Holistic Game Development with Unity, 3rd Edition: An All-in-One Guide to Implementing Game Mechanics, Art, Design and Programming
- Length: 476 pages
- Edition: 3
- Language: English
- Publisher: CRC Press
- Publication Date: 2019-07-02
- ISBN-10: 1138480738
- ISBN-13: 9781138480735
- Sales Rank: #3272429 (See Top 100 Books)
Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity. Reworked for C# and Unity 2018 & 2019, and bursting with images and tutorials, Penny de Byl’s Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development with Unity includes new coverage on Augmented Reality, Networking, and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forums and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl’s third edition for Unity game development.
Key features:
- Art and programming in Unity, the only one-stop shop for individual developers and small teams looking to tackle both tasks.
- Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets.
- Revised to cover the Unity game engine versions 2018 and 2019.
- New coverage of Nav Meshes, Augmented Reality, Mobile Builds and Mecanim.
- An introduction to essential two- and three-dimensional mathematical and physics concepts.
- A portfolio of royalty free reusable game mechanics.
Revamped and expanded accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience.
Cover Half Title Title Page Copyright Page Table of Contents Preface Acknowledgments Author Chapter 1: The Art of Programming Mechanics 1.1 Introduction 1.2 Programming on the Right Side of the Brain 1.3 Creating Art from the Left Side of the Brain 1.3.1 Point 1.3.2 Line 1.3.3 Shape 1.3.4 Direction 1.3.5 Size 1.3.6 Texture 1.3.7 Color 1.4 How Game Engines Work 1.4.1 A Generic Game Engine 1.4.2 The Main Loop 1.5 A Scripting Primer 1.5.1 Logic 1.5.2 Comments 1.5.3 Functions 1.5.4 Variables 1.5.4.1 C# Variables 1.5.5 Operators 1.5.5.1 Arithmetic Operators 1.5.5.2 Relational Operators 1.5.6 Conditional Statements 1.5.7 Arrays 1.5.8 Objects 1.6 A Game Art Asset Primer 1.6.1 The Power of Two Rule 1.6.2 Using Other People’s Art Assets 1.7 Summary Chapter 2: Real-World Mechanics 2.1 Introduction 2.2 Principles of Vectors 2.3 Defining 2D and 3D Space 2.3.1 Cameras 2.3.2 Local and World Coordinate Systems 2.3.3 Translation, Rotation, and Scaling 2.3.4 Polygons and Normals 2.4 Two-Dimensional Games in a 3D Game Engine 2.4.1 Quaternions? 2.4.2 Quaternions to the Rescue 2.5 The Laws of Physics 2.5.1 The Law of Gravity 2.5.2 The First Law of Motion 2.5.3 The Second Law of Motion 2.5.4 The Third Law of Motion 2.6 Physics and the Principles of Animation 2.6.1 Squash and Stretch 2.6.2 Anticipation 2.6.3 Follow-Through 2.6.4 Secondary Motion 2.7 2D and 3D Tricks for Optimizing Game Space 2.7.1 Reducing Polygons 2.7.1.1 Use Only What You Need 2.7.1.2 Backface Culling 2.7.1.3 Level of Detail 2.7.2 Fog 2.7.3 Textures 2.7.3.1 Moving Textures 2.7.3.2 Blob Shadows 2.7.4 Billboards 2.8 Summary Chapter 3: Animation Mechanics 3.1 Introduction 3.2 