Showing posts with label Game programming. Show all posts
Showing posts with label Game programming. Show all posts

SCIL - 117 | Creating Game Environments in Blender 3D by Ezra Thess Mendoza Guevarra

Discover how to create a simple game environment in Blender 3D, from modeling and texturing game assets, to placing them in a scene. You’ll export and import game assets as well as look at open-source game engines that will work with your game assets. Creating Game Environments in Blender 3D introduces the power of Blender 3D when creating a low poly game environment.

The book starts by discussing the basics of game terminology, such as knowing the difference between low poly and high poly assets and the types of game you’re likely to work on. You’ll also take a brief look at Blender’s background and installation.
The following chapters talk about the process for creating a simple game environment. This is discussed in detail along with a sample project. These chapters discuss the common tools for starting a game environment and the methods for enhancing your game environment, such as color fundamentals.
The final chapter shows how you can export the game assets you created in Blender, how you can import game assets in Blender, and how to evaluate the different game engines available.

This book shows you the exciting side of creating a game environment while showing the power of Blender. After reading it, you will feel confident about creating a game environment.

You will:

Use Blender to create low poly game environments
Work with the common Blender tools for game environment design and development
Discover how to use Blender features in depth
Compare the Eevee and Cycles game engines

SCIL - 117

SC - 1417 | Beginning Unity Android Game Development by Kishan Takoordyal

Master the art of programming games for Android using the Unity3D game engine. This book will help you understand basic concepts of game development in Unity. By the end of Beginning Unity Android Game Development, you will have the knowledge to confidently build an Android game. 

 

The book starts by explaining simple programming concepts to make beginners comfortable with the jargon. You will then learn to navigate around the Unity interface and use basic tools (hand, move, rotate, scale, and rect). You will also be acquainted with the creation of basic 3D objects in the game while understanding the purpose of several of Unity’s windows.

 

In the last chapters, you will learn to create a simple game for Android using the concepts studied in the previous chapters. Scripts will be written to handle the behaviors of the player and enemies as well as to handle other aspects of the game. The author shares tips along the way to help improve in-game performance, such as switching to the universal rendering pipeline when targeting mobile platforms.

 

At the end of the book, you will have a solid knowledge in making basic Android games that can be upgraded later to make more complex games.

 

What You Will Learn

Explore basic Unity and C# programming concepts and scripting for Android games
Navigate around the Unity interface and use its basic tools
Make the most of popular components and features of Unity
Write an Android game with optimizations

 

Who This Book Is For

Absolute beginners learning to program games for the Android platform using Unity3D. Basic knowledge of programming would be beneficial for the reader but is not required.

 

ID:  SC - 1417


SC - 1402 | Moving from Unity to Godot

Godot is a completely free game engine for creating high-quality 2D and 3D games that can be launched on multiple platforms. You’ll see how to transition seamlessly from Unity to Godot, getting up and running quickly and effectively, using practical case studies. In addition to building functional worlds from meshes and physical interactions, you’ll work with reusable assets, such as textures.


Author: Alan Thorn

ID:  SC - 1402


SC - 1380 | Building 3D Digital Games by Sarah Guthals

A technology book for kids!

Do you want to create 3D digital games that’ll impress your friends, family, and even yourself? This book shows you how to use Alice, a free 3D game programming environment, to make seriously cool video games you’ll have as much fun building as you will playing!

  • Create your own adventure―recreate your favorite story by giving the characters new choices and writing your own ending
  • When zombies attack―make your very own escape room maze and attempt to defeat the enemy before it defeats you

Technology Requirements: Hardware – PC or tablet with internet connection running Windows® 7 or higher or Mac with internet connection running Mac OS X® 10.7 or higher Software – Alice–a free programming platform that can be downloaded at alice.org.

 

ID:  SC - 1380


SC - 1338 | Developing 2D Games with Unity: Independent Game Programming with C#

Jared Halpern

Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game.

While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start.

By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity’s updated 2D workflow.

New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you’ve always dreamed about. Developing 2D Games with Unity can show you the way.

What You'll Learn
• Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature.
• Build a working 2D RPG-style game as you learn.
• Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs.
• Take advantage of the streamlined 2D workflow provided by the Unity environment.
• Deploy games to desktop

Who This Book Is For
Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.

