- 目录 好吧,我要构思一个游戏 LEVEL DESIGN FOR GAME 1 CREATING COMPELLING GAME EXPERIENCE 1 游戏关卡设计 1 书籍信息: 1 好吧,我要构思一个游戏 2 前言 4 这是工作吗 4 关卡策划人是什么 5 怎样进入游戏行业 5 本书内容 6 第1章 怎样制作一个游戏 8 1.1 产品准备阶段:做好准备 9 1.1.1 开发团队组成 10 1.1.2 高度概念化 11 1.1.3 设计文档 12 1.1.4 资源生产线 19 1.1.5 产品介绍 19 1.2 产品开发阶段:最主要的阶段 20 1.2.1 演示核心玩法 20 1 2.2 整合美术效果 22 1.2.3 音效的整合 24 1.2.4 反复去粕存精 24 1.3 Alpha阶段 25 1.4 Beta阶段 26 1.5 追逐金牌 27 第2章 定义游戏 28 2.1 视角的问题:游戏角色的视角 28 2.2 第一人称视角 29 2.3 选择游戏类型 30 2.3.1 动作类游戏 30 2.3.2 射击游戏 30 2.3.3 格斗游戏 31 2.3.4 冒险类游戏 33 2.3.5 角色扮演类游戏 34 2.3.6跳台游戏 35 2.3.7 策略游戏 36 2.3.8 竞速类游戏 36 2.4 选择游戏主题 37 2.4.1 幻想类主题 37 2.4.2 现代类主题 37 2.4.3 科幻类主题 37 2.4.4 另类现实类主题 38 2.5 针对用户进行开发 38 2.5.1 按年龄为玩家分级 39 2.5.2 本地化:将游戏推向世界 40 2.6 目标平台:游戏机型的选择 40 2.6.1 处理游戏平台的限制 41 2.6.2 游戏操作 414 2380浏览会员免费
- 《游戏引擎架构》同时涵盖游戏引擎软件开发的理论及实践,并对多方面的题目进行探讨。本书讨论到的概念及技巧实际应用于现实中的游戏工作室,如艺电及顽皮狗。虽然书中采用的例子通常依据一些专门的技术,但是讨论范围远超于某个引擎或API。文中的参考及引用也非常有用,可让读者继续深入游戏开发过程的任何特定方向。, 《游戏引擎架构》为一个大学程度的游戏编程课程而编写,但也适合软件工程师、业余爱好者、自学游戏程序员,以及游戏产业的从业人员。通过阅读《游戏引擎架构》,资历较浅的游戏工程师可以巩固他们所学的游戏技术及引擎架构的知识,专注某一领域的资深程序员也能从本书更为全面的介绍中获益。, 內容包括:, - 游戏开发中的大规模C++软件架构, - 游戏编程所需的数学, - 供调试、源代码控制及性能剖析的游戏开发工具, - 引擎基础系统、渲染、碰撞、物理、角色动画、游戏世界对象模型等引擎子系统, - 多平台游戏引擎, - 多处理器环境下的游戏编程, - 工作管道及游戏资产数据库5 417浏览会员免费
- 详细讲解了在Unity3D中 AStar寻路算法5 413浏览会员免费
- 2013年中国游戏产业报告(正式版) 全文168页5 222浏览会员免费
- Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. This is one of the first books on developing interactive content for games, entertainment, and simulation to cover the newly released UE4. Industry-level game concepts in level design, coding, and programming, networking, and multiplayer concepts are covered. The book presents beginner- through advanced-level concepts in designing and developing games with the Unreal Engine 4. It includes small/mid-scale projects developed as concept examples throughout the book, which can be used in more comprehensive and entertaining interactive computer simulations and games. The book is organized into three parts. Part 1 covers the basics of the unreal engine, including an overview of each subcomponent of the engine, an overview of the UE4 project templates, and the main features each provides. Part 2 delves into more advanced topics in the new UE4 material pipeline, including layered materials and different shading models. Part 3 walks you through the steps of building your own games with UE4. It also provides advanced coverage of Blueprint systems in UE4. Each chapter includes do-it-yourself extensions to the concept modules presented to solidify your understanding of the concepts and techniques. Exercises and summaries are also included at the end of each chapter to help take your understanding of Unreal Engine 4 to the next level. Table of Contents SECTION I Unreal Technology Basics: Introductory Development Techniques Chapter 1 Setting up Unreal Project Templates Chapter 2 Introduction to Level Design in Unreal Technology Chapter 3 Unreal Visual Scripting with Blueprints Chapter 4 Materials in Unreal Engine SECTION II Making Game Worlds Stand Out: Intermediate Development Concepts Chapter 5 Advanced Material Concepts in Unreal Engine Chapter 6 Visual Effects and Cascade in Unreal Engine Chapter 7 Terrains and Landscapes in Unreal Engine SECTION III Example Games: Advanced Game Development Concepts Chapter 8 Advanced Blueprint Concepts Chapter 9 A Top-Down Game with Blueprints Appendix A Material Expressions in Unreal Engine 4 Appendix B Distributions in Unreal Engine 4 Appendix C The Curve Editor in Unreal Engine 44 7717浏览会员免费
- Tap into the power of Unreal Engine 4 and create exciting games for the Android platform About This Book Dive straight into making fully functional Android games with this hands-on guide Learn about the entire Android pipeline, from game creation to game submission Use Unreal Engine 4 to create a first-person puzzle game Who This Book Is For If you are a game developer, designer, artist, or a beginner in the gaming industry and want to make Android games with Unreal Engine 4 efficiently, this book is ideal for you. In Detail Have you ever wanted to create games that will get users hooked to their phones? Unreal Engine 4, with all its tools and power, will help make your dreams come true! Designed to get you working with Unreal Engine 4 from the very first page, this book will quickly guide you through the basics in the first two chapters. Once you get the hang of things, we will start developing our game―Bloques! Bloques is a puzzle game with four rooms. Each room will be more challenging than the previous, and as you develop, you will graduate from movement and character control to AI and spawning. Once you've created the game, you will learn how to port and publish your game to the Google Play Store. In addition to building an Android game from start to finish, you will also discover how to generate revenue, and how to optimize game performance using the tools and functionalities the engine provides. With this book, you will be inspired to come up with your own great ideas for your future game development projects. Table of Contents Chapter 1. Getting Started with Unreal 4 Chapter 2. Launching Unreal Engine 4 Chapter 3. Building the Game – First Steps Chapter 4. Using Actors, Classes, and Volumes Chapter 4.X folders Chapter 5. Scripting with Blueprints Chapter 6. Using Unreal Matinee Chapter 7. Finishing, Packaging, and Publishing the Game5 299浏览会员免费
- osgEarth 的 121 个案例详解 osgEarth 的 121 个案例详解 ...........................................................................................................1 1. aeqd.earth.................................................................................................................................4 2. annotation.earth .......................................................................................................................5 3. annotation_dateline.earth........................................................................................................6 4. annotation_dateline_projected.earth ......................................................................................8 5. annotation_flat.earth................................................................................................................8 6. arcgisonline.earth .....................................................................................................................9 7. bing.earth................................................................................................................................10 8. boston.earth............................................................................................................................11 9. boston_buildings.earth ...........................................................................................................12 10. boston_projected.earth ..................................................................................................13 11. boston_tfs.earth..............................................................................................................14 12. boston-gpu.earth ............................................................................................................15 13. bumpmap.earth ..............................................................................................................16 14. clouds.earth ....................................................................................................................17 15. colorramp.earth ..............................................................................................................18 16. contourmap.earth ...........................................................................................................19 