Complete Unity 2018 Game Development: Explore techniques to build 2D/3D applications using real-world examples
Authors: Alan Thorn – John P. Doran – Alan Zucconi – Jorge Palacios
ISBN-10: 1789952867
ISBN-13: 9781789952865
Released: 2019-01-31
Print Length 页数: 738 pages
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
Contents
1: UNITY FUNDAMENTALS
2: CREATING A COLLECTION GAME
3: POST PROCESSING STACK
4: CREATING YOUR FIRST SHADER
5: SURFACE SHADERS AND TEXTURE MAPPING
6: UNDERSTANDING LIGHTING MODELS
7: PHYSICALLY-BASED RENDERING
8: VERTEX FUNCTIONS
9: FRAGMENT SHADERS AND GRAB PASSES
10: MOBILE SHADER ADJUSTMENT
11: SCREEN EFFECTS WITH UNITY RENDER TEXTURES
12: BEHAVIORS – INTELLIGENT MOVEMENT
13: NAVIGATION
14: DECISION MAKING
15: THE NEW NAVMESH API
16: COORDINATION AND TACTICS
17: AGENT AWARENESS
18: BOARD GAMES AND APPLIED SEARCH AI
19: LEARNING TECHNIQUES
20: PROCEDURAL CONTENT GENERATION
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 A*mbush
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
Authors
Alan Thorn
Alan Thorn is an educator,author,and multidisciplinary games-developer with 18 years of tech-industry experience. He is currently Head of Department for the Games Design and Development MA degree at the BAFTA-winning National Film and Television School,London. He has written 27 technical books on game development and presented 29 online training courses. He founded the game-studio Wax Lyrical Games and created the award-winning game Baron Wittard: Nemesis of Ragnarok.
John P. Doran
John P. Doran is a passionate and seasoned technical game designer,software engineer,and author based in Peoria,Illinois.
For over a decade,John has gained extensive hands-on expertise in game development,working in various roles ranging from game designer to lead UI programmer. Additionally,John has worked in game development education teaching in Singapore,South Korea,and the United States. To date,he has authored over 10 books pertaining to game development.
John is currently an instructor in residence at Bradley University. Prior to his present ventures,he was an award-winning videographer.