Categories: Computers\\Programming: Games
Year: 2018
Edition: 1
Publisher: Apress
Language: english
Pages: 383 / 398
ISBN 10: 1484237714
ISBN 13: 978-1484237717

ID:  SC - 1338


SC - 1337 | Game Design Workshop

Tracy Fullerton

Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition.

Game Design Workshop is a truly great book, and has become the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. 

Categories: Computers\\Programming: Games
Year: 2018
Edition: Fourth
Publisher: A K Peters/CRC Press
Language: english
Pages: 557
ISBN 13: 9781138098770
Series: Game Design Workshop 

ID:  SC - 1337


SC - 1336 | Practical Video Game Bots: Automating Game Processes using C++, Python, and AutoIt

Ilya Shpigor

Develop and use bots in video gaming to automate game processes and see possible ways to avoid this kind of automation. This book explains how bots can be very helpful in games such as multiplayer online games, both for training your character and for automating repetitious game processes in order to start a competition with human opponents much faster.

Some players might use bots for cheating or avoiding game rules to gain an advantage over opponents - a sophisticated form of hacking that includes some elements of artificial intelligence (AI). However, whilePractical Video Game Botsconsiders these topics, it is not a cheater's guide. Rather, this book is an attempt to overcome the information vacuum regarding bot development in video game applications. Through the use of three case study game examples, it covers most methods and technologies that are used by bot developers, and the details of anti-cheating systems.

This book provides answers and useful advice for topics such as process automation, reverse engineering, and network applications. Modern bot applications use technologies from all these domains. You will also consider the work mechanisms of different kinds of bots and will write simple prototypes.

What You Will Learn
Discover bots and apply them to game applications Use clicker bots with OS-level embedding data, output-device capture, and more Develop in-game bots, with process memory analysis and access Work with out-game bots, with network interception and embedding data Deal with input device emulation and OS-level interception data

Who This Book Is For
Those with some prior experience in game development and coding experience in Python, C++, and Windows APIs.

Categories: Computers\\Programming: Games
Year: 2018
Publisher: Apress
Language: english
Pages: 328 / 336
ISBN 10: 1484237358
ISBN 13: 9781484237359

ID:  SC - 1336


SC - 1334 | Python, Pygame, and Raspberry Pi Game Development

Sloan Kelly

Expand your basic knowledge of Python and use PyGame to create fast-paced video games with great graphics and sounds. This second edition shows how you can integrate electronic components with your games using the build-in general purpose input/output (GPIO) pins and some Python code to create two new games.

You'll learn about object-oriented programming (OOP) as well as design patterns, such as model-view-controller (MVC) and finite-state machines (FSMs). Whether using Windows, macOS, Linux, or a Raspberry Pi, you can unleash the power of Python and PyGame to create great looking games.
The book also includes complete code listings and explanations for "Bricks," "Snake," and "Invaders"―three fully working games.
These allow you to get started in making your own great games and then modify them or build your own exciting titles. The concepts are further explained using games such as “Copycat,” where the player must concentrate and repeat the sequence of lights and sounds, and “Couch Quiz,” in which PyGame and electronic components create a quiz game for 2–4 players.

What You’ll Learn
• Gain basic knowledge of Python and employ it for game development
• Study game projects you can use as templates, such as Bricks, Snake, and Invaders
• Work with user-defined functions, inheritance, composition, and aggregation
• Implement finite state machines
• Integrate your game with electronics using the GPIO pins

Who This Book Is For
Experienced coders or game developers new to Python, PyGame and Raspberry Pi would find this book helpful. It is also for beginners interested in getting into game development.

Categories: Computers\\Programming: Games
Year: 2019
Edition: 2
Publisher: Apress
Language: english
Pages: 389 / 395
ISBN 10: 1484245326
ISBN 13: 978-1484245323

ID:  SC - 1334


SC - 1335 | Game Programming Patterns

Robert Nystrom

The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need.

You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Categories: Computers\\Programming: Games
Year: 2014
Edition: 1
Publisher: Genever Benning
Language: english
Pages: 354
ISBN 10: 0990582906
ISBN 13: 9780990582908

ID:  SC - 1335



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