17. datum_override.earth.....................................................................................................20 18. day_night_mp.earth........................................................................................................21 19. day_night_rex.earth........................................................................................................21 20. detail_texture.earth ........................................................................................................21 21. errors.earth .....................................................................................................................22 22. fade_elevation.earth.......................................................................................................22 23. feature_clip_plane.earth.................................................................................................23 24. feature_country_boundaries.earth.................................................................................24 25. feature_custom_filters.earth ..........................................................................................25 26. feature_draped_lines.earth ............................................................................................26 27. feature_draped_polygons.earth .....................................................................................27 28. feature_elevation.earth ..................................................................................................28 29. feature_extrude.earth.....................................................................................................29 30. feature_geom.earth ........................................................................................................30 31. feature_gpx.earth............................................................................................................31 32. feature_inline_geometry.earth.......................................................................................32 33. feature_labels.earth........................................................................................................33 34. feature_labels_script.earth.............................................................................................35 35. feature_levels_and_selectors.earth................................................................................35 36. feature_model_scatter.earth ..........................................................................................36 37. feature_models.earth .....................................................................................................37 38. feature_occlusion_culling.earth......................................................................................38osgEarth 编辑器 SXEarth www.sxsim.com 2 39. feature_offset_polygons.earth .......................................................................................38 40. feature_overlay.earth......................................................................................................39 41. feature_poles.earth.........................................................................................................40 42. feature_population_cylinders.earth ...............................................................................40 43. feature_raster.earth ........................................................................................................41 44. feature_rasterize.earth ...................................................................................................41 45. feature_rasterize_2.earth ...............................................................................................42 46. feature_scripted_styling.earth........................................................................................43 47. feature_scripted_styling_2.earth....................................................................................43 48. feature_scripted_styling_3.earth....................................................................................43 49. feature_style_selector.earth ...........................................................................................44 50. feature_tfs.earth .............................................................................................................45 51. feature_tfs_scripting.earth .............................................................................................46 52. feature_wfs.earth............................................................................................................47 53. fractal_elevation.earth....................................................................................................47 54. gdal_multiple_files.earth ................................................................................................47 55. gdal_tiff.earth..................................................................................................................48 56. geomshader.earth ...........................................................................................................49 57. glsl.earth..........................................................................................................................50 58. glsl_filter.earth ................................................................................................................51 59. graticules.earth ...............................................................................................................52 60. hires-inset.earth..............................................................................................................53 61. intersect_filter.earth .......................................................................................................54 62. land_cover_mixed.earth .................................................................................................55 63. layer_opacity.earth .........................................................................................................55 64. ldb.earth..........................................................................................................................56 65. mapbox.earth..................................................................................................................56 66. mask.earth ......................................................................................................................57 67. mb_tiles.earth.................................................................................................................58 68. mercator_to_plate_carre.earth ......................................................................................59 69. mgrs_graticule.earth.......................................................................................................60 70. min_max_level.earth ......................................................................................................60 71. min_max_range.earth.....................................................................................................61 72. min_max_range_rex.earth..............................................................................................62 73. min_max_resolutions.earth............................................................................................62 74. multiple_heightfields.earth.............................................................................................64 75. night.earth.......................................................................................................................65 76. nodata.earth ...................................................................................................................65 