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41Publicado 2023Tabla de Contenidos: “…Chapter 6: Infinite Flyer -- Technical requirements -- Project setup -- Inputs -- Airplane scene -- Collision shapes -- Scripting the plane -- Building the world -- World objects -- Chunks -- Main scene -- Spawning new chunks -- Increasing difficulty -- Collisions -- Fuel and score -- Title screen -- Audio -- Saving a high score -- About file locations -- Accessing files -- Suggestions for additional features -- Summary -- Chapter 7: Next Steps and Additional Resources -- Using Godot's documentation -- Reading the API documentation -- Version control - using Git with Godot -- Using Blender with Godot -- Import hints -- Using blend files -- Exporting projects -- Getting the export templates -- Export presets -- Exporting -- Exporting for specific platforms -- Introduction to shaders -- Creating a 2D shader -- 3D shaders -- Learning more -- Using other programming languages in Godot -- C# -- Other languages - GDExtension -- Getting help - community resources -- Godot Recipes -- Contributing to Godot -- Contributing to the engine -- Writing documentation -- Donations -- Summary -- Final words -- Index -- Other Books You May Enjoy…”
Libro electrónico -
42Publicado 2017Tabla de Contenidos: “…/ Haim Bresheeth -- Ending Racial Oppression Means Transcending the Limits of Liberal Politics / Arun Kundnani -- Liberalism's Spawn : Imperialist Feminism from the 19th Century to the War on Terror / Deepa Kumar -- Who Exactly is the "We" that Liberalism Talks About? …”
Libro electrónico -
43Publicado 2017Tabla de Contenidos: “…Creating an Instance of the Skater in the Scene -- Setting Up the Skater -- Seeing the Skater on the Screen -- Understanding SpriteKit's Debugging Information -- Hittin' the Bricks -- Creating Sidewalk Bricks -- Updating Sidewalk Bricks -- Filling the Screen with Bricks -- Leaving Gaps to Jump -- The Game Loop -- Tracking the Update Time -- Calculating Elapsed Time for Each Update -- Adjusting Scroll Speed Using the Elapsed Time -- Updating the Bricks -- Up, Up, and Away-Making the Skater Jump -- Using a Tap Gesture Recognizer -- Simulating Gravity in a Simple Way -- Checking for Landings -- What You Learned -- 16 Using the Spritekit Physics Engine -- Setting Up the Physics World -- Physics Bodies -- Giving Shape to the Physics Bodies -- Setting Properties of Physics Bodies -- Giving the skater Sprite a Physics Body -- Adding Physics Bodies to Bricks -- Contacts and Collisions -- Handling Contacts and Collisions -- Responding to Contacts -- Applying Forces to Physics Bodies -- Starting and Ending the Game -- Starting the Game -- Ending the Game -- What You Learned -- 17 Adjusting Difficulty, Collecting Gems, and Keeping Score -- Speeding Things Up -- Adding Multilevel Platforms -- Defining Multiple Brick Levels -- Changing How Bricks Spawn -- Adding Gems to Collect -- Spawning and Tracking the Gems -- Deciding When to Spawn a Gem -- Removing Gems -- Updating Gems -- Collecting Gems -- Adding Scoring and Labels -- Creating Labels -- Tracking the Score -- Updating Labels -- Updating the Player's Score -- Making the Gems Valuable -- Tracking the High Score -- Tweaking the Gameplay -- What You Learned -- 18 Game State, Menus, Sounds, and Special Effects -- Tracking Game State -- Adding a Menu System -- Creating the MenuLayer Class -- Displaying the Menu Layers When Needed -- Removing the Menu Layer -- Making Sounds -- Adding the Sound Files…”
Libro electrónico -
44Publicado 2015Tabla de Contenidos: “…""Chapter 3: Process-based Parallelism""""Introduction""; ""How to spawn a process""; ""How to name a process""; ""How to run a process in the background""; ""How to kill a process""; ""How to use process in a subclass""; ""How to exchange objects between processes""; ""How to synchronize processes""; ""How to manage a state between processes""; ""How to use a process pool""; ""Using the mpi4py Python module""; ""Point-to-point communication""; ""Avoiding deadlock problems""; ""Collective communication using broadcast""; ""Collective communication using scatter""…”
