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Unity 2017 Game Optimization
Second Edition
Optimize all aspects of Unity performance
Chris Dickinson
BIRMINGHAM - MUMBAI
Unity 2017 Game Optimization
Second Edition
Copyright © 2017 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or
transmitted in any form or by any means, without the prior written permission of the
publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the
information presented. However, the information contained in this book is sold without
warranty, either express or implied. Neither the author, nor Packt Publishing, and its
dealers and distributors will be held liable for any damages caused or alleged to be caused
directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the
companies and products mentioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this information.
First published: November 2015
Second edition: November 2017
Production reference: 1161117
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.
ISBN 978-1-78839-236-5
www.packtpub.com
Credits
Author
Chris Dickinson
Copy Editor
Dhanya Baburaj
Reviewers
Luiz Henrique Bueno
Sebastian Koenig
Project Coordinator
Ritika Manoj
Commissioning Editor
Kunal Chaudhari
Proofreader
Safis Editing
Acquisition Editor
Shweta Pant
Indexer
Tejal Daruwale Soni
Content Development Editor
Aditi Gour
Graphics
Jason Monteiro
Technical Editor
Shweta Jadhav
Production Coordinator
Shantanu Zagade
About the Author
Chris Dickinson grew up in a quiet little corner of England with a strong passion for
mathematics, science and, in particular, video games. He loved playing them, dissecting
their gameplay, and trying to figure out how they worked. Watching his dad hack the hex
code of a PC game to get around the early days of copy protection completely blew his
mind! His passion for science won the battle at the time; however, after completing a
master's degree in physics with electronics, he flew out to California to work in the field of
scientific research in the heart of Silicon Valley. Shortly afterward, he had to admit to
himself that research work was an unsuitable career path for his temperament. After firing
resumes in all directions, he landed a job that finally set him on the correct course in the
field of software engineering (this is not uncommon for physics grads, I hear).
His time working as an automated tools developer for IPBX phone systems fit his
temperament much better. Now he was figuring out complex chains of devices, helping its
developers fix and improve them, and building tools of his own. Chris learned a lot about
how to work with big, complex, real-time, event-based, user-input driven state machines
(sounds familiar?). Being mostly self-taught at this point, Chris's passion for video games
was flaring up again, pushing him to really figure out how video games were built. Once he
felt confident enough, he returned to school for a bachelor's degree in game and simulation
programming. By the time he was done, he was already hacking together his own (albeit
rudimentary) game engines in C++ and regularly making use of those skills during his day
job. However, if you want to build games, you should just build games, and not game
engines. So, Chris picked his favorite publically available game engine at the time--an
excellent little tool called Unity 3D--and started hammering out some games.
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资源评论
- xiaoheilf2018-12-21谢谢。。。。。
- weixin_391573312017-11-28非常好,好好学习!!
Welborne
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