77. noise.earth ......................................................................................................................68 78. normalmap.earth ............................................................................................................68 79. ocean.earth .....................................................................................................................69 80. ocean_no_elevation.earth ..............................................................................................69 81. openstreetmap.earth......................................................................................................69 82. openstreetmap_buildings.earth .....................................................................................70osgEarth 编辑器 SXEarth www.sxsim.com 3 83. openstreetmap_flat.earth...............................................................................................70 84. openstreetmap_full.earth...............................................................................................70 85. openweathermap_clouds.earth......................................................................................71 86. openweathermap_precipitation.earth ...........................................................................71 87. openweathermap_pressure.earth ..................................................................................71 88. photosphere1.earth ........................................................................................................71 89. photosphere2.earth ........................................................................................................72 90. readymap.earth...............................................................................................................73 91. readymap_flat.earth .......................................................................................................73 92. readymap_include.earth.................................................................................................74 93. readymap_template.earth..............................................................................................74 94. readymap-elevation-only.earth.......................................................................................74 95. readymap-osm.earth ......................................................................................................75 96. readymap-priority.earth..................................................................................................75 97. readymap-rex.earth ........................................................................................................75 98. roads.earth......................................................................................................................76 99. roads-flattened.earth......................................................................................................76 100. roads-test.earth...............................................................................................................76 101. scene_clamping.earth.....................................................................................................76 102. silverlining.earth..............................................................................................................78 103. simple_model.earth........................................................................................................78 104. skyview1.earth ................................................................................................................79 105. skyview2.earth ................................................................................................................80 106. splat.earth .......................................................................................................................81 107. splat-blended-with-imagery.earth ..................................................................................81 108. splat-with-mask-layer.earth.............................................................................................81 109. splat-with-multiple-zones.earth......................................................................................82 110. splat-with-rasterized-land-cover.earth............................................................................82 111. stamen_toner.earth ........................................................................................................82 112. stamen_watercolor.earth................................................................................................82 113. state_plane.earth............................................................................................................82 114. tess_screen_space.earth.................................................................................................82 115. tess-coastlines.earth .......................................................................................................82 116. tess-terrain.earth ............................................................................................................83 117. triton.earth......................................................................................................................83 118. triton_drop_shader.earth................................................................................................83 119. utm.earth ........................................................................................................................83 120. utm_graticule.earth ........................................................................................................83 121. vertical_datum.earth ......................................................................................................83 122. wms_nexrad.earth ..........................................................................................................84 123. wms-t_nexrad_animated.earth ......................................................................................84 124. 编辑问题总结....................................................................................错误!未定义书签。2 4647浏览会员免费
- Title: 3D Engine Design for Virtual Globes Author: Kevin Ring, Patrick Cozzi Length: 520 pages Edition: 1 Language: English Publisher: A K Peters/CRC Press Publication Date: 2011-06-24 ISBN-10: 1568817118 ISBN-13: 9781568817118 Supported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data Multithread resource management Out-of-core algorithms Shader-based renderer design Table of Contents Chapter 1. Introduction Chapter 2. Math Foundations Chapter 3. Renderer Design Chapter 4. Globe Rendering Chapter 5. Vertex Transform Precision Chapter 6. Depth Buffer Precision Chapter 7. Vector Data and Polylines Chapter 8. Polygons Chapter 9. Billboards Chapter 10. Exploiting Parallelism in Resource Preparation Chapter 11. Terrain Basics Chapter 12. Massive-Terrain Rendering Chapter 13. Geometry Clipmapping Chapter 14. Chunked LOD Appendix A. Implementing a Message Queue5 314浏览会员免费
- OpenGL编程指南第八版PDF Addison Wesley - OpenGL Programming Guide 8th Edition - 2013.pdf OpenGL 4.35 290浏览会员免费
- 开源全套DLP投影成型技术的3D打印机资料2 1299浏览会员免费
