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Creighton R.H. Unity 3D Game Development by Example. Beginner's Guide

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Creighton R.H. Unity 3D Game Development by Example. Beginner's Guide
Packt Publishing, 2010. - 384 с.
The book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions - that's what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity 3D engine. If you've ever wanted to develop games, but have never felt "smart" enough to deal with complex programming, this book is for you. It's also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro.
That's One Fancy Hammer!
Introducing Unity 3D
Unity takes over the world
Browser-based 3D? Welcome to the future
Time for action – install the Unity Web Player
Welcome to Unity 3D!
What can I build with Unity?
FusionFall
Completely hammered
Should we try to build FusionFall?
Another option
Off-Road Velociraptor Safari
Fewer features, more promise
Maybe we should build Off-Road Velociraptor Safari?
I bent my Wooglie
Big Fun Racing
Diceworks
Walk before you can run (or double jump)
There's no such thing as "finished"
Stop! Hammer time
Explore Demo island
The wonders of technology!
The Scene window
The Game window
The Hierarchy
The Project panel
The Inspector
Invade Island Demo as a paratrooper
Layers and layout dropdowns
Playback controls
Scene controls
Don't stop there—live a little!
Big ambition, tiny games
Let's Start with the Sky
That little lightbulb
The siren song of 3D
Features versus content
A game with no features
Mechanic versus skin
Trapped in your own skin
That singular piece of joy
One percent inspiration
Motherload
Heads up!
Artillery Live!
Pong
The mechanic that launched a thousand games
Toy or story
Redefining the sky
Let's begin
Game #1: Ticker Taker
Kick up a new Unity project
Where did everything go?
'Tis volley
Keep the dream alive
Slash and burn!
The many faces of keep-up
Creating the ball and the hitter
Time for action – create the ball
A ball by any other name
Time for action – rename the ball
Origin story
XYZ/RGB
Time for action – move the ball into the "sky"
Time for action – shrink the ball
Time for action – save your Scene
Time for action – add the Paddle
What's a Mesh?
Poly wanna crack your game performance?
Keeping yourself in the dark
Time for action – add a light
Time for action – move and rotate the light
Extra credit
Are you a luminary?
Who turned out the lights?
Darkness reigns
Time for action – test your game
Let's get physical
Time for action – add physics to your game
Understanding the gravity of the situation
More bounce to the ounce
Time for action – make the ball bouncy
Following the script
Code Comfort
What is code?
Time for action – write your first Unity Script
A leap of faith
Lick it and stick it
Disappear Me!
It's all Greek to me
You'll never go hungry again
With great sandwich comes great responsibility
Examining the code
Time for action – find the Mesh Renderer component
Time for action – make the ball reappear
Ding!
Time for action – journey to the Unity Script Reference
The Renderer class
What's another word for "huh"?
It's been fun
Time for action – unstick the Script
Gone, but not forgotten
Why code?
Equip your baby bird
Time for action – create a new MouseFollow Script
A capital idea
Animating with code
Time for action – animate the Paddle
Pick a word—(almost) any word
Screen Coordinates versus World Coordinates
Move the Paddle
Worst. Game. Ever.
See the matrix
Time for action – animate the Paddle
A tiny bit o' math
Tracking the numbers
Futzing with the numbers
Time for action – log the new number
She's A-Work!
Somebody get me a bucket
Time for action – declare a variable to store the screen midpoint
Using all three dees
Time for action – follow the Y position of the mouse
A keep-up game for robots
Once more into the breach
Time for action – revisit the Unity Language Reference
Our work here is done
Time for action – add the sample code to your Script
One final tweak
What's a quaternion?
Wait, what's a quaternion?
WHAT THE HECK IS A QUATERNION?
Educated guesses
More on Slerp
Right on target
Keep it up
Beyond the game mechanic
Game #2: Robot Repair
You'll totally flip
A blank slate
You're making a scene
Time for action – set up two Scenes
No right answer
Time for action – prepare the GUI
The beat of your own drum
Time for action – create and link a custom GUI skin
Time for action – create a button UI control
Want font?
Cover your assets
Time for action – nix the mipmapping
Front and center
Time for action – center the button
To the game!
Time for action – add both scenes to the build list
Set the stage for robots
Time for action – prepare the game Scene
The game plan
Have some class!
