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E-raamat: 3D Game Development with Unity [Taylor & Francis e-raamat]

(Franz Lanzinger)
  • Formaat: 398 pages, 299 Line drawings, color; 8 Line drawings, black and white; 299 Illustrations, color; 8 Illustrations, black and white
  • Ilmumisaeg: 08-Apr-2022
  • Kirjastus: CRC Press
  • ISBN-13: 9780429328725
  • Taylor & Francis e-raamat
  • Hind: 184,65 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 263,78 €
  • Säästad 30%
  • Formaat: 398 pages, 299 Line drawings, color; 8 Line drawings, black and white; 299 Illustrations, color; 8 Illustrations, black and white
  • Ilmumisaeg: 08-Apr-2022
  • Kirjastus: CRC Press
  • ISBN-13: 9780429328725
This book teaches beginners and aspiring game developers how to develop 3D games with Unity. Thousands of commercial games have been built with Unity. This book combines a practical, step-by-step approach with explanations of the underlying theory that are reinforced with hundreds of screenshots and several larger projects.

Building on the knowledge developed in 2D Game Development for Unity, this book uses the Blender software for 3D modelling and texturing, GIMP for 2D art, Audacity for sound effects, and MuseScore for music composition and notation. Readers can follow the step-by-step guides and create an introductory racing game, a 3D maze game, and a 3D FPS adventure game as they progress through the chapters. The book contains numerous color illustrations and online access to easily downloadable game assets, code, and project files.

Written to be accessible and easy to follow, this book will be a valuable resource to both beginner and aspiring game developers that want to develop 3D games with Unity.

Franz Lanzinger is an independent game developer, author, and pianist. He is the owner of Lanzinger Studio located in Sunnyvale, California. His game development career spans almost 40 years starting with the coin-op classic Crystal Castles at Atari in 1983, continuing with Ms. Pacman and Toobin' for the NES, published by Tengen in 1990.

