3D Game Programming for Teens. için kapak resmi
3D Game Programming for Teens.
Başlık:
3D Game Programming for Teens.
Yazar:
Sethi, Maneesh.
ISBN:
9781598639193
Yazar Ek Girişi:
Basım Bilgisi:
2nd ed.
Fiziksel Tanımlama:
1 online resource (428 pages)
İçerik:
Contents -- Introduction -- PART I: THE BASICS OF BASIC -- Chapter 1 Getting Started -- A Brief History of BASIC -- The First Program: Jumping Cone! -- The First Program: Jumping Cone -- Summary -- Chapter 2 Getting to Know BASIC -- Hello, World! -- Variables -- Input -- Conditionals -- Logical Operators -- The Goto Command -- A Text-Based Guessing Game -- Summary -- Chapter 3 Loops, Functions, Arrays, and Types -- Understanding Loops -- Understanding Functions -- Understanding Arrays -- Using Types -- Putting It All Together: Textanoid! -- Summary -- Chapter 4 The Style Factor -- Developing Style -- Comments -- Function and Variable Names -- Summary -- PART II: GETTING INTO GRAPHICS -- Chapter 5 Shapes and Objects -- Understanding the 3D World -- Creating Basic Shapes -- Creating a Cone -- Creating Multiple Cones -- Creating Cubes, Cylinders, and Spheres -- Segments -- Resizing and Reshaping Objects -- Resizing or Scaling -- Reshaping -- Flipping an Object -- Coloring -- Wireframe -- Transparency -- Textures and Texture Mapping -- Applying Image Textures -- Scaling Textures -- Object Order -- Summary -- Chapter 6 Controlling Objects -- Moving Objects -- Rotating Objects -- Rotating Objects on Their Own -- Orbiting (a.k.a. Pivoting) -- Summary -- Chapter 7 Lights and Cameras -- Working with Cameras -- Creating and Positioning a Camera -- Rotating a Camera -- Using Two Cameras -- Switching Cameras Virtually -- Splitting Views -- Zooming -- Camera Movement -- Following an Object -- Light -- Types of Lights -- Light Range -- Summary -- Chapter 8 Getting Graphic -- Heightmaps -- Creating Heightmaps with Textured Fills -- Creating Heightmaps with a Brush -- Creating Heightmaps with Effects -- Creating Textures -- Walls -- Terrains and Skies -- Creating Terrains with Texture Fills -- Wood -- Creating Terrains with Effects -- Information Screens.

Welcome Screen -- Pause Screen -- Summary -- PART III: GETTING MORE ADVANCED -- Chapter 9 Setting the Stage -- Creating a Terrain -- Positioning a Terrain -- Changing the Terrain Color -- Applying a Texture to a Terrain -- Changing the Size of a Terrain -- Creating a Plane -- Applying a Heightmap -- Shapes as Environments -- Going Inside Shapes -- Using Shapes with Terrains -- Summary -- Chapter 10 3D Modeling -- Creating a Bottle -- Creating the Outline -- Lathing the Bottle -- Exporting the Bottle -- Creating a Missile -- Creating the Missile Body -- Creating the Wings -- Exporting the Missile -- Importing Models into Blitz3D -- Summary -- Chapter 11 Collisions -- Creating a Collision -- Collision Code -- Colliding Objects -- Collision Radius -- Shields Down!-Clear Collisions -- Collision Effects -- Poof! Now You See It, Now You Don't -- Blowing Up Stuff -- Other Collision Commands -- Summary -- Chapter 12 Sounds -- Sounds -- Loading and Playing Sounds -- Adjusting Volume -- Adjusting Pitch -- Adjusting Pan -- Summary -- Chapter 13 Other 3D Game Components -- Gravity -- Simple Jumping -- Velocity -- Chase Camera -- Mirror -- Timing -- Text -- Adding and Positioning Text -- Adding Text Variables -- Setting Font Size and Appearance -- Freeing Fonts -- Math -- Random -- Guns and Bullets -- Positioning a First-Person Shooter Gun -- Bullets -- Pausing -- Welcome Screens -- Summary -- Chapter 14 Putting It All Together -- Planning the Game-''3D Gallery'' -- Files for the Game -- Creating the Water Texture -- Welcome Screen -- Setting Up the Graphic Elements and Camera -- Setting Up the Game Elements -- Creating the World -- Gallery Items -- Creating the Guns and Bullets -- Game Control and Gravity -- Moving Targets -- Firing Bullets -- Pausing the Game -- Creating Collisions -- Changing the Gallery -- Destroying Gallery Items -- Reloading Bullets.

Score -- Time Remaining -- Ending the Game -- Text -- Sounds -- Epilogue -- Appendix: Scan Code Reference -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Yazar Ek Girişi:
Elektronik Erişim:
Click to View
Ayırtma: Copies: