万本电子书0元读

万本电子书0元读

顶部广告

Complete Unity 2018 Game Development电子书

售       价:¥

22人正在读 | 0人评论 6.5

作       者:Alan Thorn

出  版  社:Packt Publishing

出版时间:2019-01-31

字       数:59.9万

所属分类: 进口书 > 外文原版书 > 电脑/网络

温馨提示:此类商品不支持退换货,不支持下载打印

为你推荐

  • 读书简介
  • 目录
  • 累计评论(0条)
  • 读书简介
  • 目录
  • 累计评论(0条)
Leverage the power of the Unity 2018 game engine to create games with brilliant gameplay and high replayability. Key Features * Develop different types of games from scratch with Unity 2018 * Discover the secrets of creating AAA quality shaders without writing long algorithms * Script intelligent game characters and agents using Artificial Intelligence techniques and algorithms Book Description Through this Learning Path, you’ll learn how to leverage the features of Unity and create amazing games, ranging from action shooters and mind-bending puzzle games to adventure and Virtual Reality(VR) games. If you have no prior experience of using Unity, you can still benefit from this Learning Path, which easily explains the complete working of the Unity toolset. You’ll start by learning how to create compelling shaders using Unity and understanding everything you need to know about vectors. This includes useful inputs on how lighting is constructed with vectors and how textures are used to create complex effects without the need for advanced math. In the succeeding chapters, you’ll also be able to use popular AI techniques, such as A* and A*mbush to develop intelligent pathfinding agents for your games. The book will also guide you through different algorithms for creating decision-making agents that go beyond simple behaviors and movement. By the end of this Learning Path, you will have developed all the basic skills to create highly engaging and replayable games. This Learning Path includes content from the following Packt products: * Unity 2018 By Example - Second Edition by Alan Thorn * Unity 2018 Shaders and Effects Cookbook - Third Edition by John P. Doran, Alan Zucconi * Unity 2018 Artificial Intelligence Cookbook - Second Edition by Jorge Palacios What you will learn * Understand concepts such as game objects, components, and scenes * Create functional games with C# scripting * Write shaders from scratch in ShaderLab and HLSL/Cg * Develop intelligent pathfinding agents with A and Ambush * Work with terrains and world-creation tools * Simulate senses for agents to make decisions based on the environment * Implement waypoints by creating a manual selector * Enhance games with volumetric explosions, special effects, and visuals Who this book is for If you are a game developer who wants to learn tools that can transform your gameplay, this beginner-level Learning Path is ideal for you. Having basic knowledge of C# will help you grasp the concepts explained in the book easily.
目录展开

Title Page

Copyright

Complete Unity 2018 Game Development

About Packt

Why subscribe?

Packt.com

Contributors

About the authors

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Conventions used

Get in touch

Reviews

Unity Fundamentals

Game design

Getting started – Unity and projects

Projects and project folders

Importing assets

Starting a level

Transformations and navigation

Scene building

Lighting and sky

Play testing and the Game tab

Adding a water plane

Adding a coin to collect

Summary

Creating a Collection Game

Creating a coin material

C# scripting in Unity

Counting coins

Code Sample 2.3

Collecting coins

Code Sample 2.5

Coins and prefabs

Timers and countdowns

Code Sample 2.6

Celebrations and fireworks!

Code Sample 2.7

Play testing

Building

Post Processing Stack

Introduction

Installing the Post Processing Stack

Getting ready

How to do it...

Getting a filmic look using grain, vignetting, and depth of field

Getting ready

How to do it...

How it works...

Mimicking real life with bloom and anti-aliasing

Getting ready

How to do it...

How it works...

Setting mood with color grading

Getting ready

How to do it...

Creating a horror game look with fog

Getting ready

How to do it...

How it works...

Creating Your First Shader

Introduction

Creating a basic Standard Shader

Getting ready

How to do it...

How it works...

There's more...

Adding properties to a shader

Getting ready

How to do it...

How it works...

See also

Using properties in a Surface Shader

How to do it...

How it works...

There's more...

See also

Surface Shaders and Texture Mapping

Introduction

Diffuse shading

Getting ready

How to do it...

How it works...

Accessing and modifying packed arrays

How to do it...

There's more...

See also

Adding a texture to a shader

Getting ready

How to do it...

How it works...

There's more...

See also

Scrolling textures by modifying UV values

Getting ready

How to do it...

How it works...

Creating a shader with normal mapping

Getting ready

How to do it...

How it works...

There's more...

Creating a transparent material

Getting ready

How to do it...

How it works...

Creating a Holographic Shader

Getting ready

How to do it...

How it works...

There's more...

See also

Packing and blending textures

Getting ready

How to do it...

How it works...

Creating a circle around your terrain

Getting ready

How to do it...

Moving the circle

How it works...

Understanding Lighting Models

Introduction

Creating a custom diffuse lighting model

Getting ready

How to do it...

