freak; A penny for your input; The keyboard input; Using the mouse; Touch; Other inputs; Someone is listening; The WndProc event listener; Handling the message queue; Handling mouse and keyboard inputs; Creating the Input class; Virtual key codes; Querying for input; Implementing the Input class; Adding input to the game loop; Processing our input; Changes to the Sprite class
- Graphical User InterfaceCreating a button; Enhancing the Input class; Adding UI elements to the list; Checking each UI element; Pushing your buttons; Adding our pauseButton; State management; Creating a state manager; Pausing the game; Summary;
- Chapter 5: Hit and Run; Out of bounds!; Getting anchored; Collision rectangles; Embedding; Fixing the background; Collideables; Ready to score; A friend indeed; Time to spawn; Circular collision detection; The Pythagorean Theorem; Adding the circular collision code; Why use circular collision detection?; Wiring in the collision detection
(source: Nielsen Book Data)
- Madsen, Robert, author.
- Birmingham : Packt Publishing, 2016.
- Description
- Book — 1 online resource : illustrations
- Summary
-
- Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Building the Foundation; Introducing the development environment; A quick look at Visual Studio; Start screen; The Solution Explorer panel; The Standard Toolbar panel; The code window; The output window; Starting your project; The game loop; The game structure; Initialization; The game loop; Shutdown; Creating the game structure; Port of access; The Windows message loop; Introducing OpenGL; What is OpenGL?; The other GL; Downloading OpenGL; Adding OpenGL to the project
- Linking to the OpenGL librarySummary;
- Chapter 2: Your Point of View; Plotting your revenge; The OpenGL coordinate system; Making your point; Understanding the code; Running the program; Stretching your point; Getting primitive; A triangle by any other name; A primitive example; From triangles to models; Introducing textures; Using textures to fill the triangles; A matter of reference; Hanging out in the quad; Coding the quad; Rendering a texture; Loading the texture; Texture wrapping; Creating a textured quad; Putting the pieces together; Summary;
- Chapter 3: A Matter of Character
- Spritely speakingSprites versus non-sprites; Flipbook animation; Framed animation; Creating sprites; Working with PNGs; Linking to the SOIL library; Including the SOIL header file; Opening an image file; Coding a sprite class; Creating sprite frames; Saving each frame; Loading a sprite from individual textures; Creating a sprite sheet; Loading a sprite sheet; Loading our sprites; Rendering; Adding a render to the game loop; Implementing the main Render function; Implementing Render in the Sprite class; UV mapping; One more detail; A moving example; Adding update to the game loop
- Implementing the main Update callImplementing Update in the Sprite class; Character movement; Using delta time; Calculating delta time; Flipping; Scrolling the background; Using an atlas; Summary;
- Chapter 4: Control Freak; A penny for your input; The keyboard input; Using the mouse; Touch; Other inputs; Someone is listening; The WndProc event listener; Handling the message queue; Handling mouse and keyboard inputs; Creating the Input class; Virtual key codes; Querying for input; Implementing the Input class; Adding input to the game loop; Processing our input; Changes to the Sprite class
- Graphical User InterfaceCreating a button; Enhancing the Input class; Adding UI elements to the list; Checking each UI element; Pushing your buttons; Adding our pauseButton; State management; Creating a state manager; Pausing the game; Summary;
- Chapter 5: Hit and Run; Out of bounds!; Getting anchored; Collision rectangles; Embedding; Fixing the background; Collideables; Ready to score; A friend indeed; Time to spawn; Circular collision detection; The Pythagorean Theorem; Adding the circular collision code; Why use circular collision detection?; Wiring in the collision detection
(source: Nielsen Book Data)
18. Building a 3D game with LibGDX : learn how to build an exciting 3D game with LibGDX from scratch [2016]
- Di Giuseppe, Sebastián, author.
- Birmingham, UK : Packt Publishing, 2016.
- Description
- Book — 1 online resource : illustrations.
- Summary
-
Learn how to build an exciting 3D game with LibGDX from scratch About This Book * Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. * Write, test, and debug your application on your desktop and deploy them on multiple platforms. * Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Who This Book Is For If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated. What You Will Learn * Learn the potential of LibGDX in game development * Understand the LibGDX architecture and explore platform limitation and variations * Explore the various approaches for game development using LibGDX * Learn about the common mistakes and possible solutions of development * Discover the 3D workflow with Blender and how it works with LibGDX * Implement 3D models along with textures and animations into your games * Familiarize yourself with Scene2D and its potential to boost your game's design In Detail LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API main features and talk about the camera used for 3D. Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing. The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want! Style and approach A step by step guide on building a 3D game with LibGDX and implementing an exhaustive list of features that you would wish to incorporate into your 3D game.