Sprites 3.3 Texture Atlas 3.4 Animated Sprites 3.5 Baked 3D Animations 3.6 Biomechanics 3.7 Animation Management 3.7.1 Single 2D Sprite Actions 3.7.2 Single-Filed 3D Animations 3.8 Secondary Animation 3.9 Summary Chapter 4: Game Rules and Mechanics 4.1 Introduction 4.2 Game Mechanics 4.3 Primary Mechanics 4.3.1 Searching 4.3.2 Matching 4.3.3 Sorting 4.3.4 Chancing 4.3.5 Mixing 4.3.6 Timing 4.3.7 Progressing 4.3.8 Capturing 4.3.9 Conquering 4.3.10 Avoidance 4.3.11 Collecting 4.4 Developing with Some Simple Game Mechanics 4.4.1 Matching and Sorting 4.4.2 Shooting, Hitting, Bouncing, and Stacking 4.4.3 Racing 4.4.4 Avoidance and Collecting 4.4.5 Searching 4.5 Rewards and Penalties 4.6 Summary Reference Chapter 5: Character Mechanics 5.1 Introduction 5.2 Line of Sight 5.3 Graph Theory 5.4 Waypoints 5.4.1 Searching through Waypoints 5.5 Finite State Machines 5.6 Flocking 5.7 Decision Trees 5.8 Fuzzy Logic 5.9 Genetic Algorithms 5.10 Cellular Automata 5.11 Summary Chapter 6: Player Mechanics 6.1 Introduction 6.2 Game Structure 6.3 Principles of Game Interface Design 6.3.1 User Profiling 6.3.2 Metaphor 6.3.3 Feature Exposure 6.3.4 Coherence 6.3.5 State Visualization 6.3.6 Shortcuts 6.3.7 Layout 6.3.8 Focus 6.3.9 Help 6.4 Inventories 6.5 Teleportation 6.5.1 Implicit Teleports 6.5.2 Explicit Teleports 6.6 Summary Chapter 7: Environmental Mechanics 7.1 Introduction 7.2 Map Design Fundamentals 7.2.1 Provide a Focal Point 7.2.2 Guide and Restrict the Player’s Movement 7.2.3 Scaling 7.2.4 Detail 7.2.5 Map Layout 7.2.5.1 Open 7.2.5.2 Linear 7.2.5.3 Branching 7.2.5.4 Spoke and Hub 7.2.6 Other Considerations 7.2.6.1 Player Starting Position 7.2.6.2 Flow 7.2.6.3 Trapping 7.2.6.4 Use the Third Dimension 7.2.6.5 Vantage Points 7.3 Terrain 7.3.1 Drawing a Terrain 7.3.2 Procedural Terrain 7.3.3 Procedural Cities 7.3.4 Infinite Terrain 7.4 Camera Tricks 7.4.1 Depth of Field 7.4.2 Blur 7.4.3 Grayscale 7.4.4 Motion Blur 7.4.5 Sepia Tone 7.4.6 Twirl 7.4.7 Bloom 7.4.8 Flares 7.4.9 Color Correction 7.4.10 Edge Detection 7.4.11 Crease 7.4.12 Fish Eye 7.4.13 Sun Shafts 7.4.14 Vignette 7.4.15 Screen Space Ambient Occlusion 7.5 Skies 7.5.1 Skyboxes 7.5.2 SkyDomes 7.5.3 Clouds 7.6 Weather 7.6.1 Wind 7.6.2 Precipitation 7.7 Particles 7.8 Summary Reference Chapter 8: Mechanics for External Forces 8.1 Introduction 8.2 Mobile 8.2.1 Design Considerations 8.2.1.1 Text 8.2.1.2 Icons and User Interface Elements 8.2.1.3 Gameplay 8.2.2 Haptics 8.2.3 Accelerometer 8.2.4 Orientation 8.2.5 Web Services 8.2.6 GPS 8.3 Gestures and Motion 8.4 3D Viewing 8.4.1 Side-by-Side 8.4.2 Anaglyphs 8.4.3 Head-Mounted Displays 8.5 Augmented Reality 8.6 The Social Mechanic 8.6.1 External Application Security Matters 8.6.2 Twitter 8.6.3 Facebook 8.7 Platform Deployment: The App Store, Android Market, and Consoles 8.7.1 Publishing for the App Store and Android Market 8.7.2 Console Publishing 8.7.3 Download Direct to Player 8.8 Summary 8.9 A Final Word Index
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