Franz has been an indie game developer since 1991. He worked on SNES Rampart, Championship Pool, and NCAA Final Four Basketball, as well as Gubble for the PC, Mac, and PlayStation. This is Franz's third book about game development. He is currently working on a remaster of Gubble. In his spare time, he is the piano accompanist for the Valley Chorale and the Serendipity Choir. Go to franzlanzinger.com for the latest news about Franz as well as resources for his books.
Acknowledgments xi
Author xiii
Introduction and Overview xv
Part I Basics Of 3D Game Development
Chapter 1 Software Tools
3 (22)
Your Computers
3(2)
Notes For Mac Users
5(1)
Visual Studio
5(1)
Typographic Conventions
6(1)
Hello World!
7(1)
C#
8(1)
Unity
9(1)
Gimp
10(4)
Blender
14(8)
Audacity
22(3)
Chapter 2 A 3D Game
25 (48)
Project Setup In Unity
25(3)
Importing The Toy Car
28(1)
Making The World In Blender
29(5)
Making Textures In Gimp
34(2)
Materials In Unity
36(12)
Improving The Car
48(8)
Gameplay
56(7)
Creating Buildings With The Array Modifier
63(7)
Sound
70(3)
Chapter 3 3D
73 (16)
3D Coordinates
73(2)
3D In Blender
75(5)
3D In Unity
80(2)
Camera Views
82(4)
3D Assets
86(3)
Chaper 4 Designing A 3D Remake
89 (4)
The 2D Game: Dotgame
89(2)
Remaking Dotgame
91(1)
Controls
92(1)
The Camera
92(1)
Chapter 5 3D Dottima Character
93 (18)
Setting Up The Project
93(1)
Modeling 3D Dottima In Blender
94(7)
Texture Painting Dottima
101(6)
Controlling Dottima In Unity
107(4)
Chapter 6 Blender Modeling And Animation
111 (30)
Remaking Dotrobot For 3D
111(1)
Texturing Dotrobot
112(4)
Importing To Unity, Part 1
116(2)
Experimental Rig
118(9)
Rigging Dotrobot
127(6)
Reanimating Dotrobot
133(5)
Importing To Unity, Part 2
138(3)
Chapter 7 More Art Assets
141 (22)
The Unity Asset Store
141(4)
Millions Of Meshes On The Web
145(1)
Free Textures
146(1)
3D Models From The 2D Game
146(1)
3D Playfield With Collisions
147(16)
Chapter 8 First Playable
163 (28)
Moving The Camera
163(2)
Three Levels
165(2)
3D Spikers
167(4)
3D Arrows For Dottima
171(5)
Arrows In Unity: Dottima Instantiates Arrows
176(4)
Arrows In Unity: Arrow Movement And Direction
180(3)
Arrows In Unity: Collision Detection For Arrows
183(4)
3D Blockade
187(4)
Chapter 9 Game Structure
191 (8)
Game State
191(4)
Game Over
195(4)
Chapter 10 More Game Objects And A Large Level
199 (18)
Dotrobot
199(5)
Bombs
204(9)
A Large Level
213(4)
Chapter 11 Sound And Music
217 (10)
Reviewing Sound And Music From The 2D Game
217(3)
Another Sound Effect
220(2)
More Music With Musescore
222(2)
3D Audio
224(3)
Chapter 12 Gui And Cutscenes
227 (24)
The Title Screen
227(3)
Menus
230(3)
Scoring
233(1)
Hiding The Mouse Cursor
234(1)
Ending Cutscene And Timeline
235(7)
Cinemachine
242(6)
Integrating The Ending Cutscene
248(3)
Chapter 13 Testing And Debugging
251 (14)
Testing
251(5)
Ancient Debugging Techniques
256(3)
Debugging C# In Unity
259(2)
The Visual Studio Debugger
261(4)
Chapter 14 Input
265 (4)
Unity Input Systems
265(2)
Gamepad Support In Dotgame 3D
267(2)
Chapter 15 Preparing Dotgame 3D For Release
269 (8)
Testing For Release: Build And Run
269(1)
Testing On Different Platforms
270(1)
The Unity Profiler
271(1)
Release And Postmortem
272(5)
Part II A 3D Adventure
Chapter 16 FPS, Etc.
277(4)
A Brief History Of FPS Games
277(1)
Designing An FPS Adventure
278(3)
Chapter 17 Worldbuilding
281 (24)
Using Blender For Terrain Generation
281(7)
Blender Landscape In Unity
288(2)
Using Unity For Terrain Generation
290(12)
Skyboxes
302(3)
Chapter 18 Character Controller
305 (16)
Importing A Character From The Asset Store
305(3)
Character Movement
308(4)
Idle, Walk, And Run Animations
312(4)
Gravity
316(5)
Chapter 19 First Playable
321 (26)
3D Game Kit
321(5)
Enemies
326(4)
Enemy Movement
330(5)
Medieval Town
335(2)
Navmesh And Enemy AI
337(2)
Creating A Large Level
339(3)
Gui And Scoring
342(2)
Enemy Collisions
344(3)
Chapter 20 A 3D Puzzle Room
347 (8)
Puzzle Design Rules
347(1)
Puzzle Room Graphics
348(3)
Building The Puzzle Room
351(4)
Chapter 21 Shaders And Lighting In Unity
355 (16)
Introduction
355(1)
Shaders In Unity
356(2)
Direct Lighting
358(5)
Indirect Lighting
363(3)
Raytracing
366(5)
Chapter 22 Physics
371 (14)
Unity Physics Overview
371(3)
A Physics Puzzle
374(5)
Cloth
379(2)
Ragdoll Wizard
381(4)
Chapter 23 Sound And Music, Part 2
385 (2)
Sound Packages From The Unity Asset Store
385(2)
Chapter 24 Releasing EPSAdventure?
387 (2)
Steam Early Access?
387(1)
Testing And Debugging
388(1)
Build And Run
388(1)
Postmortem
388(1)
Chapter 25 Epilogue
389(2)
Learnings
389(1)
What Next?
389(1)
Project 1: Card Game
389(1)
Project 2: Racing Game
390(1)
Project 3: Platformer
390(1)
Project 4: Roguelike
390(1)
Final Thoughts
390(3)
Before You Start Development
393(1)
During Development
393(1)
Marketing
394(1)
Before Release
394
Appendix I: The C# Coding Standard For This Book 391(2)
Appendix II: Game Development Checklist 393(2)
Index 395
Franz Lanzinger is an independent game developer, author, and pianist. He is the owner of Lanzinger Studio located in Sunnyvale California. His game development career spans almost forty years starting with the coin-op classic Crystal Castles at Atari in 1983, continuing with Ms. Pacman and Toobin' for the NES, published by Tengen in 1990.

Mr. Lanzinger has been an indie game developer since 1991. He worked on SNES Rampart, Championship Pool, and NCAA Final Four Basketball, as well as Gubble for the PC, Mac, and PlayStation. This is Franz's third book about game development. He is currently working on a remaster of Gubble. In his spare time, he is the piano accompanist for the Valley Chorale and the Serendipity Choir. Go to franzlanzinger.com for the latest news about Franz as well as resources for his books.