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Unity 5.x By Example

Animacija Animacija

Unity 5.x By Example

Autor: Alan Thorn
Broj strana: 402
ISBN broj: 9781785888380
Izdavač: PACKT PUBLISHING PACKT PUBLISHING
Godina izdanja: 2017.

Pregleda (30 dana / ukupno): 23 / 1128

                 
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What You Will Learn

  • Understand core Unity concepts, such as game objects, components, and scenes
  • Learn level design techniques for building immersive and interesting worlds
  • Learn to make functional games with C# scripting
  • Use the toolset creatively to build games of different themes and styles
  • Learn to handle player controls and input functionality
  • Dive into the process of working with terrains and world-creation tools
  • Import custom content into Unity from third-party tools, such as Maya and Blender
  • Get to grips with making both 2D and 3D games

Book Description

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games.

Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.

Authors

Alan Thorn

Alan Thorn is a multidisciplinary game developer, author, and educator with industry experience of 17 years. He makes games for PC desktop, mobile, and VR. He founded Wax Lyrical Games​ and created the award-winning Baron Wittard: Nemesis of Ragnarok game, working as designer, programmer, and artist. He has written twenty-three technical books on game development and presented 19 video training courses. These cover game-play programming, Unity development, 3D modeling, and animation.

He has worked in games education as a senior lecturer for Teesside University, a lead teacher for Uppingham School, and a visiting lecturer for the London South Bank University. He is currently the head of department for Games Design and Development at the National Film and Television School.

Table of Contents

Chapter 1: The Coin Collection Game – Part 1
Chapter 2: Project A – the Collection Game Continued
Chapter 3: Project B – the Space Shooter
Chapter 4: Continuing the Space Shooter
Chapter 5: Project C – a 2D Adventure
Chapter 6: Continuing the 2D Adventure
Chapter 7: Project D – Intelligent Enemies
Chapter 8: Continuing with Intelligent Enemies

 

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