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How To Cheat In Unity 5

Author: Alan Thorn
Publisher: CRC Press
ISBN: 1317622715
Size: 61.31 MB
Format: PDF, Docs
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Looking to become more efficient using Unity? How to Cheat in Unity 5 takes a no-nonsense approach to help you achieve fast and effective results with Unity 5. Geared towards the intermediate user, HTC in Unity 5 provides content beyond what an introductory book offers, and allows you to work more quickly and powerfully in Unity. Packed full with easy-to-follow methods to get the most from Unity, this book explores time-saving features for interface customization and scene management, along with productivity-enhancing ways to work with rendering and optimization. In addition, this book features a companion website at www.alanthorn.net, where you can download the book’s companion files and also watch bonus tutorial video content. Learn bite-sized tips and tricks for effective Unity workflows Become a more powerful Unity user through interface customization Enhance your productivity with rendering tricks, better scene organization and more Better understand Unity asset and import workflows Learn techniques to save you time and money during development

Maya For Games

Author: Michael Ingrassia
Publisher: CRC Press
ISBN: 0080927998
Size: 55.67 MB
Format: PDF, Docs
View: 350
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Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels. Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers. One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today. The accompanying DVD includes 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling, rigging and texturing samples. Also, an in-depth video on assembling a "Killer Demo Reel" showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology, but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel, website and artist representation are given, along with insights into the expectations of game studios today. The video tutorials show users the finished product, and then run through the process of step by step creation of that particular technique.

Unity From Zero To Proficiency Foundations

Author: Patrick Felicia
Publisher: Patrick Felicia
ISBN: 1980369151
Size: 14.65 MB
Format: PDF
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Get Started with Game Development Fast 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 get started (e.g., lack of time or coding expertise). Often, these barriers seem higher than they actually are. You may be a teacher trying to introduce games in the classroom, but with no previous coding or game development experience; maybe you are a hobbyist who would love to create interactive environments based on the games that you enjoy playing; 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 a wide range of backgrounds from no knowledge of coding or game development to good levels of proficiency in Unity. 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. In this book, entitled From Zero to Proficiency (Foundations), which is the first book in the series (i.e., Foundations, Beginner, Intermediate and Advanced), you will become comfortable with Unity's interface and core features, by creating a project (with no coding involved) that includes both an indoor and an outdoor environment. Master Unity 2017 Quickly with this book and FREE Video Tutorials In this book, entitled From Zero to Proficiency (Foundations), which is the first book in the series (i.e., Foundations,Beginner,Intermediate and Advanced), you will become comfortable with Unity's interface and core features, by creating a project (with nocoding involved) that includes both an indoor and an outdoor environment. When you download this book you get: An exclusive 1-hour video tutorial. Access to the author by email if you have any question.A list of the learning objectives at the start of each chapter. Step-by-step activities using a tried-and-tested method. Challenges at the end of each chapter. Printable cheat-sheets for common shortcuts. Quizzes to test your knowledge (and answers).Become Comfortable with Unity Fast The content of each chapter is as follows: - Chapter 1 provides general information on game engines and explains why you should use such software, and how, by using Unity more specifically, you can create games seamlessly. - Chapter 2 takes you through the very first steps of installing Unity and becoming familiar with the interface. It will also show you the different shortcuts necessary to navigate through scenes and projects in Unity. - Chapter 3 gets you to create and export your first scene by combining built-in objects. You will learn how to manage objects, apply textures and colors, and transform objects to create a simple scene. - Chapter 4 explains how you can create an indoor scene (i.e., a maze) with built-in shapes. You will also work with and manage lights in your scene to set the atmosphere and navigate through the scene with a First-Person Controller. - Chapter 5 explains how to create a realistic island with sandy beaches, water, and palm trees using Unity's built-in assets. You will also drive a car and pilot a plane. - Chapter 6 provides answers to frequently asked questions. - Chapter 7 summarizes the topics covered in this book and provides tips for your next steps. If you want to get started with Unity using a method that works: buy this book now!

