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๐Ÿ“

3d Game Development With Unity

โœ Scribed by Lanzinger, Franz


Publisher
CRC Pr I Llc
Year
2022
Tongue
English
Leaves
415
Category
Library

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โœฆ Synopsis


This book teaches beginners and aspiring game developers how to develop 3D games with Unity. Thousands of commercial games have been built with Unity. This book combines a practical, step-by-step approach with explanations of the underlying theory that are reinforced with hundreds of screenshots and several larger projects.

Building on the knowledge developed in 2D Game Development for Unity, this book uses the Blender software for 3D modelling and texturing, GIMP for 2D art, Audacity for sound effects, and MuseScore for music composition and notation. Readers can follow the step-by-step guides and create an introductory racing game, a 3D maze game, and a 3D FPS adventure game as they progress through the chapters. The book contains numerous color illustrations and online access to easily downloadable game assets, code, and project files.

Written to be accessible and easy to follow, this book will be a valuable resource to both beginner and aspiring game developers that want to develop 3D games with Unity.

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 40 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.

Franz 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.

โœฆ Table of Contents


Cover
Half Title
Title Page
Copyright Page
Table of Contents
Acknowledgments
Author
Introduction and Overview
Part I: Basics of 3D Game Development
CHAPTER 1 Software Tools
YOUR COMPUTERS
NOTES FOR MAC USERS
VISUAL STUDIO
TYPOGRAPHIC CONVENTIONS
HELLO WORLD!
C#
UNITY
GIMP
BLENDER
AUDACITY
CHAPTER 2 A 3D Game
PROJECT SETUP IN UNITY
IMPORTING THE TOY CAR
MAKING THE WORLD IN BLENDER
MAKING TEXTURES IN GIMP
MATERIALS IN UNITY
IMPROVING THE CAR
GAMEPLAY
CREATING BUILDINGS WITH THE ARRAY MODIFIER
SOUND
CHAPTER 3 3D
3D COORDINATES
3D IN BLENDER
3D IN UNITY
CAMERA VIEWS
3D ASSETS
CHAPTER 4 Designing a 3D Remake
THE 2D GAME: DOTGAME
REMAKING DOTGAME
CONTROLS
THE CAMERA
CHAPTER 5 3D Dottima Character
SETTING UP THE PROJECT
MODELING 3D DOTTIMA IN BLENDER
TEXTURE PAINTING DOTTIMA
CONTROLLING DOTTIMA IN UNITY
CHAPTER 6 Blender Modeling and Animation
REMAKING DOTROBOT FOR 3D
TEXTURING DOTROBOT
IMPORTING TO UNITY, PART 1
EXPERIMENTAL RIG
RIGGING DOTROBOT
REANIMATING DOTROBOT
IMPORTING TO UNITY, PART 2
CHAPTER 7 More Art Assets
THE UNITY ASSET STORE
MILLIONS OF MESHES ON THE WEB
FREE TEXTURES
3D MODELS FROM THE 2D GAME
3D PLAYFIELD WITH COLLISIONS
CHAPTER 8 First Playable
MOVING THE CAMERA
THREE LEVELS
3D SPIKERS
3D ARROWS FOR DOTTIMA
ARROWS IN UNITY: DOTTIMA INSTANTIATES ARROWS
ARROWS IN UNITY: ARROW MOVEMENT AND DIRECTION
ARROWS IN UNITY: COLLISION DETECTION FOR ARROWS
3D BLOCKADE
CHAPTER 9 Game Structure
GAME STATE
GAME OVER
CHAPTER 10 More Game Objects and a Large Level
DOTROBOT
BOMBS
A LARGE LEVEL
CHAPTER 11 Sound and Music
REVIEWING SOUND AND MUSIC FROM THE 2D GAME
ANOTHER SOUND EFFECT
MORE MUSIC WITH MUSESCORE
3D AUDIO
CHAPTER 12 GUI and Cutscenes
THE TITLE SCREEN
MENUS
SCORING
HIDING THE MOUSE CURSOR
ENDING CUTSCENE AND TIMELINE
CINEMACHINE
INTEGRATING THE ENDING CUTSCENE
CHAPTER 13 Testing and Debugging
TESTING
ANCIENT DEBUGGING TECHNIQUES
DEBUGGING C# IN UNITY
THE VISUAL STUDIO DEBUGGER
CHAPTER 14 Input
UNITY INPUT SYSTEMS
GAMEPAD SUPPORT IN DOTGAME3D
CHAPTER 15 Preparing DotGame3D for Release
TESTING FOR RELEASE: BUILD AND RUN
TESTING ON DIFFERENT PLATFORMS
THE UNITY PROFILER
RELEASE AND POSTMORTEM
Part II: A 3D Adventure
CHAPTER 16 FPS, Etc
A BRIEF HISTORY OF FPS GAMES
DESIGNING AN FPS ADVENTURE
CHAPTER 17 Worldbuilding
USING BLENDER FOR TERRAIN GENERATION
BLENDER LANDSCAPE IN UNITY
USING UNITY FOR TERRAIN GENERATION
SKYBOXES
CHAPTER 18 Character Controller
IMPORTING A CHARACTER FROM THE ASSET STORE
CHARACTER MOVEMENT
IDLE, WALK, AND RUN ANIMATIONS
GRAVITY
CHAPTER 19 First Playable
3D GAME KIT
ENEMIES
ENEMY MOVEMENT
MEDIEVAL TOWN
NAVMESH AND ENEMY AI
CREATING A LARGE LEVEL
GUI AND SCORING
ENEMY COLLISIONS
CHAPTER 20 A 3D Puzzle Room
PUZZLE DESIGN RULES
PUZZLE ROOM GRAPHICS
BUILDING THE PUZZLE ROOM
CHAPTER 21 Shaders and Lighting in Unity
INTRODUCTION
SHADERS IN UNITY
DIRECT LIGHTING
INDIRECT LIGHTING
RAYTRACING
CHAPTER 22 Physics
UNITY PHYSICS OVERVIEW
A PHYSICS PUZZLE
CLOTH
RAGDOLL WIZARD
CHAPTER 23 Sound and Music, Part 2
SOUND PACKAGES FROM THE UNITY ASSET STORE
CHAPTER 24 Releasing FPSAdventure?
STEAM EARLY ACCESS?
TESTING AND DEBUGGING
BUILD AND RUN
POSTMORTEM
CHAPTER 25 Epilogue
LEARNINGS
WHAT NEXT?
PROJECT 1: CARD GAME
PROJECT 2: RACING GAME
PROJECT 3: PLATFORMER
PROJECT 4: ROGUELIKE
FINAL THOUGHTS
BEFORE YOU START DEVELOPMENT
DURING DEVELOPMENT
MARKETING
BEFORE RELEASE
APPENDIX I: THE C# CODING STANDARD FOR THIS BOOK
APPENDIX II: GAME DEVELOPMENT CHECKLIST
INDEX


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