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22141Game design: Secrets of the sages

So to be a game you want programmer, design or create the next Myst, Final Fantasy, or Quake? Where do you begin? How do you get started, break into the industry, and then become a successful game designer or programmer? This book answers those questions and more. Over 100 industry specialists were interviewed and provided their individual views on these topics.

22142Game development patterns and best practices : better games, less hassle

Table of contents: Introduction to Design Patterns. One Instance to Rule Them All - Singletons. Creating Flexibility with the Component Object Model. Artificial Intelligence Using the State Pattern. Decoupling Code via the Factory Method Pattern. Creating Objects with the Prototype Pattern. Improving Performance with Object Pools. Controlling the UI via the Command Pattern. Decoupling Gameplay via the Observer Pattern. Sharing Objects with the Flyweight Pattern. Understanding Graphics and Animation. Best Practices.

22143Game development patterns with unreal engine 5 : build maintainable and scalable systems with C++ and blueprint

With this book, you'll explore a range of design patterns and learn how to apply them to projects developed in Unreal Engine 5. You'll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code.

22144Game development projects with Unreal Engine : learn to build your first games and bring your ideas to life using UE4 and C++

Start with the fundamentals of UE4 and progressively build your knowledge and skills through several easy-to-follow projects. Take a hands-on approach to equip yourself with the tools needed to develop your own high-quality, immersive games.

22145Game development with blender and godot : leverage the combined power of Blender and Godot for building a point-and-click adventure game

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games.

22146Game development with Blender and Godot : leverage the combined power of Blender and Godot for building a point-and-click adventure game

Contents: 1. Creating Low-Poly Models. 2. Building Materials and Shaders. 3. Adding and Creating Textures. 4. Adjusting Cameras and Lights. 5. Setting up Animation and Rigging. 6. Exporting Blender Assets. 7. Importing Blender Assets into Godot. 8. Adding Sound Assets. 9. Designing the Level. 10. Making Things Look Better with Lights and Shadows. 11. Creating the User Interface. 12. Interacting with the World through Camera and Character Controllers. 13. Finishing with Sound and Animation. 14. Conclusion.

22147Game development with Rust and WebAssembly : learn how to run Rust on the web while building a game

Game Development with Rust and WebAssembly will teach you all about 2D game development by helping you create an endless runner game from scratch. The book will help you take advantage of all the benefits of a statically typed compiled language, with the speed boost of WebAssembly and the ubiquitous distribution of the web browser.

22148Game development with unity for . NET Developers : the ultimate guide to creating games with unity and microsoft game stack

Contents: 1. Hello Unity. 2. Scripting Concepts in Unity. 3. Developing UI with the Unity UI System. 4. Creating Animations with the Unity Animation System. 5. Working with the Unity Physics System. 6. Integrating Audio and Video in a Unity Project. 7. Understanding the Mathematics of Computer Graphics in Unity. 8. The Scriptable Render Pipeline in Unity. 9. Using Data-Oriented Technology Stack in Unity. 10. Serialization System and Assets Management In Unity and Azure. 11. Working with Microsoft Game Dev, Azure Cloud, PlayFab and Unity.

22149Game engine architecture

It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio.

22150Game engine architecture

Part I. Foundations. Part II. Low-Level Engine Systems. Part III. Graphics, Motion and Sound. Part IV. Gameplay. Part V. Conclusion.