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Mastering Oculus Rift Development电子书

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作       者:Jack Donovan

出  版  社:Packt Publishing

出版时间:2017-02-01

字       数:98.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects About This Book Create immersive 3D games especially designed for the Oculus Rift platform Build complex realistic virtual reality (VR) games with the Unity Engine Create striking VR environments with advanced graphical techniques Who This Book Is For This book is for aspiring indie developers and VR enthusiasts who want to bring their ideas into virtual reality with a new platform that provides an unprecedented level of realism and immersion. What You Will Learn Increase immersion with 3D audio and intuitive interfaces Create group VR experiences using multi-player networking Design fun and engaging mechanics that utilize VR principles Explore the best ways to navigate and interact using the Oculus Rift Design intuitive ways to navigate and interact with scenes in VR Add stunning realism to a scene with three-dimensional audio Invent mechanics and features that take full advantage of VR hardware In Detail Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality. Style and approach This book takes a step-by-step tutorial approach with illustrative examples to help you implement the projects on your own. The book lets you first get to grips with the Oculus SDK and then moves on to the Unity Engine to add realistic graphics and features in your games.
目录展开

Mastering Oculus Rift Development

Mastering Oculus Rift Development

Credits

About the Author

About the Reviewer

www.PacktPub.com

Why subscribe?

Customer Feedback

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Exploring a New Reality with the Oculus Rift

The concept of VR

Depth perception

Common limitations of VR games

Locomotion sickness

Lack of real-world vision

Unnatural head movements

Vergence-accommodation conflict

Constellation tracking

Input with controllers, remotes, and more

The importance of frame rate

Asynchronous Timewarp

Installing the Oculus runtime

Summary

2. Stepping into Virtual Reality

Getting started with Unity

Installing the Unity3D engine

Incorporating the Oculus Utilities package

Taking your first steps in VR

Scripting basic player movement

Enabling interaction with gaze-based mechanics

Implementing gaze-based teleporting

Building and running your first VR app

Configuring Unity Build Settings for VR

Configuring Unity Quality settings for VR

Summary

3. Improving Performance and Avoiding Discomfort

Using the Unity profiler

Analyzing CPU usage

Using coroutines to split up complex work

Mesh optimization

Optimizing a mesh using Simplygon

Displaying dynamic detail with LODs

Keeping a handle on memory allocation

Stack and heap memory

Value types and reference types

Boxing and unboxing

Unity specifics

foreach loops versus for loops

Material references

Comparing tags efficiently

Object pooling

Creating an object pool for strings

Pooling Unity GameObjects

Summary

4. Interacting with Virtual Worlds

Designing basic player input

Using Unity input axes

Using the OVRPlayerController script

Adding projectiles

Implementing a firing mechanic

Implementing gameplay around input

Creating a target dummy

Creating custom Unity input axes

Summary

5. Establishing Presence

Setting up the game environment

Configuring lighting properties

Adding some color to the scene

Adding colliders to imported mesh objects

Accentuating depth with particle effects

Customizing the skybox

Enabling player interaction with the world

Creating the dynamic wall prefab

Scripting our prefab

Populating the game world with resources

Making the practice dummies drop resources

Using resources to interact with the environment

Summary

6. Adding Depth and Intuition to a User Interface

Adding a VR input module

Constructing a simple menu

Setting up a canvas

Adding buttons to a canvas

Adding functionality to UI elements

Creating a GameManager script

Adding UI elements to the game world

Adding complexity to the dynamic walls

Adding teams to the game

Adding a health bar to the dynamic wall

Summary

7. Hearing and Believing with 3D Audio

The science of how we hear

Lateral localization of audio

Vertical localization of audio

Learning the basics of Unity audio

Spatial blending between 2D and 3D

Implementing 2D stereo audio

Playing a sound when a button is clicked on

Playing a sound when a button is hovered

Adding basic 3D spatialization

Making an audio source 3D

Immersing your player with HRTFs

Sampling Unity's first-party HRTF

Importing the ONSP

Using the ONSP

Adding sound reflections to the scene

Filling the game world with sound

Adding footstep sounds

Adding projectile sounds

Adding ambient looping to energy orbs

Summary

8. Adding Tone and Realism with Graphics

A simple breakdown of the rendering pipeline

Defining the geometry

Transforming the model into world space

Transforming the world into camera space

Lighting the objects in the scene

Deriving a projection from the camera

Clipping geometry outside the camera's frustum

Rasterization and texturing

Forward and deferred rendering

Forward rendering

Deferred rendering

Demonstrating the value of deferred rendering

Adding tone with color grading

The basics of color grading

Adding a color grading script to the camera

Sampling a lookup texture

Creating dramatic effects with vibrant LUTs

Changing the appearance of objects with shaders

A quick overview of ShaderLab shaders

Importing a textured model

An overview of ShaderLab's fundamental syntax

Writing your first shader

Defining a diffuse texture property

Adding a normal map property to a shader

Generating a normal map

Summary

9. Bringing Players Together in VR

Creating a lobby space for joining matches

Setting up the lobby scene

Creating the Create menu

Adding event triggers to the Lobby menu

Creating a networked game

Defining player spawn points

Assigning players to teams

Using Unity's matchmaker system

Creating a matchmaker game

Joining a matchmaker game

Tying together the multiplayer lobby

Linking the menus together

Synchronizing data in multiplayer matches

Syncing player movement

Handling object spawning on the network

Detecting bullet collisions on the network

Ending a match after a set time

Summary

10. Publishing on the Oculus Store

Packaging a final Unity build

Adding a game icon

Configuring final player settings

Configuring final quality settings

Getting to know the output log

Meeting the Oculus submission guidelines

Meeting the Oculus content policy

Meeting the Oculus minimum technical requirements

What about Asynchronous Timewarp and Spacewarp?

Uploading your first build to Oculus

Managing release channels

Uploading submission information

Other sections of the dashboard

Summary

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