- Title: Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 3rd Edition Author: Tracy Fullerton Length: 535 pages Edition: 3 Language: English Publisher: A K Peters/CRC Press Publication Date: 2014-03-05 ISBN-10: 1482217163 ISBN-13: 9781482217162 Create the Digital Games You Love to Play Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic expertise using Game Design Workshop, Third Edition. Author Tracy Fullerton demystifies the creative process with a clear and accessible analysis of the formal and dramatic systems of game design. Examples of popular games, illustrations of design techniques, and refined exercises strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. The book puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. It provides you with the foundation to advance your career in any facet of the game industry, including design, producing, programming, and visual design. Table of Contents Chapter 1: The Role of the Game Designer Chapter 2: The Structure of Games Chapter 3: Working with Formal Elements Chapter 4: Working with Dramatic Elements Chapter 5: Working with System Dynamics Chapter 6: Conceptualization Chapter 7: Prototyping Chapter 8: Digital Prototyping Chapter 9: Playtesting Chapter 10: Functionality, Completeness, and Balance Chapter 11: Fun and Accessibility Chapter 12: Team Structures Chapter 13: Stages and Methods of Development Chapter 14: Communicating Your Designs Chapter 15: Understanding the New Game Industry Chapter 16: Selling Yourself and Your Ideas to the Game Industry5 222浏览会员免费
- 3D计算机图形学(OpenGL版).pdf--作者:巴斯(中文版)4 749浏览会员免费
- Frank D. Luna 龙书 最新版 DX125 121浏览会员免费
- AI Game Engine Programming (Game Development Series) Brian Schwab5 104浏览会员免费
- A complete guide to designing and building fun games with Qt and Qt Quick 2 using associated toolsets About This Book Learn to create simple 2D to complex 3D graphics and games using all possible tools and widgets available for game development in Qt Understand technologies such as QML, Qt Quick, OpenGL, and Qt Creator, and learn the best practices to use them to design games Learn Qt with the help of many sample games introduced step-by-step in each chapter Who This Book Is For If you want to create great graphical user interfaces and astonishing games with Qt, this book is ideal for you. Any previous knowledge of Qt is not required, however knowledge of C++ is mandatory. What You Will Learn Install Qt on your system Understand the basic concepts of every Qt game and application Develop 2D object-oriented graphics using Qt Graphics View Build multiplayer games or add a chat function to your games with Qt's Network module Script your game with Qt Script Program resolution-independent and fluid UI using QML and Qt Quick Control your game flow as per the sensors of a mobile device See how to test and debug your game easily with Qt Creator and Qt Test In Detail Qt is the leading cross-platform toolkit for all significant desktop, mobile, and embedded platforms and is becoming more popular by the day, especially on mobile and embedded devices. Despite its simplicity, it's a powerful tool that perfectly fits game developers' needs. Using Qt and Qt Quick, it is easy to build fun games or shiny user interfaces. You only need to create your game once and deploy it on all major platforms like iOS, Android, and WinRT without changing a single source file. The book begins with a brief introduction to creating an application and preparing a working environment for both desktop and mobile platforms. It then dives deeper into the basics of creating graphical interfaces and Qt core concepts of data processing and display before you try creating a game. As you progress through the chapters, you'll learn to enrich your games by implementing network connectivity and employing scripting. We then delve into Qt Quick, OpenGL, and various other tools to add game logic, design animation, add game physics, and build astonishing UI for the games. Towards the final chapters, you'll learn to exploit mobile device features such as accelerators and sensors to build engaging user experiences. If you are planning to learn about Qt and its associated toolsets to build apps and games, this book is a must have. Style and approach This is an easy-to-follow, example-based, comprehensive introduction to all the major features in Qt. The content of each chapter is explained and organized around one or multiple simple game examples to learn Qt in a fun way. Table of Contents Chapter 1: Introduction to Qt Chapter 2: Installation Chapter 3: Qt GUI Programming Chapter 4: Qt Core Essentials Chapter 5: Graphics with Qt Chapter 6: Graphics View Chapter 7: Networking Chapter 8: Scripting Chapter 9: Qt Quick Basics Chapter 10: Qt Quick Appendix: Pop Quiz Answers5 154浏览会员免费
- SCM 供应链管理,4 366浏览会员免费
- Title: Unity AI Programming Essentials Author: Curtis Bennett, Dan Violet Sagmiller Length: 158 pages Edition: 1 Language: English Publisher: Packt Publishing Publication Date: 2014-12-26 ISBN-10: 1783553553 ISBN-13: 9781783553556 Use Unity3D, a popular game development ecosystem, to add realistic AI to your games quickly and effortlessly About This Book Implement pathfinding, pathfollowing, and use navigation mesh generation to move your AI characters within the game environment Use behaviour trees to design logic for your game characters and make them “think” A practical guide that will not only cover the basics of AI frameworks but also will teach how to customize them Who This Book Is For This book is aimed at developers who know the basics of game development with Unity and want to learn how to add AI to their games. You do not need any previous AI knowledge; this book will explain all the essential AI concepts and show you how to add and use them in your games. In Detail Unity is a powerful cross-platform game creation system that includes a game engine and integrated development environment (IDE). AI programming in Unity is a key task for any game developer as it gives you the ability to make computer characters think and behave like a living organism. This book focuses on the different AI tasks that are essential for game development using Unity. It includes topics such as defining "minds" for your characters with behavior trees. Furthermore, it covers more specialized AI tasks such as how to implement AI crowds and how to create driving AI for vehicles. We have a section dedicated to NavMesh, one of the most important aspects of pathfinding, that will show you how to customize the mesh generation to handle different use cases for different characters. This is a practical book as it uses several popular Unity plugins such as RAIN and React AI to accomplish different AI tasks. Table of Contents Chapter 1: Pathfinding Chapter 2: Patrolling Chapter 3: Behavior Trees Chapter 4: Crowd Chaos Chapter 5: Crowd Control Chapter 6: Sensors and Activities Chapter 7: Adaptation Chapter 8: Attacking Chapter 9: Driving Chapter 10: Animation and AI Chapter 11: Advanced NavMesh Generation5 195浏览会员免费
- Title: Mastering Cocos2d Game Development Author: Alex Ogorek Length: 298 pages Edition: 1 Language: English Publisher: Packt Publishing Publication Date: 2015-03-20 ISBN-10: 1784396710 ISBN-13: 9781784396718 Master game development with Cocos2d to develop amazing mobile games for iOS About This Book Learn how to create beautiful and engaging mobile games using Cocos2D-Swift Explore the cross-platform capabilities of Cocos2d Get to grips with Cocos2d game development tools and learn Swift, a powerful modern approach to game development Who This Book Is For If you are a developer who is experienced with Cocos2d and Objective-C, and want to take your game development skills to the next level, this book is going to help you achieve your goal. In Detail Cocos2d is one of the world's leading 2D game development engines, letting game developers create awesome games with ease. Its multiplatform capabilities meet the demands of modern game development. If you want to dive into Cocos2d game development and create exciting, high quality games, this book is an advanced and reliable resource. Covering the most important game development tools, and guiding you through the development cycle of a complete 2D game, Mastering Cocos2d Game Development will build your confidence and inspire you to go further in game development. Combining practical steps with detailed insights, this book will help you discover and learn a powerful approach to game development to create exceptional iOS games, tips to create cool content, and how to harness the unique power of Swift. Table of Contents Chapter 1. Refreshing Your Cocos2d Knowledge Chapter 2. Failing Faster with Prototypes Chapter 3. Focusing on Physics Chapter 4. Sound and Music Chapter 5. Creating Cool Content Chapter 6. Tidying Up and Polishing Chapter 7. Reaching Our Destination Chapter 8. Exploring Swift0 109浏览会员免费