Libro electrónico -
45Publicado 2017Tabla de Contenidos: “…-- Think globally act locally -- Finishing the Prefab -- Ball Spawn Point -- SkeeSpawner -- Speed indicator -- GameBall Prefab -- Tags and Layers -- ThrowBall.cs -- Finishing touches -- Updating Placeskee ballMachine -- ApplicationManager -- Action makes sound -- Some quick house cleaning -- Replacing the main Prefab -- Summary -- Chapter 10: Fixing Problems -- The Application Manager -- Seeing it all at once -- What does our Application Manager do? …”
Libro electrónico -
46Publicado 2021Tabla de Contenidos: “…Testing the Bullet Hell engine -- Coding the Bullet class -- Spawning a bullet -- Getting started with Java arrays -- Arrays are objects -- Simple array example mini-app -- Getting dynamic with arrays -- Dynamic array example -- Entering the nth dimension with arrays -- Multidimensional array mini app -- Array out of bounds exceptions -- Spawning an array of bullets -- Running the game -- Summary -- Chapter 13: Bitmap Graphics and Measuring Time -- The Bob (player's) class -- Add the Bob graphic to the project -- Coding the Bob class -- Using the Bob class -- Coding the spawnBullet method (again) -- Running the game -- The Android Studio Profiler tool -- Summary -- Chapter 14: Java Collections, the Stack, the Heap, and the Garbage Collector -- Managing and understanding memory -- Variables revisited -- Introduction to the Snake game -- Looking ahead to the Snake game -- Getting started with the Snake game -- Refactoring MainActivity to SnakeActivity -- Locking the game to fullscreen and landscape orientation -- Adding some empty classes -- Coding SnakeActivity -- Adding the sound effects -- Coding the game engine -- Coding the members -- Coding the constructor -- Coding the newGame method -- Coding the run method -- Coding the updateRequired method -- Coding the update method -- Coding the draw method -- Coding the OnTouchEvent method -- Coding pause and resume -- Running the game -- Summary -- Chapter 15: Android Localization - Hola! …”
Libro electrónico -
47Publicado 2017Tabla de Contenidos: “…-- Planning what is left to implement for our game -- Trading cupcake towers -- The trading parent class -- Modifying the CupcakeTowerScript -- Buying cupcake towers -- Selling cupcake towers -- Upgrading cupcakes towers -- Adding the trading options to the user interface -- Placing the towers -- Sketching the idea of how it works -- Allowed areas -- Scripting the placement script -- Selecting the towers -- The Game Manager -- Game over conditions -- Game over feedback -- The GameOver function -- Keeping track of the game's progress -- Panda invasion - spawning Pandas -- What is a coroutine? -- Sketching the idea of how it works -- Setting up the spawning system -- Managing waves -- The single wave -- The main menu -- Designing the main menu -- Creating the main menu in another scene -- Loading scenes through scripts -- Techniques we learnt in this chapter -- Homework -- Summary -- Chapter 8: What Is beyond the Cake? …”
Libro electrónico -
48Publicado 2018Tabla de Contenidos: “…Adding sound to the Pong game -- Adding the sound variables -- Initializing the SoundPool -- Coding the collision detection and playing sounds -- The bat and the ball -- The four walls -- Playing the game -- Summary -- Chapter 12: Handling Lots of Data with Arrays -- Planning the project -- Starting the project -- Change the AndroidManifest.xml to lock in landscape and full-screen -- Creating the classes -- Reusing the Pong engine -- Coding the BulletHellActivity -- Coding the BulletHellGame class -- Coding the member variables -- Coding the BulletHellGame constructor -- Coding the BulletHellGame methods -- Coding draw and onTouchEvent -- Coding pause, resume, and printDebuggingText -- Testing the Bullet Hell engine -- Coding the Bullet class -- Spawning a bullet -- Java Arrays -- Arrays are objects -- Simple array example mini-app -- Getting dynamic with