How it works...

Creating a toon shader

Getting ready

How to do it...

How it works...

There's more...

Creating a Phong Specular type

Getting ready

How to do it...

How it works...

Creating a BlinnPhong Specular type

Getting ready

How to do it...

How it works...

See also

Creating an Anisotropic Specular type

Getting ready

How to do it...

How it works...

Physically-Based Rendering

Introduction

Understanding the metallic setup

Getting ready

How to do it...

How it works...

See also

Adding transparency to PBR

Getting ready

How to do it...

Semi-transparent materials

Fading objects

Solid geometries with holes

See also

Creating mirrors and reflective surfaces

Getting ready

How to do it...

How it works...

See also

Baking lights in your scene

Getting ready

How to do it...

Configuring the static geometry

Configuring the light probes

Baking the lights

How it works...

See also

Vertex Functions

Introduction

Accessing a vertex color in a Surface Shader

Getting ready

How to do it…

How it works…

There's more…

Animating vertices in a Surface Shader

Getting ready

How to do it…

How it works…

Extruding your models

Getting ready

How to do it…

How it works…

There's more…

Adding extrusion maps

Implementing a snow shader

Getting ready

How to do it…

How it works…

Coloring the surface

Altering the geometry

See also

Implementing a volumetric explosion

Getting ready

How to do it…

How it works…

There's more…

See also

Fragment Shaders and Grab Passes

Introduction

Understanding Vertex and Fragment Shaders

Getting ready

How to do it…

How it works…

There's more…

Input semantics

Output semantics

See also

Using the grab pass to draw behind objects

Getting ready

How to do it…

How it works…

There's more…

Implementing a Glass Shader

Getting ready

How to do it…

How it works…

There's more…

Implementing a Water Shader for 2D games

Getting ready

How to do it…

How it works…

Mobile Shader Adjustment

Introduction

Techniques to make shaders more efficient

Getting ready

How to do it...

How it works...

Profiling your shaders

Getting ready

How to do it...

How it works...

There's more...

Modifying our shaders for mobile

Getting ready

How to do it...

How it works...

Screen Effects with Unity Render Textures

Introduction

Setting up the screen effects script system

Getting ready

How to do it...

How it works...

There's more...

Using brightness, saturation, and contrast with screen effects

Getting ready

How to do it...

How it works...

Using basic Photoshop-like Blend modes with screen effects

Getting ready

How to do it...

How it works...

There's more...

Using the Overlay Blend mode with screen effects

How to do it...

How it works...

Behaviors – Intelligent Movement

Introduction

Creating the behaviors template

Getting ready

How to do it...

How it works...

There's more...

See also

Pursuing and evading

Getting ready

How to do it...

How it works...

Adjusting the agent for physics

Getting ready

How to do it...

How it works...

See also

Arriving and leaving

Getting ready

How to do it...

How it works...

Facing objects

Getting ready

How to do it...

How it works...

Wandering around

Getting ready

How to do it...

How it works...

Following a path

Getting ready

How to do it...

How it works...

There's more...

Avoiding agents

Getting ready

How to do it...

How it works...

There's more...

Avoiding walls

Getting ready

How to do it...

How it works...

There's more...

See also

Blending behaviors by weight

Getting ready

How to do it...

How it works...

There's more...

See also

Blending behaviors by priority

Getting ready

How to do it...

How it works...

There's more...

See also

Shooting a projectile

Getting ready

How to do it...

How it works...

There's more...

See also

Predicting a projectile's landing spot

Getting ready

How to do it...

How it works...

There's more...

Targeting a projectile

Getting ready

How to do it...

How it works...

There's more...

Creating a jump system

Getting ready

How to do it...

How it works...

Navigation

Introduction

Representing the world with grids

Getting ready

How to do it...

How it works...

There's more...

See also

Representing the world with points of visibility

Getting ready

How to do it...

How it works...

There's more...

Representing the world with a self-made navigation mesh

Getting ready

How to do it...

How it works...

Finding your way out of a maze with DFS

Getting ready

How to do it...

How it works...

There's more...

Finding the shortest path in a grid with BFS

Getting ready

How to do it...

How it works...

There's more...

Finding the shortest path with Dijkstra

Getting ready

How to do it...

How it works...

There's more...

Finding the best-promising path with A*

Getting ready

How to do it...

How it works...

There's more...

See also

Improving A* for memory – IDA*

Getting ready

How to do it...

How it works...

There's more...

Planning navigation in several frames – time-sliced search

Getting ready

How to do it...

How it works...

See also

Smoothing a path

Getting ready

How to do it...

How it works...

Decision Making

Introduction

Choosing through a decision tree

Getting ready

How to do it...

How it works...

There's more...

Implementing a finite-state machine

Getting ready

How to do it...

How it works...

There's more...

