Franz Lanzinger
3D Game Development with Unity
Franz Lanzinger
3D Game Development with Unity
- Gebundenes Buch
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
This book teaches beginners and aspiring game developers how to develop 3D games with Unity. Thousands of commercial games have been built with Unity. Blender, the top open source 3D modeling and animation package, is also introduced.
Andere Kunden interessierten sich auch für
- Alireza TavakkoliGame Development and Simulation with Unreal Technology, Second Edition170,99 €
- Adam WatkinsCreating Games with Unity and Maya163,99 €
- Tim FieldsGame Development 2042151,99 €
- Alan ThornUnity 4 Fundamentals172,99 €
- Steve RabinGame AI Pro 360154,99 €
- Justin DikeIOS Game Programming with Xcode and Cocos2d177,99 €
- Joel DreskinA Practical Guide to Indie Game Marketing170,99 €
-
-
-
This book teaches beginners and aspiring game developers how to develop 3D games with Unity. Thousands of commercial games have been built with Unity. Blender, the top open source 3D modeling and animation package, is also introduced.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 398
- Erscheinungstermin: 8. April 2022
- Englisch
- Abmessung: 254mm x 178mm x 24mm
- Gewicht: 934g
- ISBN-13: 9780367349219
- ISBN-10: 0367349213
- Artikelnr.: 62714883
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: CRC Press
- Seitenzahl: 398
- Erscheinungstermin: 8. April 2022
- Englisch
- Abmessung: 254mm x 178mm x 24mm
- Gewicht: 934g
- ISBN-13: 9780367349219
- ISBN-10: 0367349213
- Artikelnr.: 62714883
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Franz Lanzinger is an independent game developer, author, and pianist. He is the owner of Lanzinger Studio located in Sunnyvale California. His game development career spans almost forty years starting with the coin-op classic Crystal Castles at Atari in 1983, continuing with Ms. Pacman and Toobin' for the NES, published by Tengen in 1990. Mr. Lanzinger has been an indie game developer since 1991. He worked on SNES Rampart, Championship Pool, and NCAA Final Four Basketball, as well as Gubble for the PC, Mac, and PlayStation. This is Franz's third book about game development. He is currently working on a remaster of Gubble. In his spare time, he is the piano accompanist for the Valley Chorale and the Serendipity Choir. Go to franzlanzinger.com for the latest news about Franz as well as resources for his books.
Part I Basics of 3D Game Development Chapter 1
Software Tools Chapter 2
A 3D Game Chapter 3
3D Chapter 4
Designing a 3D Remake Chapter 5
3D Dottima Character Chapter 6
Blender Modeling and Animation Chapter 7
More Art Assets Chapter 8
First Playable Chapter 9
Game Structure Chapter 10
More Game Objects and a Large Level Chapter 11
Sound and Music Chapter 12
GUI and Cutscenes Chapter 13
Testing and Debugging Chapter 14
Input Chapter 15
Preparing DotGame3D for Release Part II A 3D Adventure Chapter 16
FPS, etc. Chapter 17
Worldbuilding Chapter 18
Character Controller Chapter 19
First Playable Chapter 20
A 3D Puzzle Room 3 Chapter 21
Shaders and Lighting in Unity Chapter 22
Physics Chapter 23
Sound and Music, Part 2 Chapter 24
Releasing FPSAdventure? Chapter 25
Epilogue APPENDIX I: THE C# CODING STANDARD FOR THIS BOOK APPENDIX II: GAME DEVELOPMENT CHECKLIST
Software Tools Chapter 2
A 3D Game Chapter 3
3D Chapter 4
Designing a 3D Remake Chapter 5
3D Dottima Character Chapter 6
Blender Modeling and Animation Chapter 7
More Art Assets Chapter 8
First Playable Chapter 9
Game Structure Chapter 10
More Game Objects and a Large Level Chapter 11
Sound and Music Chapter 12
GUI and Cutscenes Chapter 13
Testing and Debugging Chapter 14
Input Chapter 15
Preparing DotGame3D for Release Part II A 3D Adventure Chapter 16
FPS, etc. Chapter 17
Worldbuilding Chapter 18
Character Controller Chapter 19
First Playable Chapter 20
A 3D Puzzle Room 3 Chapter 21
Shaders and Lighting in Unity Chapter 22
Physics Chapter 23
Sound and Music, Part 2 Chapter 24
Releasing FPSAdventure? Chapter 25
Epilogue APPENDIX I: THE C# CODING STANDARD FOR THIS BOOK APPENDIX II: GAME DEVELOPMENT CHECKLIST
Part I Basics of 3D Game Development Chapter 1
Software Tools Chapter 2
A 3D Game Chapter 3
3D Chapter 4
Designing a 3D Remake Chapter 5
3D Dottima Character Chapter 6
Blender Modeling and Animation Chapter 7
More Art Assets Chapter 8
First Playable Chapter 9
Game Structure Chapter 10
More Game Objects and a Large Level Chapter 11
Sound and Music Chapter 12
GUI and Cutscenes Chapter 13
Testing and Debugging Chapter 14
Input Chapter 15
Preparing DotGame3D for Release Part II A 3D Adventure Chapter 16
FPS, etc. Chapter 17
Worldbuilding Chapter 18
Character Controller Chapter 19
First Playable Chapter 20
A 3D Puzzle Room 3 Chapter 21
Shaders and Lighting in Unity Chapter 22
Physics Chapter 23
Sound and Music, Part 2 Chapter 24
Releasing FPSAdventure? Chapter 25
Epilogue APPENDIX I: THE C# CODING STANDARD FOR THIS BOOK APPENDIX II: GAME DEVELOPMENT CHECKLIST
Software Tools Chapter 2
A 3D Game Chapter 3
3D Chapter 4
Designing a 3D Remake Chapter 5
3D Dottima Character Chapter 6
Blender Modeling and Animation Chapter 7
More Art Assets Chapter 8
First Playable Chapter 9
Game Structure Chapter 10
More Game Objects and a Large Level Chapter 11
Sound and Music Chapter 12
GUI and Cutscenes Chapter 13
Testing and Debugging Chapter 14
Input Chapter 15
Preparing DotGame3D for Release Part II A 3D Adventure Chapter 16
FPS, etc. Chapter 17
Worldbuilding Chapter 18
Character Controller Chapter 19
First Playable Chapter 20
A 3D Puzzle Room 3 Chapter 21
Shaders and Lighting in Unity Chapter 22
Physics Chapter 23
Sound and Music, Part 2 Chapter 24
Releasing FPSAdventure? Chapter 25
Epilogue APPENDIX I: THE C# CODING STANDARD FOR THIS BOOK APPENDIX II: GAME DEVELOPMENT CHECKLIST