arrays -- Dynamic array example -- Entering the nth dimension with Arrays -- Multidimensional Array mini app -- Array out of bounds exceptions -- Spawning an array of bullets -- Running the game -- Summary -- Chapter 13: Bitmap Graphics and Measuring Time -- The Bob (player's) class -- Adding the Bob graphic to the project -- Coding the Bob class -- Using the Bob class -- Adding Bob to the collision detection -- Drawing Bob to the screen -- Adding the sound effects -- Activating Bob's teleport -- Coding the printDebuggingText method -- Coding the spawnBullet method (again) -- Coding the startGame method -- Running the game -- Summary -- Chapter 14: The Stack, the Heap, and the Garbage Collector -- Managing and understanding memory -- Variables revisited -- The stack and the heap -- A quick break to throw out the trash -- Stack and Heap quick summary -- Introduction to the Snake game -- Looking ahead to the Snake game -- Getting started with the Snake game -- Make full screen and landscape…”
Libro electrónico -
49Publicado 2012Tabla de Contenidos: “…Light from the genealogies / Sara Japhet -- The two Ahabs of the South : Joash and Josiah / John Jarick -- The citation and interpretation of the law in Chronicles : the Chronicler's distribution of exegetical devices in the narratives of Solomon and Hezekiah / Kevin L. Spawn -- Genesis 1 as holiness preamble / Bill T. …”
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Libro electrónico -
50Publicado 2012Tabla de Contenidos: “…Light from the genealogies / Sara Japhet -- The two Ahabs of the South : Joash and Josiah / John Jarick -- .The citation and interpretation of the law in Chronicles : the Chronicler's distribution of exegetical devices in the narratives of Solomon and Hezekiah / Kevin L. Spawn -- Genesis 1 as holiness preamble / Bill T. …”
Libro -
51Publicado 2018Tabla de Contenidos: “…-- Making the story interactive -- Look to play -- Resetting the initial scene setup -- More interactivity ideas -- Summary -- Chapter 12: Social VR Metaverse -- Multiplayer networking -- Networking services -- The network architecture -- Local versus server -- The Unity networking system -- Setting up a simple scene -- Creating a scene environment -- Creating an Avatar head -- Adding multiplayer networking -- Network Manager and HUD -- Network Identity and sync Transform -- Running as a host -- Adding spawn positions -- Running two instances of the game -- Associating Avatar with the first-person character -- Adding a matchmaking lobby -- Syncing objects and properties -- Setting up the headshot ball game -- Spawning the ball over the network -- Synchronizing the ball transform -- State variable synchronization -- Advanced networking topics -- Options for voice chat -- Using Oculus platform and avatars -- Oculus platform entitlement check -- Adding a local avatar -- Adding remote avatars -- Building and sharing custom VRChat rooms -- Preparing and building the world -- Summary -- Chapter 13: Optimizing for Performance and Comfort -- Using the Unity Profiler and Stats -- The Stats window -- Overview of the Profiler -- Optimizing your art -- Setting up the scene -- Decimating models -- Transparent materials -- Levels of detail -- Optimizing your scene with static objects -- Setting up the scene -- Lighting and baking -- Occlusion culling -- Optimizing your code -- Understanding the Unity life cycle…”
Libro electrónico -
52Publicado 2024Tabla de Contenidos: “…-- Taking damage - IDamage interface -- ProjectileDamage component -- Healing - IHeal interface -- Controlling what damages/heals what -- Updating the player and enemy to use health -- Assigning the object with health - IHaveHealth interface -- Process changes to health -- Enemy wave spawner -- Creating the enemy spawner Prefab -- Integrating spawning with patrol behavior -- Summary -- Chapter 9: Completing the Adventure Game -- Technical requirements -- Creating an event system in C# to tie things together loosely -- The new event system -- Systems GameObject -- Creating a quest system for a collecting keys mission -- The quest system -- Script Execution Order -- The quest -- Collecting keys -- Solving the key puzzle and winning the game -- Sliding tile puzzle -- Winning -- Timeline -- Summary -- Part 4: 3D Game Design -- Chapter 10: Creating a 3D First Person Shooter (FPS)…”
