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008 210123 ||| eng
020 |a 9781484256565 
050 4 |a QA76.76.C672 
100 1 |a Hardman, Casey 
245 0 0 |a Game programming with Unity and C#  |b a complete beginner's guide  |c Casey Hardman 
260 |a Berkeley, CA  |b Apress  |c 2020 
300 |a 573 pages 
505 0 |a Declaring Our Variables -- Properties -- Tracking the Velocity -- Applying the Movement -- Summary -- Chapter 15: Death and Respawning -- Enabling and Disabling -- Death Method -- Respawn Method -- Summary -- Chapter 16: Basic Hazards -- Collision Detection -- Hazard Script -- Projectile Script -- Shooting Script -- Summary -- Chapter 17: Walls and Goals -- Walls -- Goals -- Build Settings for Scenes -- Summary -- Chapter 18: Patrolling Hazards -- Resembling a Patrol Point -- Arrays -- Setting Up Patrol Points -- Detecting Patrol Points -- The "for" Loop -- Sorting Patrol Points 
505 0 |a Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Introduction -- Chapter 1: Installation and Setup -- Installing Unity -- Installing Our Code Editor -- Creating a Project -- Summary -- Chapter 2: Unity Basics -- Windows -- Project Window -- Scene Window -- Hierarchy Window -- Inspector Window -- Components -- Adding GameObjects -- Summary -- Chapter 3: Manipulating the Scene -- Transform Tools -- Positions and Axes -- Making a Floor -- Scale and Unit Measurements -- Summary -- Chapter 4: Parents and Their Children -- Child GameObjects 
505 0 |a Inheritance in Action: RPG Items -- Declaring Our Classes -- Constructor Chaining -- Subtypes and Casting -- Number Value Types -- Type Checking -- Virtual Methods -- Summary -- Chapter 12: Debugging -- Setting Up the Debugger -- Breakpoints -- Using Unity's Documentation -- Summary -- Part I: Obstacle Course -- Chapter 13: Obstacle Course Design and Outline -- Gameplay Overview -- Technical Overview -- Player Controls -- Death and Respawn -- Levels -- Level Selection -- Obstacles -- Project Setup -- Summary -- Chapter 14: Player Movement -- Player Setup -- Materials and Colors 
505 0 |a Chapter 8: Conditions -- The "if" Block -- Overloads -- Enums -- The "else" Block -- The "else if" Block -- Operators for Conditions -- Equality Operators -- Greater Than and Less Than -- Or -- And -- Summary -- Chapter 9: Working with Objects -- Classes -- Variables -- Accessing Class Members -- Instance Methods -- Declaring Constructors -- Using the Constructor -- Static Members -- Summary -- Chapter 10: Working with Scripts -- Usings and Namespaces -- Script Class -- Rotating a Transform -- Frames and Seconds -- Attributes -- Summary -- Chapter 11: Inheritance 
505 0 |a World vs. Local Coordinates -- A Simple Building -- Pivot Points -- Summary -- Chapter 5: Prefabs -- Making and Placing Prefabs -- Editing Prefabs -- Overriding Values -- Nested Prefabs -- Prefab Variants -- Summary -- Chapter 6: Programming Primer -- Programming Languages and Syntax -- What Code Does -- Strong vs. Weak Typing -- File-Type Extensions -- Scripts -- Summary -- Chapter 7: Code Blocks and Methods -- Statements and Semicolons -- Code Blocks -- Comments -- Methods -- Calling Methods -- Basic Data Types -- Returning Values with Methods -- Declaring Methods -- Operators -- Summary 
653 |a Games development & programming / bicssc 
653 |a C# (Langage de programmation) 
653 |a Unity (Electronic resource) / fast 
653 |a Three-dimensional display systems / http://id.loc.gov/authorities/subjects/sh85135021 
653 |a Jeux vidéo / Programmation 
653 |a Unity (Electronic resource) / http://id.loc.gov/authorities/names/n2011038776 
653 |a C# (Computer program language) / fast 
653 |a Affichage tridimensionnel 
653 |a three-dimensional / aat 
653 |a Computers / Software Development & Engineering / General / bisacsh 
653 |a Computers / Programming / Games / bisacsh 
653 |a Three-dimensional display systems / fast 
653 |a C# (Computer program language) / http://id.loc.gov/authorities/subjects/sh2001001705 
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a Video games / Programming / fast 
653 |a Software Engineering / bicssc 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
500 |a Moving the Patroller. - Includes index 
015 |a GBC337922 
776 |z 9781484256558 
776 |z 1484256557 
776 |z 9781484256565 
776 |z 1484256565 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781484256565/?ar  |x Verlag  |3 Volltext 
082 0 |a 794.815 
082 0 |a 794.81526 
082 0 |a 620 
520 |a This carefully crafted work guides you through the planning and development of bare bones, simple game projects designed to exercise programming concepts while keeping less relevant interruptions out of the way, allowing you to focus on the implementation of game mechanics first and foremost. Through these example projects, the book teaches input handling, rigidbodies, colliders, cameras, prefab instantiation, scene loading, user interface design and coding, and more. By the end, you'll have built a solid foundation in programming that will pave your way forward in understanding core C# syntax and fundamentals of object-oriented programming--not just what to type but why it's typed and what its really doing. Game Programming with Unity and C# will send you on your way to becoming comfortable with the Unity game engine and its documentation and how to independently seek further information on yet-untouched concepts and challenges.  
520 |a Designed for beginners with no knowledge or experience in game development or programming, this book teaches the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. New concepts are not only explained, but thoroughly demonstrated. Starting with an introduction to Unity, you'll learn about scenes, GameObjects, prefabs, components, and how to use the various windows to interact with the engine. You'll then dive into the fundamentals of programming by reviewing syntax rules, formatting, methods, variables, objects and types, classes, and inheritance, all while getting your hands dirty writing and testing code yourself. Later, the book explains how to expose script data in the Inspector and the basics of Unitys serialization system.  
520 |a You will: Understand the fundamentals of object-oriented computer programming, including topics specifically relevant for games. Leverage beginner-to-intermediate-level skills of the C# programming language and its syntax. Review all major component typ es of the Unity game engine: colliders and rigidbodies, lights, cameras, scripts, etc. Use essential knowledge of the Unity game engine and its features to balance gameplay mechanics for making interesting experiences