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    1. Data och IT
    2. Programmeringsböcker
    3. Spelutveckling och spelprogrammering

    Game Programming with Unity and C#

    A Complete Beginner’s Guide

    AvCasey Hardman

    Häftad, Engelska, 2023

    607 kr

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    E-bok

    813 kr

    E-bok

    894 kr

    Beskrivning

    Learn the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. This book is aimed at beginners with no knowledge or experience in game development or programming. Packed with examples, this Second Edition is up-to-date with the latest Unity standards and features as of 2023, and includes many adjustments to improve your experience. Starting with an introduction to Unity, you will learn the essentials of the engine: navigating the various windows, managing the objects that make up your game, and understanding the concepts that are fundamental to the engine. After that, you will gain a solid foundation in the concepts of object-oriented programming and the syntax of the C# language. Then the fun really begins, as you get hands-on experience building three playable example projects that drill you on the concepts you’ve learned until they stick. Guided at each step by author Casey Hardman, you will outline and implement bare-bones, simple games designed to exercise your development skills: a top-down obstacle course, a tower defense game, and a 3D playground that demonstrates Unity's physics features. As you progress through the book, you'll put to use more and more of the features of C# and Unity, adding tools to your belt and strengthening you as a game developer. By the time you’ve completed the book, you will be empowered to strike out on your own and build the game mechanics of your choice. What You Will LearnUnderstand the fundamentals of object-oriented computer programming and the C# programming languageLeverage the features of Unity to implement game mechanics with reusable, clean, and elegant codeDesign and implement your own mechanics and independently solve problems as they ariseWho Is This Book ForBeginners who have no prior experience with programming or game development, who would like to learn to create games with a solid foundation that prepares them to further develop their skills.

    Produktinformation

    • Utgivningsdatum:2023-12-30
    • Mått:178 x 254 x 24 mm
    • Vikt:830 g
    • Format:Häftad
    • Språk:Engelska
    • Antal sidor:434
    • Upplaga:2
    • Förlag:APress
    • ISBN:9781484297193

    Utforska kategorier

    • Spelutveckling och spelprogrammering inom Data och IT
    • Programvaruutveckling inom Data och IT

    Mer om författaren

    Casey Hardman has been a programmer and hobbyist game developer for over 8 years. He found inspiration in the capacity for immersion and interactivity provided by games, and has nurtured a passion for video games since he was a child. In his early teens, this interest led him on a journey into the world of programming and game design. He works with the Unity game engine, the Godot game engine, and Web development technologies.

    Innehållsförteckning

    • Part 1: Unity Fundamentals.- Chapter 1: Installation and Setup.- Chapter 2: Unity Basics.- Chapter 3: Manipulating the Scene.- Chapter 4: Parents and their Children.- Chapter 5: Prefabs.- Part 2: Programming Fundamentals.- Chapter 6: Programming Primer.- Chapter 7: Code Blocks and Methods.- Chapter 8: Conditions.- Chapter 9: Working with Objects.- Chapter 10: Working with Scripts.- Chapter 11: Inheritance.- Chapter 12: Debugging.-  Part 3: Obstacle Course.- Chapter 13: Obstacle Course Design and Outline.- Chapter 14: Player Movement.- Chapter 15: Death and Respawning.- Chapter 16: Basic Hazards.- Chapter 17: Walls and Goals.- Chapter 18: Patrolling Hazards.- Chapter 19: Wandering Hazards.- Chapter 20: Dashing.- Chapter 21: Designing Levels.- Chapter 22: Menus and UI.- Chapter 23: In-Game Pause Menu.- Chapter 24: Spike Traps.- Chapter 25: Obstacle Course Conclusion.-  Part 4: Tower Defense.- Chapter 26: Tower Defense Design and Outline.- Chapter 27: Camera Movement.- Chapter 28: Enemies and Projectiles.- Chapter 29: Towers and Targeting.- Chapter 30: Build Mode UI.- Chapter 31: Building and Selling.- Chapter 32: Play Mode Logic.- Chapter 33: Enemy Logic.- Chapter 34: More Tower Types.- Chapter 35: Tower Defense Conclusion.-  Part 5: Physics Playground.-  Chapter 36: Physics Playground Design and Outline.- Chapter 37: Mouse-Aimed Camera.- Chapter 38: Advanced 3D Movement.- Chapter 39: Wall Jumping.- Chapter 40: Pulling and Pushing.- Chapter 41: Moving Platforms.- Chapter 42: Joints and Swings.- Chapter 43: Force Fields and Jump Pads.- Chapter 44: Conclusion.