Libro electrónico -
53Publicado 2021Tabla de Contenidos: “…8.5 Ergonomic error handling for libraries -- 8.5.1 Issue: Unable to return multiple error types -- 8.5.2 Wrapping downstream errors by defining our own error type -- 8.5.3 Cheating with unwrap() and expect() -- 8.6 MAC addresses -- 8.6.1 Generating MAC addresses -- 8.7 Implementing state machines with Rust's enums -- 8.8 Raw TCP -- 8.9 Creating a virtual networking device -- 8.10 "Raw" HTTP -- Summary -- 9 Time and timekeeping -- 9.1 Background -- 9.2 Sources of time -- 9.3 Definitions -- 9.4 Encoding time -- 9.4.1 Representing time zones -- 9.5 clock v0.1.0: Teaching an application how to tell the time -- 9.6 clock v0.1.1: Formatting timestamps to comply with ISO 8601 and email standards -- 9.6.1 Refactoring the clock v0.1.0 code to support a wider architecture -- 9.6.2 Formatting the time -- 9.6.3 Providing a full command-line interface -- 9.6.4 clock v0.1.1: Full project -- 9.7 clock v0.1.2: Setting the time -- 9.7.1 Common behavior -- 9.7.2 Setting the time for operating systems that use libc -- 9.7.3 Setting the time on MS Windows -- 9.7.4 clock v0.1.2: The full code listing -- 9.8 Improving error handling -- 9.9 clock v0.1.3: Resolving differences between clocks with the Network Time Protocol (NTP) -- 9.9.1 Sending NTP requests and interpreting responses -- 9.9.2 Adjusting the local time as a result of the server's response -- 9.9.3 Converting between time representations that use different precisions and epochs -- 9.9.4 clock v0.1.3: The full code listing -- Summary -- 10 Processes, threads, and containers -- 10.1 Anonymous functions -- 10.2 Spawning threads -- 10.2.1 Introduction to closures -- 10.2.2 Spawning a thread -- 10.2.3 Effect of spawning a few threads -- 10.2.4 Effect of spawning many threads -- 10.2.5 Reproducing the results -- 10.2.6 Shared variables -- 10.3 Differences between closures and functions…”
Libro electrónico -
54Publicado 2014Tabla de Contenidos: “…Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: 2D Twin-stick Shooter; Project overview; Your objectives; Prerequisites; Setting up the project; Creating our scene; Scripting 101; Implementing player movement; Shooting behavior; Creating enemies; Adding GameController to spawn enemy waves; Particle systems for enemy explosion; Adding in sound effects/music; Adding in points, score, and wave numbers; Publishing the game; Summary; Challenges; Chapter 2: Creating GUIs; Project overview; Your objectives; Prerequisites…”
Libro electrónico -
55Publicado 2017Tabla de Contenidos: “…Bidirectional search -- Uniform cost search -- Iterative deepening Depth-First Search -- Comparison of preceding algorithms complexities -- A * search -- Creating your own Artificial Intelligence -- Summary -- Chapter 7: Adding Boundaries and Using Sprites to Create Explosions -- Adding boundaries -- Creating the classes for our boundaries -- Creating boundaries in our game -- Creating the variables required -- Referencing our boundaries -- Updating our boundaries -- Drawing our boundaries on the screen -- Detecting a collision between the ground and player -- Maximum and minimum boundary heights -- Creating a new game -- Creating explosions -- Summary -- Chapter 8: Adding an Explosion and Creating a UI -- Adding an explosion to our game -- Creating variables -- Some optimizations and improvements -- Spawning our explosion -- Drawing the explosion on the screen -- Creating the UI for our game -- Summary -- Chapter 9: Converting Your Game from 2D to 3D -- Introduction to OpenGL ES -- Learning about the 3D coordinate system -- Creating a 3D scene with OpenGL ES -- Creating our project folder -- Creating a render class and defining a main activity -- Defining shapes -- Summary -- Chapter 10: Working Further on 3D Game -- Rendering our object on screen -- Adding colors to our object -- Rotating our object -- Creating a pyramid 3D object -- Defining the shape -- Rendering our 3D object -- Summary -- Index…”
