000 03016nam a22003855i 4500
001 978-1-4302-4900-9
003 DE-He213
005 20140220082800.0
007 cr nn 008mamaa
008 130920s2013 xxu| s |||| 0|eng d
020 _a9781430249009
_9978-1-4302-4900-9
024 7 _a10.1007/978-1-4302-4900-9
_2doi
050 4 _aQA75.5-76.95
072 7 _aUY
_2bicssc
072 7 _aCOM014000
_2bisacsh
082 0 4 _a004
_223
100 1 _aBlackman, Sue.
_eauthor.
245 1 0 _aBeginning 3D Game Development with Unity 4:
_h[electronic resource] :
_bAll-in-One, Multi-Platform Game Development /
_cby Sue Blackman.
264 1 _aBerkeley, CA :
_bApress :
_bImprint: Apress,
_c2013.
300 _aXXIII, 808 p. 515 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
520 _aBeginning 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.
650 0 _aComputer science.
650 1 4 _aComputer Science.
650 2 4 _aComputer Science, general.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781430248996
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4302-4900-9
912 _aZDB-2-CWD
999 _c94295
_d94295