Cover image for Game Development with Blender®.
Game Development with Blender®.
Title:
Game Development with Blender®.
Author:
Pan, Mike.
ISBN:
9781435456631
Personal Author:
Physical Description:
1 online resource (457 pages)
Contents:
Cover -- Contents -- Introduction -- Chapter 1 Game Blender in a Nutshell -- Blender History -- About Blender -- About the Game Engine -- Future -- 3D Basics -- Quickstart -- Blender Philosophy -- Onward -- Chapter 2 First Game -- Game Idea -- Game Elements -- File Organization, Datablocks, and Linking -- Modeling -- Texturing -- Rigging -- Animation -- Camera and Keyboard -- World and Environment -- Artificial Intelligence -- All You Can Eat -- Scoring System -- Music for Your Ears -- Where to Go from Here -- Chapter 3 Logic Bricks -- General Overview -- Architecture -- Interface -- Sensors -- Controllers -- Actuators -- State Machine -- Sharing and Group Instancing -- To the Infinite and Beyond -- Chapter 4 Animation -- Every Pot Has a Cover -- Animation Cycles -- Armature and Poses -- Bone Constraints -- Bone Parenting -- Shape Keys -- Tutorials -- Pre-Tutorial -- Animation Cycle Tutorial -- Idle Animation -- Hats Off to Momo and Vice-Versa -- Mango Jambo Special Animation -- To Learn More -- Chapter 5 Graphics -- Visual Style -- Designing for Real Time -- Shading Modes -- GLSL Mode -- Multitexture -- Singletexture -- Lights -- World Settings -- Texture Painting -- Custom GLSL Shaders -- 2D Filters -- Text -- Video Texture -- Stereo -- Dome -- Wrap Up -- Chapter 6 Physics -- What Is Physics? -- Overview -- World Properties -- Physics Panel Settings -- Material Panel Physics Settings -- Constraints -- Vehicle Physics -- Game Settings -- Stabilizing Physics -- Chapter 7 Python Scripting -- Why Script When You Can Logic Brick It? -- So What Exactly Is Python? -- Python and the Game Engine -- Using the Game Engine API-Application Programming Interface -- Chapter 8 Workflow and Optimization -- Optimization Basics -- Quick 'n Dirty Optimization Techniques -- Advanced Optimization Techniques -- Scene Management -- Chapter 9 Publishing and Beyond.

Getting Ready for Publishing -- Blenderplayer -- File Security -- Licensing -- Web Publishing: Burster -- Mobile Publishing: Android -- Other Tools -- Blender Development Cycle -- How to Report Bugs -- Do It Yourself -- Chapter 10 Case Studies -- Super Blender Galaxy -- Lucy and the Time Machine -- The FPS Project -- Whip Frog -- Tectonic -- Sintel The Game -- Cave -- ColorCube -- Jogo da Coleta-Recycle It 2.0 -- World Cup Stadiums -- OceanViz -- Cosmic Sensation -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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