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41por Freeman, Jesse“…, and uses a case study to show you how to port an HTML5 game with ease. Learn which games and JavaScript libraries work best on Windows 8 Adjust artwork for different screen resolutions and Windows 8 features Accommodate mouse, keyboard, touch, and other game controls Optimize your game to run well on any Windows 8 device Understand the steps for publishing your game to Windows Store Explore fixed price, trial mode, ad support, and in-app purchase options Use a web-first workflow to ensure your game runs on many other platforms…”
Publicado 2014
Libro electrónico -
42Publicado 2014Tabla de Contenidos: “…Detecting user input via event listeningManaging multiple listeners at once; Detecting more complex gestures; Introducing the controllers API; Input mapping for cross-platform development; Chapter 5: Audio and File I/O; Introduction; Playing short sound effects; Audio streaming for background music; Optimizing audio files to reduce download sizes; Procedural audio generators; Engine sounds with dynamic audio; The 2D space sound system; The first approach to file handling in Libgdx; Using preferences to store game states and options; The XML parsing primer…”
Libro electrónico -
43Publicado 2023Tabla de Contenidos: “…Adding the Timer variable to the APangaeaGameState class -- Making the Timer variable replicable -- Defining OnTimeChangedDelegate -- Creating and binding the custom event to OnTimeChangedDelegate -- Counting down the timer -- Designating APangaeaGameState as the project's game state class -- Destroying a base defense tower to win the game -- Summary -- Chapter 12: Polishing and Packaging the Game -- Technical requirements -- Polishing the game -- Importing and using high-quality game assets -- Fixing bugs -- Profiling and optimization -- Using Unreal Engine console commands -- Exploring modes and console commands -- Executing console commands in C++ -- Packaging the game -- Configuring the project settings for packaging -- Making the build a windowed game -- Avoiding the hardcoded path for finding content -- Packaging the project -- What to do next -- Summary -- Index -- Other Books You May Enjoy…”
Libro electrónico -
44Publicado 2016Tabla de Contenidos: “…""3.11 Filling the Screen with Color""""4 Animation and Time""; ""4.1 DeltaTime""; ""4.2 Coroutines and Yield""; ""4.3 Animation Clips and Events""; ""4.4 Animation Curves""; ""4.5 Animating UVs""; ""4.6 Pausing a Game""; ""4.7 FixedUpdate versus Update versus LateUpdate""; ""4.8 Importing Animated Meshes""; ""4.9 Shape Keys""; ""5 Persistence and Accessibility""; ""5.1 Player Preferences""; ""5.2 XML and Binary Files: Serialization""; ""5.3 JSON Parsing""; ""5.4 Transferring Data between Scenes-with GameObjects""; ""5.5 Transferring Data between Scenes-with Scenes""…”
Libro electrónico -
45Publicado 2019“…Using the source code, prebuilt third-party libraries, and Visual Studio solutions included in this course, you’ll be able to successfully start with building your own game engine. By the end of this course, you’ll have learned how to set up and render in 3D with modern OpenGL. …”
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46por Halladay, Kyle. author“…He teaches you how to find performance issues in shaders you are using and then how to fix them. Kyle explains (and contrasts) how to use the knowledge learned from this book in three of the most popular game engines today. …”
Publicado 2019
Libro electrónico -
47por Fournier, Guy“…By integrating automated vehicles into Mobility-as-a-Service and Intelligent Transport Systems, the book argues for the using of automated vehicles as game changer towards a transformative shift to sustainable, citizen-centric mobility. …”
Publicado 2024
Libro electrónico -
48Publicado 2017Tabla de Contenidos: “…Cover -- Title Page -- Copyright -- Credits -- About the Authors -- About the Authors -- About the Reviewer -- www.PacktPub.com -- Customer Feedback -- Table of Contents -- Preface -- Chapter 1: Discovering Your Hidden Scripting Skills and Getting Your Environment Ready -- Prerequisite knowledge to use this book -- Dealing with scriptphobia -- Downloading Unity -- Obtaining a free license -- Teaching behavior to GameObjects -- Using Unity's documentation -- The Unity community - asking others for help -- Working with C# script files -- Creating a C# script file -- Introducing the MonoDevelop code editor -- Opening LearningScript in MonoDevelop -- The namespace - highlighted in blue -- Watching for possible gotchas while creating script files in Unity -- Fixing synchronization if it isn't working properly -- Adding our script to GameObject -- Lots of files can create a mess -- Why does my Project tab look different? …”
Libro electrónico -