- 5个好玩的github游戏区开源项目,包含c++,java,javascript,rust。0 3468浏览免费
- 网上下载的插图和表格有的有黑色背景,特地去除了黑图,便于阅读. 本人所有资源都是0分下载,需要的自己看,下载之前请看如下网址,因为有的资源随着时间流逝已经过时,不推荐下载了 http://blog.csdn.net/aisajiajiao/article/details/89170595 272浏览会员免费
- In just 24 lessons of one hour or less, learn how to start using Unreal Engine 4 to build amazing games for Windows, Mac, PS4, Xbox One, iOS, Android, the web, Linux–or all of them! Sams Teach Yourself Unreal Engine 4 Game Development in 24 Hours’ straightforward, step-by-step approach shows you how to work with Unreal Engine 4’s interface, its workflows, and its most powerful editors and tools. In just hours you’ll be creating effects, scripting warfare, implementing physics–even developing for mobile devices and HUDs. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success. Organize new projects and work with the Gameplay Framework Master Unreal’s units and control systems Import 3D models and work with the Static Mesh Editor Create new landscapes and use Unreal’s foliage system Bring characters and creatures to life with the Persona Editor Apply materials and build lighting Integrate and modify audio with the Unreal Sound Cue Editor Craft particle effects and simulate physics Set up and react to player inputs Build levels and entirely new worlds Get started with powerful Blueprint visual scripting system Script an arcade game from start to finish Create events that respond to player actions Spawn Actors during gameplay Design and create action-based encounters Optimize games for mobile devices and touch-based inputs Build menus with Unreal’s UMG UI Designer Prepare your game for deployment Step-by-step instructions carefully walk you through the most common Unreal Engine 4 game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and Exercises help you test your knowledge and stretch your skills. Notes and tips point out shortcuts and solutions. All the project files and assets you'll need are available for download, including "before-and-after" files demonstrating initial setup and proper completion for every exercise. Table of Contents HOUR 1: Introducing Unreal Engine 4 HOUR 2: Understanding the Gameplay Framework HOUR 3: Coordinates, Transforms, Units, and Organization HOUR 4: Working with Static Mesh Actors HOUR 5: Applying Lighting and Rendering HOUR 6: Using Materials HOUR 7: Using Audio System Elements HOUR 8: Creating Landscapes and Foliage HOUR 9: World Building HOUR 10: Crafting Effects with Particle Systems HOUR 11: Using Skeletal Mesh Actors HOUR 12: Matinee and Cinematics HOUR 13: Learning to Work with Physics HOUR 14: Introducing Blueprint Visual Scripting System HOUR 15: Working with Level Blueprints HOUR 16: Working with Blueprint Classes HOUR 17: Using Editable Variables and the Construction Script HOUR 18: Making Key Input Events and Spawning Actors HOUR 19: Making an Action Encounter HOUR 20: Creating an Arcade Shooter: Input Systems and Pawns HOUR 21: Creating an Arcade Shooter: Obstacles and Pickups HOUR 22: Working with UMG HOUR 23: Making an Executable HOUR 24: Working with Mobile5 282浏览会员免费
- android手游产品需求文档,直面产品需求文档标准案例,标准的一版产品需求文档案例。共同学习,进步!4 1480浏览会员免费
- 手机软件测试最佳实践为国内唯一一本定位于手机软件测试技术的指导用书,该pdf为其中的部分章节5 113浏览会员免费
- Title: GameMaker Essentials Author: Nathan Auckett Length: 154 pages Edition: 1 Language: English Publisher: Packt Publishing Publication Date: 2015-03-26 ISBN-10: 1784396125 ISBN-13: 9781784396121 Learn all the essential skills of GameMaker: Studio and start making your own impressive games with ease About This Book Learn the core aspects of GameMaker: Studio to create stunning games and share them with the world Learn how to create games in GameMaker using the GameMaker Language (GML) A fast-paced, step-by-step guide that focuses on providing practical skills to develop applications Who This Book Is For This book is for users experienced with game development who now want to learn how to develop games in GameMaker: Studio in a fast-paced way. In Detail GameMaker: Studio is a great game engine that can be used to publish games to a variety of platforms. It is one of the most versatile game creation tools for professional and beginner game developers alike. Starting with the basics of learning how to install GameMaker, this book will take you all the way through to publishing your games online. Compiled with detailed instructions and images, this book starts by showing you how the GameMaker: Studio interface looks and works. After this, you'll move on to learning about resources such as sprites, paths, sounds, and more available in GameMaker, and what each resource is used for. We then move into the GameMaker Language (GML) and learn programing techniques including how variables are set up and what functions are and how they work. You'll understand how to manipulate GameMaker resources using GML. Following this, you will then make your very first GameMaker game using a combination of resources and programing techniques, and learn how to advertise your game and generate revenue and publicity for it. You can then export and publish your games across desktop and mobile platforms. Table of Contents Chapter 1. Introducing GameMaker Chapter 2. Getting Started Chapter 3. Resource Management Chapter 4. Objects Chapter 5. The GameMaker Language Chapter 6. Sprites Chapter 7. Making a Game Chapter 8. Debugging Chapter 9. Game Settings and Exporting0 85浏览会员免费
- Learn, explore, and create commercially successful mobile games for iOS and Android About This Book From game physics to successful marketing, learn the fundamentals of Corona SDK for game development Integrate your games with social networks such as Twitter and Facebook This is a pragmatic guide explained in a step-by-step manner to create and deploy games quickly and efficiently Who This Book Is For This book is for anyone who wants to have a go at creating commercially successfully games for Android and iOS. You don't need game development or programming experience. In Detail Corona is a software development kit to build mobile applications for iPhone, iPad, and Android devices. This book will take you through the journey of developing games right from installing Corona SDK and creating Hello World as your first app. Going further, you will learn how to script in Lua and learn some techniques to apply this in Corona SDK with demonstration. Towards the end of the book you'll build the final game, which involves physical objects and also uses features such as the accelerometer. Moreover, learn to make your game socially available on Twitter and Facebook. By the end of the book, you'll learn to deploy your iOS and Android games to the App Store and Google Play Store. Table of Contents Chapter 1: Getting Started with Corona SDK Chapter 2: Lua Crash Course and the Corona Framework Chapter 3: Building Our First Game – Breakout Chapter 4: Game Controls Chapter 5: Animating Our Game Chapter 6: Playing Sounds and Music Chapter 7: Physics – Falling Objects Chapter 8: Operation Composer Chapter 9: Handling Multiple Devices and Networking Your Apps Chapter 10: Optimizing, Testing, and Shipping Your Games Chapter 11: Implementing In-App Purchases Appendix: Pop Quiz Answers5 113浏览会员免费