(source: Nielsen Book Data)
19. Building a 3D game with LibGDX : learn how to build an exciting 3D game with LibGDX from scratch [2016]
- Di Giuseppe, Sebastián, author.
- Birmingham, UK : Packt Publishing, 2016.
- Description
- Book — 1 online resource : illustrations.
- Summary
-
Learn how to build an exciting 3D game with LibGDX from scratch About This Book * Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. * Write, test, and debug your application on your desktop and deploy them on multiple platforms. * Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Who This Book Is For If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated. What You Will Learn * Learn the potential of LibGDX in game development * Understand the LibGDX architecture and explore platform limitation and variations * Explore the various approaches for game development using LibGDX * Learn about the common mistakes and possible solutions of development * Discover the 3D workflow with Blender and how it works with LibGDX * Implement 3D models along with textures and animations into your games * Familiarize yourself with Scene2D and its potential to boost your game's design In Detail LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API main features and talk about the camera used for 3D. Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing. The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want! Style and approach A step by step guide on building a 3D game with LibGDX and implementing an exhaustive list of features that you would wish to incorporate into your 3D game.
(source: Nielsen Book Data)
- Marcoux, Richard Gerard, III, author.
- Birmingham : Packt Publishing, 2015.
- Description
- Book — 1 online resource : illustrations
- Summary
-
- Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface;
- Chapter 1: Getting Started; Downloading the starter-kit; Installing the starter-kit; Part 1; Part 2; Important classes within the starter-kit; Compiling our game; Summary;
- Chapter 2: Creating a Playable Character; Implementing player lives;
- Part 1
- the player code;
- Part 2
- the GameRules code; The big picture; Implementing player movement and rotation; The big picture; Making a camera follow the player; The big picture; Summary;
- Chapter 3: Implementing Weapons and Ammo
- Creating a weapon classCreating the IWeapon interface; Creating the AWeapon abstract base class; Creating the CBlaster weapon class; Creating an ammo class; Creating the IAmmo class; Creating the AAmmo abstract class; Creating the CFireBallAmmo class; Creating ammo events; Summary;
- Chapter 4: Creating an Enemy AI; Registering a new AI class; Detect the player and prevent mobility; Shooting the player; Extending the AI; Summary;
- Chapter 5: Creating User Interfaces; Creating the Flash UI content for our menus; Creating the main menu; Creating the end game menu; Creating UI elements
- Implementing a game menu system in C++Summary;
- Chapter 6: Modeling Workflow for Game Characters and Tools; Getting started; Installing the CRYENGINE SDK; Installing CryTools; An overview of the modeling workflow; Blockout; Highpoly modeling; Lowpoly modeling; UV mapping; Texturing and materials; Summary;
- Chapter 7: Highpoly Modeling; Blockout; Highpoly; Using DynaMesh; Highpoly sculpting techniques; Sculpting out the forms; Adding the forms; Adding more detail; Adding fine details; The hair system; Exporting the highpoly mesh; Summary;
- Chapter 8: Lowpoly Modeling; Creating the lowpoly model
- ToolsGetting started; Topology and edgeflow; Good and bad topology; Building the lowpoly; Creating UVs; Adding the eyes; Naming and organizing a Maya scene ; Naming; Layers; Lods; Creating Lods; Summary;
- Chapter 9: Texturing and Materials; Baking; Baking the fur and alphas; Efficient psd setup; Using masks; Basics of PBR texturing; Exporting maps; Exporting a mesh and materials into CRYENGINE; Importing the mesh by using CRYENGINE Material Editor; File check and handover; Summary;
- Chapter 10: Building the Character Rig; Getting started; Scene settings in Maya
- Authoring the deformation skeleton in MayaThe deformation skeleton rules; Building the rig; Setting up the hitboxes; Creating the phys proxies for the character; Building the character's animation rig; Creating the animation skeleton; Creating the controllers; Rigging the arm; Rigging the spine; Rigging the leg; Rigging the tail; Enhancing the deformations; Finalizing the rig; Summary;
- Chapter 11: Exporting the Character to CRYENGINE; Getting started; Art asset file types; The Crytek Geometry Format; The Character format; The Skinned Render mesh; The Crytek Geometry Animation
(source: Nielsen Book Data)
Articles+
Journal articles, e-books, & other e-resources
Guides
Course- and topic-based guides to collections, tools, and services.