Beginning 3D Game Development with Unity 4: All-in-one, multi-platform game development (Technology in Action)

Beginning 3D Game Development with Unity 4: All-in-one, multi-platform game development (Technology in Action)

Language: English

Pages: 808

ISBN: 1430248998

Format: PDF / Kindle (mobi) / ePub


Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.

This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design.

  • The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand.
  • In the second part, you'll build the foundations of a point-and-click style first-person adventure game―including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.
  • With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.

By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

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zones, all objects that will not be seen can be turned off or on. Lighting: In 3D, basic, non-GI (global illumination) is performed on a per-vertex basis. Each vertex has what is called a vertex normal, a vector that determines how the face or triangle will be lit (Figure 1-13). A ray is traced from the light to the vertex, and the angle between the two, the angle of incidence, is used to calculate the percentage of that light received by that vertex. The light received by each vertex is averaged

of Unity allows people to experiment, learn, develop, and sell games before committing any of their hard-earned cash. Unity’s very affordable, feature-packed Pro version is royaltyfree, allowing people to make and sell games with the very low overhead essential to the casual games market. The market for multi-platform games—especially casual games for iPhone and Android—is extremely popular at the moment, and Unity’s commitment to cross-platform delivery is well proven. Originally a Mac-based

FPAdventurerInputController. 18. Double-click it to open it in the editor. 149 Chapter 5 ■ Navigation and Functionality At line 4, you’ll see a new function called Awake. It is a system function and is one of the very first to be evaluated when a game is started. Objects are created first, then scripts. Once the scripts exist, Awake is the first function to be called. You will make use of it in several of the later chapters. Lines 36 and 37 are an oddity; they begin with an @ and don’t

again the adventure-game genre is making a comeback, but not in the expected venue. As major publishers (as well as software companies) have grown larger, they are less inclined to spend money on developing games that will not sell millions of copies. Other genres that traditionally might sell only 70,000 to 150,000 units each slowly disappeared from the shelves, as did the stores and shelves themselves. The two biggest factors in the revival of not only the adventure-game genre but other

components. Note that the object’s name is grayed out in the Hierarchy. You will make good use of the Active property of GameObjects when you start adding interactive objects as the game progresses. 1. Select the PlatformTarget in the Project view and turn on the Mesh Renderer. 2. Create an Empty GameObject. 3. Name it TheTrigger. 4. With TheTrigger still selected, choose Physics from the Components menu and add a Box Collider. 5. Scale the collider by using the X, Y,

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