- Key Features Explore the 2D architecture of Unity 5, and the tools and techniques for developing 2D games Discover how to use Unity's 2D tools, including Sprites, physics, and maps, to create different genres of games Practical tutorial on the intermediate and advanced development concepts in Unity 5 to create three interesting and fully functional games Book Description Flexible, powerful, and full of rich features-Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, and then dive straight in to practical development. Build your own version of Super Mario as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and a bit of AI programming. Finally, put your skills to the test in a bigger challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills. What you will learn Explore sprites and their vital role in 2D games Move and animate your sprites, and apply them to a 2D platformer game Set up a user interface that allows navigation through the 2D games Apply 2D physics to game objects Set up game events to trigger and NPCs, and create a role-playing game Add artificial intelligence to game characters to add some life to game NPCs Create 2D maps and add them to the strategy game Table of Contents Chapter 1: Sprites Chapter 2: Animations Chapter 3: Physics Chapter 4: Level Design Chapter 5: Creating Our Own RPG Chapter 6: AI and Pathfinding Chapter 7: Tower Defense Basics Chapter 8: User Interface for the Tower Defense Game Chapter 9: Finishing the Tower Defense Game0 111浏览会员免费
- In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7 What you’ll learn That the commitment to quality was the key to success for all of these entrepreneurs That riding the cutting edge of the technology was an enormous advantage That knowingly compromising principles often led to disastrous results Making a deal with the devil is a losing strategy Seeing change and reacting to it with a first quality product is a winning formula Truly understanding your customers through whatever means possible is a key to success To learn from mistakes and make informed course corrections To enter with style and exit with grace Who this book is for Software game professionals or managers Game developers interested in starting an independent studio Gamers who are interested in the history of games and game studios Table of Contents Chapter 1: David Perry Chapter 2: Emily Greer Chapter 3: Doug Whatley Chapter 4: Ian Bogost Chapter 15: Victor Kislyi Chapter 6: Richard Garriott Chapter 7: Gaute Godager Chapter 8: Ilkka Paananen Chapter 9: Jason Kapalka Chapter 10: John Romero Chapter 11: Ray Muzyka & Greg Zeschuk Chapter 12: Raph Koster Chapter 13: Reynir Harðarson Chapter 14: Riccardo Zacconi Chapter 15: Neil Young0 164浏览免费
- 虚拟现实技术是在计算机图形技术、显示技 术、交互技术及多学科软件交叉应用技术基础上, 发展起来的一项面向工程各个领域及为产品从设 计、分析、制造 、展示、培训和维护全过程中提 供有效表现手段和研究工具。3 253浏览会员免费
- Key Features Understand what a Blueprint is and how to create a complex visual scripting code Discover the infinite possibilities that Unreal Engine offers, and understand which tool to use, where and when Learn to think like a real game developer in order to create enjoyable and bug-free games using this comprehensive and practical handbook Table of Contents Chapter 1: Getting Started with Unreal Blueprints Chapter 2: Tic-Tac-Toe Chapter 3: C++ Code – PAC-MAN Chapter 4: UFO Run - Play with the Environment Effects Chapter 5: Top-Down Shooter Chapter 6: A Platform Maze Chapter 7: An Open World Survival Game5 129浏览会员免费
- 游戏编程书籍,也是当下较新的版本,从中可以学到很多相关的游戏开发知识,很好的参考书籍。5 148浏览会员免费
- unity3d里,2D游戏中的技能特效.讲解如何在unity中制作2d游戏的特效4 479浏览会员免费
- Unity 5 From Zero to Proficiency (Intermediate): A step-by-step guide to coding your first game in C# with Unity. Why this book can help you to get started with Game Development Creating your own game can be very intimidating at the start, and quite often, regardless of your experience with games, it is sometimes difficult to find the time and motivation to get over the first barriers and to get started. Often, these barriers seem higher than they actually are. Maybe you are a teacher trying to introduce games in your classroom or a parent trying to help your child with coding, but with no previous coding or game development experience; maybe you are a hobbyist who would love to create interactive environments based on your favorite games; maybe you are a student getting started with game development but you just don't know where to start or what resources to use; or maybe you have tried online video tutorials but found them disjointed. You may be wondering: "How can I start to create my games if I have no experience of coding", or "this game engine is so complex that I just don't know where to get started". This is quite common, and you can easily overcome these issues with a step-by-step approach that gets you to progressively develop and use your skills. This is the approach that I have used successfully over the past years to take students from no knowledge of coding or game development to good levels of proficiency in Unity and coding. Of course, it takes some time and dedication; however, by following the techniques and suggestions described in this book, I can promise you that you will progress, regardless of your background, and become more comfortable with Unity and coding. Content and structure of this book In this book, the third book in the series, you will become comfortable with programming in C# by creating a simple survival game in Unity. The book includes: A list of the learning objectives at the start of each chapter. Step-by-step activities. Opportunities to engage in deeper learning and problem-solving skills through challenges at the end of each chapter. Quizzes to test your knowledge. Code solutions (in C#) for each chapter. Cheat-sheets (i.e., shortcuts, best practice, etc.) that you can download. When you buy this book you get: Support via email. 18 video tutorials. 80% off the pdf version (save $5). 50% off the paperback version (save $22). The content of each chapter is as follows: Chapter 1 provides an introduction to C# and explains key programming concepts such as variables, variable types, polymorphism, constructors, or methods as well as best practices for C# programming within Unity. Chapter 2 helps you to code your first script in C#. It explains common coding mistakes and errors in Unity, and how to avoid them easily. Chapter 3 gets you to use C# to instantiate, use and control Rigidbody objects from your script as well as explosions. Chapter 4 explains how to create a simple weapon management system. You will create weapons (e.g., a gun and a grenade launcher), manage the collection of ammunition, and also implement a user interface to keep track of ammunition. Chapter 5 explains how to use Mecanim and NavMesh navigation to control an animated NPC that detects, follows, or shoot at the player. Chapter 6 makes it possible to combine the skills that you have acquired in the previous chapters to create a fully functional level. You will also learn how to generate a maze (or game level) dynamically from your code. Chapter 7 provides answers to Frequently Asked Questions (FAQs) related to FSM, NavMesh, Rigiddbody components, or Artificial Intelligence. It also provides links to additional exclusive video tutorials that can help you with some of your questions. Chapter 8 summarizes the topics covered in the book and provides you with more information on the next steps If you want to start programming in C# using a tried-and-tested method: download this book now. Table of Contents Chapter 1: Introduction to Programming in C# Chapter 2: Creating your First Script Chapter 3: Adding Simple AI Chapter 4: Creating and Managing Weapons Chapter 5: Using Finite State Machines Chapter 6: Putting It All Together Chapter 7: Frequently Asked Questions Chapter 8: Thank You!0 158浏览会员免费