Sams Teach Yourself Unity Game Development In 24 Hours

Author: Mike Geig
Publisher: Pearson Education
ISBN: 0672336960
Size: 76.92 MB
Format: PDF, Mobi
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A complete beginner's guide to game development with the powerful Unity game engine. CS Instructor and game designer, Mike Geig, offers a do-it-yourself approach to game development - with all of the main essentials covered. In just 24 hours, learn how to get started developing games with Unity with a hands-on and modular approach. Each chapter covers an essential component of the game development process, illustrated with sample projects, and including full source code, all 3rd party art assets (textures, fonts, models), and all 3rd party sound assets.

Multiplayer Game Programming

Author: Josh Glazer
Publisher: Addison-Wesley Professional
ISBN: 0134034341
Size: 23.23 MB
Format: PDF, Kindle
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The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook . Instructors will also find a full set of PowerPoint slides and a sample syllabus.

Unity 4 X Cookbook

Author: Matt Smith
Publisher: Packt Publishing Ltd
ISBN: 184969043X
Size: 58.54 MB
Format: PDF
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Cookbook. From beginners to advanced users, from artists to coders, this book is for you and everyone in your team! This book is for anyone who wants to explore a wide range of Unity scripting and multimedia features and to find ready to use solutions to many game features. Programmers can explore multimedia features, and multimedia developers can try their hand at scripting.

Unity Multiplayer Games

Author: Alan R. Stagner
Publisher: Packt Publishing Ltd
ISBN: 1849692335
Size: 20.45 MB
Format: PDF, ePub
View: 2248
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An easy-to-follow, tutorial manner that uses the learning-by-example approach. If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

Dependency Injection With Unity

Author: Dominic Betts
Publisher: Microsoft patterns & practices
ISBN: 9781621140283
Size: 38.36 MB
Format: PDF
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Over the years software systems have evolutionarily become more and more complex. One of the techniques for dealing with this inherent complexity of software systems is dependency injection - a design pattern that allows the removal of hard-coded dependencies and makes it possible to assemble a service by changing dependencies easily, whether at run-time or compile-time. It promotes code reuse and loosely-coupled design which leads to more easily maintainable and flexible code. The guide you are holding in your hands is a primer on using dependency injection with Unity - a lightweight extensible dependency injection container built by the Microsoft patterns & practices team. It covers various styles of dependency injection and also additional capabilities of Unity container, such as object lifetime management, interception, and registration by convention. It also discusses the advanced topics of enhancing Unity with your custom extensions. The guide contains plenty of trade-off discussions and tips and tricks for managing your application cross-cutting concerns and making the most out of both dependency injection and Unity. These are accompanied by a real world example that will help you master the techniques. Keep in mind that Unity can be used in a wide range of application types such as desktop, web, services, and cloud. We encourage you to experiment with the sample code and think beyond the scenarios discussed in the guide. In addition, the guide includes the Tales from the Trenches - a collection of case studies that offer a different perspective through the eyes of developers working on the real world projects and sharing their experiences. These chapters make clear the range of scenarios in which you can use Unity, and also highlight its ease of use and flexibility. Whether you are a seasoned developer or just starting your development journey, we hope this guide will be worth your time studying it. We hope you discover that Unity container adds significant benefits to your applications and helps you to achieve the goals of maintainability, testability, flexibility, and extensibility in your own projects.

The Art Of Game Design

Author: Jesse Schell
Publisher: CRC Press
ISBN: 1498759564
Size: 36.15 MB
Format: PDF, ePub
View: 3516
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Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

Udk Game Development

Author: Alan Thorn
Publisher: Cengage Learning
ISBN: 1435460197
Size: 63.93 MB
Format: PDF, Kindle
View: 2354
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These days, the games industry is a multi-billion-dollar business. In this competitive marketplace, developers seek to gain an advantage over the competition by using ready-made, third-party tools and engines that enable them to quickly design high-powere