1
by Ericson, Christer
Published 2005
Elsevier
... to the components of efficient real-time collision detection systems. The book provides the tools and know-how...

3
by Pagella, Mario Andrés
Published 2011
O'Reilly
...Anyone familiar with Zynga's Farmville understands how fun and addictive real-time social games can...

4
by Barski, Conrad
Published 2011
No Starch Press

5
by Buttfield-Addison, Paris, Manning, Jon, Nugent, Tim
Published 2023
O'Reilly Media, Incorporated
Table of Contents: ... to an Object in a Unity Scene -- Problem -- Solution -- 2.2 Running Code at Specific Times in a Script...

6
by Goldstone, Will
Published 2009
Packt Pub.
Table of Contents: ...Sandy areas -- Grass & Rock -- Volcanoes Rock! -- Step 5-Tree time -- Step 6-Grassed up -- Step 7...

7
by Eberly, David H.
Published 2005
Morgan Kaufman Publishers
Subjects: ...Real-time programming / blmlsh...

8
by Loguidice, Bill
Published 2014
Focal Press
...Vintage Game Consoles tells the story of the most influential videogame platforms of all time...

9
by Loguidice, Bill
Published 2009
Focal Press/Elsevier
Table of Contents: ... Dynasty (1992): Strategy in Real Time; Final Fantasy VII (1997): It's Never Final in the World of Fantasy...

10
by Pagella, Mario Andrés
Published 2012
Helion
...Making isometric social real-time games with HTML5, CSS3, and JavaScript...

11
by Moore, Richard J.
Published 2011
Packt Pub.
Table of Contents: ...Time for action -- test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional...

12
by Finnegan, Thomas
Published 2013
Packt Publishing
Table of Contents: ...Time for action -- simple device connectionTime for action -- connecting trickier devices; Unity...

13
by Creighton, Ryan Henson
Published 2011
Packt Pub.
Table of Contents: ...Keeping yourself in the dark Time for action -- Adding a light; Time for action -- Moving...

14
by Ferrone, Harrison
Published 2019
Packt Publishing
Table of Contents: ...Practical backslashesTime for action -- adding comments; Putting it together in Unity; Scripts...

15 ... such as using the Gamepad API, real-time networking, getting 60fps full screen HTML5 games on mobile, using...

16
by Rohde, Michael
Published 2014
Wiley
Table of Contents: ...Creating the Time Line RoomTransitioning to the Next Room with Time Lines; Adding a Boss Battle...

17
by Thorn, Alan
Published 2016
Focal Press
Table of Contents: .... Animation and time -- 5. Persistence and accessibility -- 6. Cameras, rendering, and lighting -- 7. Coding...

18
by Evans, Woody
Published 2011
Oxford [England]
Table of Contents: ... in virtual worlds -- Part 2 Time Inworld: Hungry Ghosts in Second Life -- After virtual worlds -- Conclusions...

19
by Chishti, Zarrar
Published 2017
Apress
Table of Contents: ...Chapter 1: Introduction -- Chapter 2: In the Beginning There was HTML -- Chapter 3: Time to Apply a...

20
by Ham, Ethan
Published 2016
Focal Press
Table of Contents: ... -- 12. Balance -- 13. Turns, ticks, & time -- 14. Designing autonomy -- 15. Prototyping video games...