- Unity3D--官方的汽车教程(中文)car1,翻译的很一般,大家凑合看吧5 2621浏览会员免费
- Harness the power of Procedural Generation to design unique games with Unity About This Book Learn the basics of PCG development Develop a 2D game from start to finish Explore all the different ways PCG can be applied in games Who This Book Is For This book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# scripting but you'll be able to jump in and start learning PCG straightaway. What You Will Learn Understand the theory of Procedural Content Generation Learn the uses of Pseudo Random Numbers Create reusable algorithm designs for PCG Evaluate the data structures for PCG Develop smaller games with larger amounts of content Generate content instead of spending time designing every minute detail Learn when and how to add PCG to your game Learn the fundamental techniques of PCG Table of Contents Chapter 1. Pseudo Random Numbers Chapter 2. Roguelike Games Chapter 3. Generating an Endless World Chapter 4. Generating Random Dungeons Chapter 5. Randomized Items Chapter 6. Generating Modular Weapons Chapter 7. Adaptive Difficulty Chapter 8. Generating Music Chapter 9. Generating a 3D Planet Chapter 10. Generating the Future5 270浏览会员免费
- 自动化运维发布系统,描述腾讯游戏演变4 104浏览免费
- 为了3D游戏粉丝的[(超级)街头霸王4]图形讲座(后篇)5 198浏览会员免费
- 游戏测试,游戏测试精通,水桥月 一本游戏测试的引导好书。5 366浏览会员免费
- 这是一篇入门的基础教学,主要面向对象为小白和初学者。MOD 制作需要多学多想,然后实 践,希望大家学习完这篇教程会对 DOA5LR 的MOD 制作有一个基本的了解,并能制作和封装简 单的MOD。4 350浏览会员免费
- Title: Learn Mobile Game Development in One Day Using Gamesalad Author: Jamie Cross Length: 244 pages Edition: 1 Language: English Publisher: CreateSpace Independent Publishing Platform Publication Date: 2015-04-27 ISBN-10: 1511914203 ISBN-13: 9781511914208 Learn Mobile Game Development in One Day Using Gamesalad is for anyone who wants to learn how to create their own video games for desktop and mobile devices. While this is an introductory book that assumes you have no previous game development experience, you’ll find that once you have completed all of the chapters and exercises, you’ll be able to create your own amazing video games from scratch. The book is meant to be used as a learning tool, it’s filled with over 35 hands-on exercises and four chapters dedicated to learning how to make four different game types. Once you have completed the book you will already have four mobile ready games created and ready to be customized and published to the Apple App Store! In This Book You Will Learn: What game development is What some of the requirements for a successful game are What Gamesalad is How to create game scenes and levels To create images and animations How to design a game and its rules How to incorporate music and sound effects To create amazing particle effects How to add physical properties to the game’s actors To create a clean, informative graphical user interface How to publish games to the Apple App Store Much More! Gamesalad Creator is a modern 2D game development kit (GDK). Over 750,000 developers in 189 countries around the world use it and it has been used to make 70 of the top 100 games in the U.S. Apple App Store. One of the highlights of Gamesalad is that you DO NOT need to learn how to write traditional computer programming code to make your games. Gamesalad offers a simple, yet full-featured, drag and drop interface that lets you build commercial-quality games much quicker than learning traditional programming. Once you are familiar with Gamesalad, you will be able to prototype a game in a few days and complete the entire project in as little as a few weeks instead of the typical months or years it could take to develop a game with another GDK. Table of Contents Chapter 1: Introduction to Game Developmen Chapter 2: The Scenes Tab and the Stage Chapter 3: Game Objects and Gamesalad’s Co Chapter 4: Actors and Their Attributes Chapter 5: Game 1–Pachinko/Plinko Chapter 6: Attributes Chapter 7: Graphics and Artwork Chapter 8: Behaviors Part 1 Chapter 9: Behaviors Part 2 Chapter 10: Player Input Chapter 11: Game 2 – Space Shooter Chapter 12: Audio Chapter 13: The Expression Editor Chapter 14: Collisions and Physics Chapter 15: Camera Control and Graphical U Chapter 16: Game 3 – Box Breaker Chapter 17: Animation and Particles Chapter 18: Tables Chapter 19: Game Polish Chapter 20: Game 4—Geometry Runner Chapter 21: Mobile Development Chapter 22: Publishing Chapter 23: Improving The Games Chapter 24: Review and Resources0 98浏览免费
- 迅速了解手机游戏行业资讯 发展趋势 迅速掌握一手资料5 103浏览会员免费
- 为了3D游戏粉丝的[(超级)街头霸王4]图形讲座(前篇)0 119浏览会员免费
- [PhysX] PhysX 物理建模 学习教程 (英文版)Learning Physics Modeling with PhysX.pdf 能找到的资料不多关于Physx的内容。5 797浏览会员免费
- 本书涵盖了与Maya相关的Python的主要内容,解答了有关Maya的多个Python实施问题,包括最强大的PyMEL和漂亮的PyQt用户界面。本书内容包括基础知识和更高级的主题,分为3部分,共12章。第1部分为Python和Maya的基础知识,第2部分是使用Python设计Maya工具,第3部分介绍了Maya Python API基础知识。其中,面向对象编程和过程式编程、环境设置和PyQt GUI等一般性主题也有所涉及,但着眼点是在Maya中的集成。掌握了本书的内容,读者可为以后的学习奠定坚实的基础。, 本书适用于运用Maya Python或Maya API编程的专业人员,以及影视特效脚本编写的专业人员。5 807浏览会员免费
- Game Mechanics Advanced Game Design5 376浏览会员免费
- 一款网络游戏的商业计划书。网络游戏研发及运营商业策划书5 641浏览会员免费
- 计算机几何学库,内容非常丰富,本文档有4千多页,常备手册。1 815浏览会员免费
- Physically-Based.Rendering.-.From.Theory.To.Implementation.pdf5 391浏览会员免费
- In introducing new students to video game development, there are two crucial components to consider: design and implementation. Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing provides theoretical background on topics such as characters, stories, level design, interface design, audio, game mechanics, and tools and skills needed. Each chapter focuses on a specific topic, with topics building upon each other so that by the end of the book you will have looked into all the subjects relevant to creating your own game. The book transitions from discussion to demonstrations of how to implement techniques and concepts into practice by using Unity3D and PlayMaker. Download boxes are included throughout the book where you can get the version of the game project under discussion or other content to add to the project, as well as any supplementary video tutorials that have been developed. Addressing both theoretical and practical aspects, Unity 3D and PlayMaker Essentials enables you to understand how to create a game by having you make a game. By gradually completing your own design document through the course of the book, you will become familiar with core design principles while learning the practical skills needed to bring your unique game to life. Table of Contents SECTION I Background Chapter 1: Introduction Chapter 2: Design Document Chapter 3: Using Unity and PlayMaker SECTION II Building Blocks Chapter 4: Characters Chapter 5: Non-Player Characters Chapter 6: Story Chapter 7: Environment Chapter 8: Mechanics SECTION III Bringing It Together Chapter 9: Audio Chapter 10: The User Interface Chapter 11: Testing, Tweaking, and Publishing0 196浏览会员免费
- 《3ds MAXScript脚本语言完全学习手册》(适用版本8.0/7.0/6.0/5.0)的最大特点是用实例程序对MAXScfipt脚本语言的功能进行演示,实用性强,特别适合有一定3dsmax使用基础的读者阅读,对于专业动画创作人员,《3ds MAXScript脚本语言完全学习手册》(适用版本8.0/7.0/6.0/5.0)也有很高的参考价值,可作为工具书随用随查。, MAXScript语言是3ds max自带的脚本语言,它不但拥有一般程序语言的所有特点,而且可以在程序内实现几乎所有在3ds max界面下的交互操作,功能非常强大,而且语法比较简单,容易上手。1 1053浏览会员免费
