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Beginning 3D Game Development with Unity 4: (Record no. 28781)

000 -LEADER
fixed length control field 02930nam a22003615i 4500
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20140310153557.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 130920s2013 xxu| s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781430249009
978-1-4302-4900-9
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA75.5-76.95
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 004
Edition number 23
264 #1 -
-- Berkeley, CA :
-- Apress :
-- Imprint: Apress,
-- 2013.
912 ## -
-- ZDB-2-CWD
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Blackman, Sue.
Relator term author.
245 10 - IMMEDIATE SOURCE OF ACQUISITION NOTE
Title Beginning 3D Game Development with Unity 4:
Medium [electronic resource] :
Remainder of title All-in-One, Multi-Platform Game Development /
Statement of responsibility, etc by Sue Blackman.
300 ## - PHYSICAL DESCRIPTION
Extent XXIII, 808 p. 515 illus.
Other physical details online resource.
520 ## - SUMMARY, ETC.
Summary, etc Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer science.
Topical term or geographic name as entry element Computer Science.
Topical term or geographic name as entry element Computer Science, general.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Display text Printed edition:
International Standard Book Number 9781430248996
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-1-4302-4900-9
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Item type E-Book
Copies
Price effective from Permanent location Date last seen Not for loan Date acquired Source of classification or shelving scheme Koha item type Damaged status Lost status Withdrawn status Current location Full call number
2014-04-07AUM Main Library2014-04-07 2014-04-07 E-Book   AUM Main Library004

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