Libro electrónico -
56Publicado 2015Tabla de Contenidos:Libro electrónico
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57Publicado 2015Tabla de Contenidos: “…Polling for device movement with Core MotionImplementing the Core Motion code; Checkpoint 4-A; Wiring up the sprite onTap events; Implementing touchesBegan in the GameScene; Larger than life; Teaching our penguin to fly; Listening for touches in GameScene; Fine-tuning gravity; Spreading your wings; Improving the camera; Pushing Pierre forward; Tracking player progress; Looping the ground; Checkpoint 4-B; Summary; Chapter 5: Spawning Enemies, Coins, and Power-ups; Introducing the cast; Adding the power-up star; Locating the art assets; Adding the Star class; Adding a new enemy - the mad fly…”
Libro electrónico -
58Publicado 2016Tabla de Contenidos: “…; Getting anchored; Collision rectangles; Embedding; Fixing the background; Collideables; Ready to score; A friend indeed; Time to spawn; Circular collision detection; The Pythagorean Theorem; Adding the circular collision code; Why use circular collision detection?…”
Libro electrónico -
59por Horton, JohnTabla de Contenidos: “…Controlling the spaceshipDetecting touches; Adding boosters to the spaceship; Detecting the screen resolution; Building the enemies; Designing the enemy; Spawning the enemy; Making the enemy think; The thrill of flight - scrolling the background; Things that go bump - collision detection; Collision detection options; Rectangle intersection; Radius overlapping; The crossing number algorithm; Optimizations; Multiple hitboxes; Neighbor checking; Best options for Tappy Defender; Summary; Chapter 4: Tappy Defender - Going Home; Displaying a HUD; Implementing the rules; Ending the game…”
Publicado 2015
Libro electrónico -
60Augmented reality game development create your own augmented reality games from scratch with Unity 5Publicado 2017Tabla de Contenidos: “…Cover -- Copyright -- Credits -- About the Author -- About the Reviewer -- www.PacktPub.com -- Customer Feedback -- Table of Contents -- Preface -- Chapter 1: Getting Started -- Real-world adventure games -- Location-based -- Augmented Reality -- Adventure games -- Introducing Foody GO -- Source code -- Getting into mobile development with Unity -- Downloading and installing Unity -- Setting up for Android development -- Installing the Android SDK -- Connecting to your Android device -- Setting up for iOS development -- Getting started with Unity -- Creating the game project -- Building and deploying the game -- Building and deploying to Android -- Building and deploying to iOS -- Summary -- Chapter 2: Mapping the Player's Location -- GIS fundamentals -- Mapping -- GPS fundamentals -- Google Maps -- Adding a map -- Creating the map tile -- Laying the tiles -- Understanding the code -- Setting up services -- Setting up CUDLR -- Debugging with CUDLR -- Setting up the GPS service -- Summary -- Chapter 3: Making the Avatar -- Importing standard Unity assets -- Adding a character -- Switching the camera -- Cross-platform input -- Fixing the input -- GPS location service -- Map tile parameters -- GPS simulation settings -- Character GPS compass controller -- Swapping out the character -- Summary -- Chapter 4: Spawning the Catch -- Creating a new monster service -- Understanding distance in mapping -- GPS accuracy -- Checking for monsters -- Projecting coordinates to 3D world space -- Adding monsters to the map -- Tracking the monsters in the UI -- Summary -- Chapter 5: Catching the Prey in AR -- Scene management -- Introducing the Game Manager -- Loading a scene -- Updating touch input -- Colliders and rigidbody physics -- Building the AR Catch scene -- Using the camera as our scene backdrop -- Adding the catching ball -- Throwing the ball…”
Libro electrónico