- Create and develop exciting games from start to finish using SFML About This Book Familiarize yourself with the SFML library and explore additional game development techniques Craft, shape, and improve your games with SFML and common game design elements A practical guide that will teach you how to use utilize the SFML library to build your own, fully functional applications Who This Book Is For This book is intended for game development enthusiasts with at least decent knowledge of the C++ programming language and an optional background in game design. What You Will Learn Create and open a window by using SFML Utilize, manage, and apply all of the features and properties of the SFML library Employ some basic game development techniques to make your game tick Build your own code base to make your game more robust and flexible Apply common game development and programming patterns to solve design problems Handle your visual and auditory resources properly Construct a robust system for user input and interfacing Develop and provide networking capabilities to your game In Detail Simple and Fast Multimedia Library (SFML) is a simple interface comprising five modules, namely, the audio, graphics, network, system, and window modules, which help to develop cross-platform media applications. By utilizing the SFML library, you are provided with the ability to craft games quickly and easily, without going through an extensive learning curve. This effectively serves as a confidence booster, as well as a way to delve into the game development process itself, before having to worry about more advanced topics such as “rendering pipelines” or “shaders.” With just an investment of moderate C++ knowledge, this book will guide you all the way through the journey of game development. The book starts by building a clone of the classical snake game where you will learn how to open a window and render a basic sprite, write well-structured code to implement the design of the game, and use the AABB bounding box collision concept. The next game is a simple platformer with enemies, obstacles and a few different stages. Here, we will be creating states that will provide custom application flow and explore the most common yet often overlooked design patterns used in game development. Last but not the least, we will create a small RPG game where we will be using common game design patterns, multiple GUI. elements, advanced graphical features, and sounds and music features. We will also be implementing networking features that will allow other players to join and play together. By the end of the book, you will be an expert in using the SFML library to its full potential. Style and approach An elaborate take on the game development process in a way that compliments the reader's existing knowledge, this book provides plenty of examples and is kind to the uninitiated. Each chapter builds upon the knowledge gained from the previous one and offers clarifications on common issues while still remaining within the scope of its own subject and retaining clarity. Table of Contents Chapter 1: It's Alive! It's Alive! – Setup and First Program Chapter 2: Give It Some Structure – Building the Game Framework Chapter 3: Get Your Hands Dirty – What You Need to Know Chapter 4: Grab That Joystick – Input and Event Management Chapter 5: Can I Pause This? – Application States Chapter 6: Set It in Motion! – Animating and Moving around Your World Chapter 7: Rediscovering Fire – Common Game Design Elements Chapter 8: The More You Know – Common Game Programming Patterns Chapter 9: A Breath of Fresh Air – Entity Component System Continued Chapter 10: Can I Click This? – GUI Fundamentals Chapter 11: Don't Touch the Red Button! – Implementing the GUI Chapter 12: Can You Hear Me Now? – Sound and Music Chapter 13: We Have Contact! – Networking Basics Chapter 14: Come Play with Us! – Multiplayer Subtleties0 179浏览会员免费
- What you will learn Use techniques such as A*and A*mbush to empower your agents with path finding capabilities. Create a representation of the world and make agents navigate it Construct decision-making systems to make the agents take different actions Make different agents coordinate actions and create the illusion of technical behavior Simulate senses and apply them in an awareness system Design and implement AI in board games such as Tic-Tac-Toe and Checkers Implement efficient prediction mechanism in your agents with algorithms such as N-Gram predictor and naive Bayes classifier Understand and analyze how the influence maps work. About the Author Jorge Palacios is a software developer with seven years of professional experience. He has committed the last four years to game development working in various positions; from tool developer, to lead programmer. His main focus is AI and gameplay programming, and currently he works with Unity and HTML5. He's also a game development instructor, speaker, and game jam organizer. You can find more about him on http://jorge.palacios.co Table of Contents Chapter 1: Behaviors – Intelligent Movement Chapter 2: Navigation Chapter 3: Decision Making Chapter 4: Coordination and Tactics Chapter 5: Agent Awareness Chapter 6.: Board Games AI Chapter 7: Learning Techniques Chapter 8: Miscellaneous0 90浏览免费
- 18套游戏蛮牛系列课程汇总4 395浏览会员免费
- 三维影视动画中3D建模技术的探讨三维影视动画中3D建模技术的探讨0 143浏览会员免费
- Fluid Simulation for Computer Graphics5 112浏览会员免费
- Corey Barker是PlanetPhotoshop.com网站的执行制片人,也是Photoshop User TV的Photoshop制作成员之一。由Corey撰写的《Photoshop特效技法精粹》通俗易懂,集中展现一些令人痴迷的极具梦幻色彩的Photoshop特效,将触发您的艺术创作灵感。您或许想了解散发着迷人魅力的电影海报和杂志广告的制作方式,或许想将一张看似平凡的照片升级打造为好莱坞水准的作品,或许力求在Photoshop中制作一些精彩绝伦的图片;在这本为您量身打造的精品书籍的指引下,您将可以实现所有这些夙愿! 无论您是设计师、艺术家还是摄影师,都可以从本书中找到极有帮助的信息,并在示例项目的指引下领略Photoshop最卓越功能的潜力;通过亲手操作这些项目,您将踏入一个异彩纷呈的全新特效世界。 本书主要内容 ● 从头创建自定义画笔效果 ● 将字体作为设计元素 ● 创建好莱坞风格的影院级效果 ● 将普通照片润色为如梦如幻的艺术作品 ● 创建令客户垂青的、赏心悦目的商业宣传效果 ● 使用Photoshop CS5 Extended获取3D创意 ● 创作电影、电视和网络中最受欢迎的流行广告效果 ● 精通令设计师和摄影师赞叹的光彩夺目的照片特效 除上述主题外,本书还包含其他许多将让您迸发出新创意的内容!4 218浏览会员免费
- This book helps readers build successful games with the Unity game development platform. You will use the powerful C# language, Unity's intuitive workflow tools, and a state-of-the-art rendering engine to build and deploy mobile, desktop, and console games. Unity's single codebase approach minimizes inefficient switching among development tools and concentrates your attention on making great interactive experiences. Unity in Action teaches you how to write and deploy games. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Each sample project illuminates specific Unity features and game development strategies. As you read and practice, you'll build up a well-rounded skill set for creating graphically driven 2D and 3D game applications. You'll need to know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed. Table of Contents Part 1 First steps Chapter 1 Getting to know Unity Chapter 2 Building a demo that puts you in 3D space Chapter 3 Adding enemies and projectiles to the 3D game Chapter 4 Developing graphics for your game Part 2 Getting comfortable Chapter 5 Building a Memory game using Unity’s new 2D functionality Chapter 6 Putting a 2D GUI in a 3D game Chapter 7 Creating a third-person 3D game: player movement and animation Chapter 8 Adding interactive devices and items within the game Part 3 Strong finish Chapter 9 Connecting your game to the internet Chapter 10 Playing audio: sound effects and music Chapter 11 Putting the parts together into a complete game Chapter 12 Deploying your game to players’ devices Appendix A Scene navigation and keyboard shortcuts Appendix B External tools used alongside Unity Appendix C Modeling a bench in Blender Appendix D Online learning resources0 157浏览会员免费
- 开源DirectUI类库介绍及类图分析 free5 106浏览会员免费
- Erlang程序设计.pdf5 0浏览会员免费
- Blender从入门到精通-2008.9-张海军3 254浏览会员免费
- CryENGINE3的脚本手册。全部是引擎绑定的LUA函数。学习CryENGINE3必备的资料。5 334浏览会员免费