49Publicado 2017Tabla de Contenidos: “…-- Homework -- Summary -- Chapter 5: The Secret Ingredient Is a Dash of Physics -- Getting ready -- Physics in video games -- Physics - basics -- World coordinates and local coordinates -- Velocity -- Mass -- Centre of mass -- Kinematics -- Dynamics -- Force and torque -- Collisions -- Rigid body -- Friction - linear and angular drag -- The Unity Physics engine -- Understanding Physics in Unity -- Physics settings in Unity -- Physics components -- Rigidbodies -- How a Rigidbody 2D works -- Body types -- Rigidbody properties -- Dealing with rigidbodies -- Colliders -- Dealing with colliders -- Joints -- Main properties of Joints -- The other rigidbody -- Breaking joints -- Specific joints -- Distance Joint 2D -- Fixed Joint 2D -- Friction Joint 2D -- Hinge Joint 2D -- Relative Joint 2D -- Slider Joint 2D -- Spring Joint 2D -- Target Joint 2D -- Wheel Joint 2D -- Effectors -- Constant Force 2D -- Area Effector 2D -- Buoyancy Effector 2D -- Point Effector 2D -- Platform Effector 2D -- Surface Effector 2D -- Physics Material 2D -- Dealing with physics in Unity -- Other things about Physics -- The Simulate setting on rigidbodies -- Physics Raycaster 2D component -- The other Physics settings -- Gizmos for colliders -- Physics for our game -- Set up Pandas as a rigidbodies -- Set up projectiles as rigidbodies -- Detect sprinkles -- Homework -- Summary -- Chapter 6: Through a Sea of Sprinkles - Navigation in Artificial Intelligence -- Getting ready -- Introduction to artificial intelligence -- The importance of artificial intelligence in video games -- Navigation -- Aspects of navigation -- Pathfinding and its techniques -- Waypoints for enemies -- Getting the waypoint coordinates…”
Libro electrónico -
50Publicado 2015Libro electrónico
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51Publicado 2024Tabla de Contenidos: “…The Big Picture -- Character Design and Modeling -- Rigging -- Standardize -- Define Specifications -- Character Animation -- Export -- Game Engines -- 3. What Is a Game Rig -- Definition -- Export Limitations -- Base Skeleton -- Bone Scaling Animation -- Max Number of Influences -- 4. …”
Libro electrónico -
52Publicado 2023Tabla de Contenidos: “…. -- There's more... -- Modifying the game for a second inventory panel for keys -- Displaying multiple pickups of different objects as a list of text via a dynamic List< -- > -- of scripted PickUp objects -- Getting ready -- How to do it... -- How it works... -- There's more... -- Ordering items in the inventory list alphabetically -- Displaying multiple pickups of different objects as text totals via a dynamic Dictionary< -- > -- of PickUp objects and enum pickup types -- Getting ready -- How to do it... -- How it works... -- There's more... -- Separating responsibilities with MVC -- Further reading -- Chapter 4: Playing and Manipulating Sounds -- Setting up the Third Person Character Controller project -- How to do it... -- How it works... -- There's more... -- Fixing pink textures -- Playing sound when a scene begins -- Getting ready -- How to do it... -- How it works... -- There's more... -- Create a GameObject with AudioSource linked to an AudioClip in a single step -- Make the sound clip keep looping -- Customizing other AudioSource settings -- Removing redundant AudioListener components -- Getting ready -- How to do it... -- How it works... -- Enabling and customizing 3D sound effects -- Getting ready -- How to do it... -- How it works... -- There's more... -- Changing the way the volume changes with distance -- Adding keys to customize the volume falloff curve -- Adding effects with Audio Reverb Zones -- Getting ready -- How to do it... -- How it works... -- There's more…”
Libro electrónico -
53Publicado 2009Libro electrónico
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54por Marucchi-Foino, RomainTabla de Contenidos: “…Camera Tracking User Interactions; The Game Logic; 3D Physics; The Bullet File Format; 3D Pinball Game; Summary; Chapter 7: Camera; Touch and Go!…”
Publicado 2012
Libro electrónico -
55Publicado 2022Tabla de Contenidos: “…Installing Python and PyTorch on Windows -- Installing Python and PyTorch on macOS and Unix-like systems -- Using the ML-Agents Toolkit - a basic example -- Creating the scene -- Implementing the code -- Adding the final touches -- Testing the learning environment -- Training an agent -- Summary -- Further reading -- Chapter 12: Putting It All Together -- Technical requirements -- Developing the basic game structure -- Adding automated navigation -- Creating the NavMesh -- Setting up the agent -- Fixing the GameManager script -- Creating decision-making AI with FSM -- Summary -- Index…”
Libro electrónico -
56
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57Publicado 2023Libro electrónico
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58por Norton, TerryTabla de Contenidos: “…Intro -- Learning C# by Developing Games with Unity 3D Beginner's Guide -- Table of Contents -- Learning C# by Developing Games with Unity 3D Beginner's Guide -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? …”
Publicado 2013
Libro electrónico -
59
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60Publicado 2014Tabla de Contenidos:Libro electrónico