* 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
A Theoretical and Pragmatic Approach
The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges more » for researchers and professionals.
The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I² model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges. « less
Take your game development skills to the next level with one of the best engines on the market
* Build an entire AAA game level throughout the book
* Take your C++ scripting skills to the next level and use them extensively to build the game
* An advanced practical guide with a tutorial style approach that will help you make the best of Unreal engine 4
Unreal more » Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience.
Inside we'll explain advanced shaders and effects techniques and how you can implement them in your games. You'll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You'll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting.
By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
WHAT YOU WILL LEARN
* Script your player controls in C++
* Build a superb and engaging level with advanced design techniques
* Program AI with C++
* Use Cascade to add life to your games
* Use custom shaders and advanced shading techniques to make things pretty
* Implement an awesome UI in the game
* Control gameplay using data tables
ABOUT THE AUTHOR
Muhammad A.Moniem started in the industry at a very early age. He taught himself everything related to the game development process even before he joined college. After becoming a software engineer, he started to teach himself the art of game design and game art techniques. As a self-taught person, he was able to find his way into the industry very easily, which led him to be hired for big, medium, and small companies, titles, and teams.
Throughout his career, he has been able to contribute as a full-time or part-time employee or freelancer on games for a wide range of platforms, including Windows, Mac, iOS, Android, PS4, Xbox One, and OUYA. He has also worked with technologies such as VR, AR, and Kinect. Muhammad started using Unreal Engine 3 in 2007, moved to Unreal Engine 4 when it became available to the public in 2014, and has used UDK for some indie games.
Eventually, he was able to establish his own one-person game company/team as a part-time independent developer. A lot of his indie games have received recognition or have been finalists at international indie game events, such as IGF, Indie Showcase, IGC, and Tokyo Game Show. You can get in touch via twitter @_mamoniem
He has also worked on Learning Unreal® Engine iOS Game Development, Packt Publishing, which is available at https://www.packtpub.com/game-development/learning-unreal-engine-ios-game-development, and Unreal Engine Lighting and Rendering Essentials, which is available at https://www.packtpub.com/gamedevelopment/unreal-engine-lighting-and-rendering-essentials.
TABLE OF CONTENTS
1. Preparing for a Big Project
2. Setting Up Your Warrior
3. Designing Your Playground
4. The Road to Thinkable AI
5. Adding Collectables
6. The Magic of Particles
7. Enhancing the Visual Quality
8. Cinematics and In-Game Cutscenes
9. Implementing the Game UI
10. Save the Game Progress
11. Controlling Gameplay via Data Tables
12. Ear Candy
13. Profiling the Game Performance
14. Packaging the Game « less
A Guide to the Technologies, Applications, and Human Factors for AR and VR
This is the most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Ideal for practitioners and students alike, it brings together comprehensive coverage of both more » theory and practice, emphasizing leading-edge displays, sensors, and other enabling technologies and tools that are already commercially available or will be soon.
Beginning with a Foreword by NASA research scientist Victor Luo, Practical Augmented Reality starts by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices.
The book presents revealing case studies of real-world applications from gaming, entertainment, Big Data visualization, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content.
Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, as well as vergence-accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies, as well as provides a look next generation systems. « less
Developing Immersive Experiences and Applications for Desktop, Web, and Mobile
As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, and more » Cardboard VR—as well as several VR development environments, programming tools, and techniques.
If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium.
* Learn VR basics for UI design, 3D graphics, and stereo rendering
* Explore Unity3D, the current development choice among game engines
* Create native applications for desktop computers with the Oculus Rift
* Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs
* Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR
* Bring everything together to build a 360-degree panoramic photo viewer « less
The Complete, Hands-On Guide to Installing and Configuring VMware Site Recovery Manager 5.0
Administering VMware Site Recovery Manager 5.0 is the complete, technical, hands-on guide to VMware Site Recovery Manager (SRM) 5.0 installation and configuration for experienced VMware professionals.
VMware more » forum moderator and vExpert Mike Laverick fully explains SRM 5.0’s failover/failback procedures, walks readers through configuring storage replication with hardware from several leading suppliers, and shows how to efficiently implement fast, automated, centralized disaster recovery. Drawing on his extensive experience with SRM and vSphere, Laverick identifies common pitfalls and errors, explains why they occur, and shows exactly how to fix them.
Fully up to date for SRM 5.0, this book delivers “in-the-trenches” technical knowledge you won’t find anywhere else, including expert guidance for utilizing SRM 5.0’s advanced new vSphere Replication (VR).
* Going “under the hood” with SRM 5.0 to thoroughly understand its operation
* Configuring SRM 5.0 with Dell EqualLogic Replication, EMC Celerra Replicator, EMC CLARiiON MirrorView, HP StorageWorks P4000 Virtual SAN Appliance with Remote Copy, and NetApp SnapMirror
* Configuring multiple LUN/volumes with virtual machines and virtual disks
* Installing VMware SRM and configuring vSphere Replication (VR)
* Using VR to replicate VMs across locations without third-party storage array-based replication
* Using VR to replicate a single VM or groups of VMs to the Recovery Site
* Efficiently configuring protected and recovery sites
* Using Reprotect Mode to accelerate failback and enhance VM portability
* Using dependencies and priority orders to configure SRM based on your existing categories of applications and services
* Leveraging SRM 5.0’s scalability improvements to serve large-scale and/or cloud environments
* Defining custom recovery plans
* Working with alarms, export histories, and access control
* Implementing bidirectional relationships and shared site configurations
* Scripting automated site recovery
* Upgrading from SRM 4.1 to SRM 5.0 « less