Improving FSMs: hierarchical finite-state machines

Getting ready

How to do it...

How it works...

See also

Implementing behavior trees

Getting ready

How to do it...

How it works...

See also

Working with fuzzy logic

Getting ready

How to do it...

How it works...

There's more...

See also

Making decisions with goal-oriented behaviors

Getting ready

How to do it...

How it works...

Implementing a blackboard architecture

Getting ready

How to do it...

How it works...

There's more...

Experimenting with Unity's animation state machine

Getting ready

How to do it...

How it works...

There's more...

The New NavMesh API

Introduction

Setting up the NavMesh building components

Getting ready

How to do it...

How it works...

There's more...

See also

Creating and managing NavMesh for multiple types of agents

Getting ready

How to do it...

How it works...

There's more...

Creating and updating NavMesh data at runtime

Getting ready

How to do it...

How it works...

Controlling the lifetime of the NavMesh instance

Getting started

How to do it...

How it works...

There's more...

Connecting multiple instances of NavMesh

Getting ready

How to do it...

How it works...

There's more...

Creating dynamic NavMeshes with obstacles

Getting ready

How to do it...

How it works...

There's more...

See also

Implementing some behaviors using the NavMesh API

Getting ready

How to do it...

How it works...

There's more...

Coordination and Tactics

Introduction

Handling formations

Getting ready

How to do it...

How it works...

There's more...

See also

Extending A* for coordination – A*mbush

Getting ready

How to do it...

How it works...

There's more...

Analyzing waypoints by height

Getting ready

How to do it...

How it works...

Analyzing waypoints by cover and visibility

Getting ready

How to do it...

How it works...

Creating waypoints automatically

Getting ready

How to do it...

How it works...

There's more...

See also

Exemplifying waypoints for decision making

Getting ready

How to do it...

How it works...

See also

Implementing influence maps

Getting ready

How to do it...

How it works...

There's more...

See also

Improving influence with map flooding

Getting ready

How to do it...

How it works...

See also

Improving influence with convolution filters

Getting ready

How to do it...

How it works...

There's more...

See also

Building a fighting circle

Getting ready

How to do it...

How it works...

There's more...

See also

Agent Awareness

Introduction

The seeing function using a collider-based system

Getting ready

How to do it...

How it works...

The hearing function using a collider-based system

Getting ready

How to do it...

How it works...

There's more...

The smelling function using a collider-based system

Getting ready

How to do it...

How it works...

There's more...

The seeing function using a graph-based system

Getting ready

How to do it...

How it works...

The hearing function using a graph-based system

Getting ready

How to do it...

How it works...

There's more...

See also

The smelling function using a graph-based system

Getting ready

How to do it...

How it works...

See also

Creating awareness in a stealth game

Getting ready

How to do it...

How it works...

There's more...

See also

Board Games and Applied Search AI

Introduction

Working with the game-tree class

Getting ready...

How to do it...

How it works...

See also

Implementing Minimax

Getting ready...

How to do it...

How it works...

See also

Implementing Negamax

Getting ready...

How to do it...

How it works...

There's more...

See also

Implementing AB Negamax

Getting ready...

How to do it...

How it works...

See also

Implementing NegaScout

Getting ready...

How to do it...

How it works...

See also

Implementing a Tic-Tac-Toe rival

Getting ready...

How to do it...

How it works...

There's more...

See also

Implementing a Checkers rival

Getting ready...

How to do it...

How it works...

There's more...

Implementing Rock-Paper-Scissors AI with UCB1

Getting ready...

How to do it...

How it works...

There's more...

See also

Implementing regret matching

Getting ready...

How to do it...

How it works...

There's more...

See also

Learning Techniques

Introduction

Predicting actions with an N-Gram predictor

Getting ready...

How to do it...

How it works...

There's more...

Improving the predictor – Hierarchical N-Gram

Getting ready...

How to do it...

How it works...

Learning to use Naïve Bayes classifier

Getting ready...

How to do it...

How it works...

Implementing reinforcement learning

Getting ready...

How to do it...

How it works...

Implementing artificial neural networks

Getting ready...

How to do it...

How it works...

Procedural Content Generation

Introduction

Creating mazes with Depth-First Search

Getting ready

How to do it...

How it works...

Implementing the constructive algorithm for dungeons and islands

Getting ready

How to do it...

How it works...

There's more...

See also

Generating landscapes

Getting ready

How to do it...

How it works...

Using N-Grams for content generation

Getting ready

How to do it...

How it works...

There's more...

See also

Generating enemies with the evolutionary algorithm

Getting ready

How to do it...

How it works...

There's more...

See also

Summary

Other Books You May Enjoy

Leave a review - let other readers know what you think

累计评论(0条) 0个书友正在讨论这本书 发表评论

发表评论

发表评论,分享你的想法吧!

买过这本书的人还买过

读了这本书的人还在读

回顶部