Create Professional 3D Game Worlds
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety more » of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments. « less
* Create your own augmented reality game from scratch and join the virtual reality gaming revolution
* Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go
* Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry
BOOK more » DESCRIPTION
The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand!
If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience.
This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help.
WHAT YOU WILL LEARN
* Build a location-based augmented reality game called Foodie Go
* Animate a player's avatar on a map
* Use the mobile device's camera as a game background
* Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions
* Create basic UI elements for the game, inventory, menu, and settings
* Perform location and content searches against the Google Places API
* Enhance the game's mood by adding visual shader effects
* Extend the game by adding multiplayer networking and other enhancements
ABOUT THE AUTHOR
Micheal Lanham is a solutions architect with petroWEB and currently resides in Calgary, Alberta in Canada. In his current role he develops integrated GIS applications with advanced spatial search capabilities. He has worked as a professional and amateur game developer building desktop and mobile games for over 15 years. In 2007, Micheal was introduced to Unity 3D and has been an avid fan and developer ever since.
TABLE OF CONTENTS
1. Getting Started
2. Mapping the Player's Location
3. Making the Avatar
4. Spawning the Catch
5. Catching the Prey in AR
6. Storing the Catch
7. Creating the AR World
8. Interacting with an AR World
9. Finishing the Game
10. Troubleshooting « less
Develop 2D and 3D games Using Apple's SceneKit and SpriteKit
Learn the fundamental elements of the new Swift 3 programming language as applied to game development for new iOS 10.
In Part 1 of this book, you'll start with a basic 2D game idea and build the game throughout the book introducing each SpriteKit topic as you add new functionality to the game. By more » the end of the book, you'll have experience with all the important SpriteKit topics and have a fully functional game as a result. In Part 2, you'll learn 3D game development using Apple's SceneKit framework and the Swift programming language, following the same pattern used for Part 1.
Game apps are one of the most popular categories in the Apple iTunes App Store. In response,James Goodwill and Wesley Matlock bring you Beginning Swift Games Development for iOS, Third Edition an update to their best-selling work. After reading and using this book, you'll have the skills and the code to build your first 2D and then 3D game app that you can run on any iOS-enabled device.
What you’ll learn
* Discover what’s in the new Swift 3 programming language
* Apply Swift 3 to iOS 10 and 9 game development
* Build a 2D game app using SpriteKit and Swift
* Build a 3D game from 2D using SceneKit and Swift
Who this book is for
iOS app developers new to Swift or for those thinking of trying iOS game app development for the very first time. « less
Games Programming for the Absolute Beginner
Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. more » These will help you build your skills as you go. Have you ever wanted to program your own computer game? Never felt you could? Well, now you can.
What You'll Learn
* Program computer games from scratch with BlitzMax
* Produce high-quality arcade games with sound and graphics
* Utilize the power of OpenGL to create fantastic 3D effects
Who This Book Is For
Those new to game programming and those new to BlitzMax. « less
Best Practices in Procedural and Dynamic Game Content Generation
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential more » for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value.
The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge. « less
* Get a comprehensive coverage of techniques to create high performance collision detection in games
* Learn the core mathematics concepts and physics involved in depicting collision detection for your games
* Get a hands-on experience of building a rigid body physics engine
Physics more » is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use.
This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes.
You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution.
Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game.
By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games!
WHAT YOU WILL LEARN
* Implement fundamental maths so you can develop solid game physics
* Use matrices to encode linear transformations
* Know how to check geometric primitives for collisions
* Build a Physics engine that can create realistic rigid body behavior
* Understand advanced techniques, including the Separating Axis Theorem
* Create physically accurate collision reactions
* Explore spatial partitioning as an acceleration structure for collisions
* Resolve rigid body collisions between primitive shapes
ABOUT THE AUTHOR
Gabor Szauer graduated from Full Sail University with a bachelor's degree in game development. He has been making video games professionally for over 6 years. He has worked on games for the Nintendo 3DS, Xbox 360, browser-based games, and mobile games.
In his free time Gabor makes video games, researches video game-related technologies, and likes to design and construct furniture. Gabor currently resides in San Francisco, working in the mobile game industry.
TABLE OF CONTENTS
3. Matrix Transformations
4. 2D Primitive Shapes
5. 2D Collisions
6. 2D Optimizations
7. 3D Primitive Shapes
8. 3D Point Tests
9. 3D Shape Intersections
10. 3D Line Intersections
11. Triangles and Meshes
12. Models and Scenes
13. Camera and Frustum
14. Constraint Solving
15. Manifolds and Impulses
16. Springs and Joints
17. Advanced Topics « less
100 Programming Challenges
Push your GameMaker programming skills to the edge with 100 programming challenges using the popular GameMaker: Studio and GML. Each challenge includes an outline of the challenge, a scoring and time guide, useful GML code, and a working example provided in GMZ format. For more advanced programmers, more » each challenge comes with an additional task to complete.
Think you're a good GameMaker game application developer or programmer? Think again with this awesome book!
What You'll Learn
* Upgrade your skills with each specific game application coding challenge
* Create many different game events, action or scenarios
* Code for many different kinds of game applications or themes from space to adventure to sports to fantasy
Who This Book Is For
GameMaker and GameMaker: Studio users and coders. « less
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook more » is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues.
At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field. « less
Developments in Art, Design and Interaction
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history more » of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends « less
Three.js – HTML5 and WebGL
Over the year’s web browsers have been incorporating new technologies, changing from simple page viewers with plain text and some images to platforms that allow us to create three-dimensional games.
The revolution began with improved CSS styles and continued with the addition of relational and documental more » databases and the ability to create applications that work in offline mode without internet connection. Progress continued with the incorporation of audiovisual technologies, the possibility of watching movies, native audio management, including speech recognition and speech synthesis for reading texts. Finally, the incorporation of 3D technology (WebGL) with hardware acceleration, motion detection and virtual reality technology, have meant that the WEB programming is as every bit as good as other platforms and traditional languages.
Therefore, I decided to start a collection of books that allows us to explore these developments and become true experts. To distinguish the collection from other books on the market I’ve focused on teaching how to perform a role-playing game in first person, merely as an excuse to gradually introduce WEB technologies.
What does the first book of the collection cover?
The book is aimed at those who want to explore how to create 3D animation, either to add visual elements to their web pages, as well as those who want to try their luck in game design. In it we’ll learn how to:
• Use the Three.js library to create and animate a basic scene.
• To prepare the development environment and solve the main problems we encounter.
• To use geometries and materials offered by the default library.
• To create advanced textures and transparencies.
• To illuminate the scene and create shadows.
• To load objects made with third party platforms and animate them using different techniques.
• To use the keyboard, mouse and even body movement to control the camera.
Finally, we’ll create our first game location. A beautiful medieval village with its castle and cemetery, full of villagers walking about and doing daily chores and a thick forest full of dangerous monsters.
What is the game like?
The game spans from the creation of 3D scenes to the management of music and sound effects, artificial intelligence, character animation and monsters, saving the current game, subsequently recovering it and finally packaging.
What prior knowledge is needed?