Time for action – store the essentials
Start me up
Going loopy
The anatomy of a loop
To nest is best
Seeing is believing
Time for action – create an area to store the grid
Build that grid
Now you're playing with power!
Game #2: Robot Repair Part 2
From zero to game in one chapter
Finding your center
Time for action – center the game grid vertically
Time for action – center the game grid horizontally
Down to the nitty griddy
Do the random card shuffle
Time for action – prepare to build the deck
Let's break some robots
Time for action – build the deck
Time for action – modify the img argument
What exactly is "this"?
Random reigns supreme
Second dragon down
Time to totally flip
Time for action – make the cards two-sided
Time for action – build the card-flipping function
Time for action – build the card-flipping function
Pumpkin eater
Stabby McDragonpoker rides again
Game and match
Time for action – ID the cards
Time for action – compare the IDs
On to the final boss
Endgame
Time for action – check for victory
Endgame
Bring. It. On.
Don't Be a Clock Blocker
Apply pressure
Time for action – prepare the clock script
Time for more action – prepare the clock text
Still time for action – change the clock text color
Time for action rides again – create a font texture and material
Time for action – what's with the tiny font?
Time for action – prepare the clock code
Time for action – create the countdown logic
Time for action – display the time on-screen
Picture it
Time for action – grab the picture clock graphics
Time for action – flex those GUI muscles
The incredible shrinking clock
Keep your fork—there's pie!
How they did it
Time for action – rig up the textures
Time for action – write the pie chart Script
Time for action – commence operation pie clock
Time for action – positioning and scaling the clock
Unfinished business
Ticker Taker
Welcome to Snoozeville
Model behavior
Time for action – explore the models
Time for action – hands up!
Time for action – change the FBX import scale settings
Time for action – make the Mesh Colliders convex
Time for action – make the Hands and Tray follow the Mouse
Time for action – get your heart on
Time for action – ditch the Ball and Paddle
Time for action – material witness
This Just In: This Game Blows
Time for action – multiple erections
Time for action – create a font texture
Time for action – create the HeartBounce Script
Time for action – tag the tray
Time for action – tweak the bounce
Time for action – keeping track of the bounces
Time for action – add the lose condition
Time for action – add the Play Again button
Ticker Taken
Game #3: The Break-Up
Time for action – bombs away!
Time for action – poke those particles
Time for action – create a Spark Material
Time for action – prefabulous
Time for action – lights, camera, apartment
Time for action – add the character
Time for action – register the animations
Time for action – script the character
Time for action – open the Pod Bay Door, Hal
Time for action – collision-enable the Character
Time for action – re-Prefab the Prefab
Time for action – apocalypse now?
Time for action – go boom
Time for action – the point of impact
Time for action – hook up the explosion
Game #3: The Break-Up Part 2
Time for action – amass some glass
Time for action – create a Particle System
Time for action – make it edgier!
Time for action – contain the explosion
Time for action – let's get lazy
Very variable?
Terminal velocity is a myth—bombs fall faster
Time for action – tag the objects
Time for action – write the collision detection code
Time for action – animation interrupts
Time for action – add facial explosions
Time for action – make some noise
Time for action – add sounds to the FallingObjectScript
What's the catch?
Time for action – mix it up a bit
Game #4: Shoot the Moon
Time for action – duplicate your game project
Time for action – space this sucker up a bit
Time for action – enter the hero
Time for action – it's a hit!
Time for action – bring on the bad guys
Time for action – do some housekeeping
Time for action – fixing the fall
Time for action – tweak the hero
Time for action – give up the func
Time for action – itchy trigger finger
Time for action – futurize the bullet
Time for action – building Halo
Time for action – fire!
Time for action – Code Do-Si-Do
Time for action – the maaagic of aaaarguments
Time for action – add the most important part of any space
shooter
Last year's model
More hospitality
Action!
Open heart surgery
Time for action – haul in the hallway
Time for action – meet me at camera two
Time for action – adjust the Main Camera
Time for action – deck the halls
Time for action – turn on the lights
Time for action – set up the camera rig
Time for action – animate the bouncer
Time for action – I like to move it move it
Time for action – animate the runner
Time for action – how to "handle" Nurse Slipperfoot
Time for action – you spin me right round
Time for action – deploy your game
Time to grow
Beyond the book
Appendix: References
Online resources
Offline resources
Free development tools
Graphics
Sound
Content sites
Game Portals
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