Showing posts with label 5. Programing Game. Show all posts
Showing posts with label 5. Programing Game. Show all posts
11.16.2011
12.06.2010
3D Game Engine Design
Thông tin về cuốn sách

Link tải về :
Hotfile | Easy-Share | Depositfile
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics | 104.49MB | ES-DF-HF
1040 pages | Publisher: Morgan Kaufmann; 2 edition (November 17, 2006) | Language: English
Link tải về :
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3D Game Textures - Creative arts professionals use Photoshop Game
Information policy :
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3D Game Textures: Create Professional Game Art Using Photoshop | 18.32MB | ES-DF-HF
368 pages | Publisher: Focal Press (March 7, 2006) | Language: English
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game flash
This book gives you a quick overview of the flash game
Information policy:
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Information policy:
Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity | 8.16MB | ES-DF-HF
352 pages | Publisher: Focal Press (September 22, 2009) | Language: English
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Học thiết kế game với 4 bước
Game Design for Teens (Premier Press Game Development)
Publisher: Course Technology PTR | ISBN: 1592004962 | edition 2004 | PDF | 320 pages | 15,2 mb
Publisher: Course Technology PTR | ISBN: 1592004962 | edition 2004 | PDF | 320 pages | 15,2 mb
"Game Design for Teens" covers the basics for developing a game idea and successfully converting that idea into a complete game. A natural addition to the "for Teens" line of books, it is a true beginner's guide to the game design process and deals specifically with creating a game design document. You will learn how to create a quality game design document appropriate for submission to a publisher, developer, or college professor. It explores the components of a game design document, how to create them, who creates them, and why each is important. This book also examines game design theory as it applies to different game genres.
Link tải về :
http://hotfile.com/dl/50463558/9509afe/4586.rar.html
Mirror
http://www.fileserve.com/file/gn3sVNG/4586.rar
Học thiết kế game với flash
Đây là cuốn sách khá thú vị cho những bạn đang học lập trình game với flash.
Hình minh họa :
Hình minh họa :
Foundation Silverlight 3 Animation ISBN: 143022407X
Foundation Flash CS4 for Designers ISBN: 1430210931
Foundation Fireworks CS4 ISBN: 1430216182
Foundation Game Design with Flash ISBN: 1430218215
Foundation ActionScript 3.0 Image Effects ISBN: 1430218711
Foundation Expression Blend 3 with Silverlight ISBN: 1430219505
Foundation Actionscript 3.0 Animation: Making Things Move! ISBN: 1590597915
Foundation Flash Cartoon Animation ISBN: 1590599128
Publisher: friends of ED | PDF | 80 mb
Foundation Flash CS4 for Designers ISBN: 1430210931
Foundation Fireworks CS4 ISBN: 1430216182
Foundation Game Design with Flash ISBN: 1430218215
Foundation ActionScript 3.0 Image Effects ISBN: 1430218711
Foundation Expression Blend 3 with Silverlight ISBN: 1430219505
Foundation Actionscript 3.0 Animation: Making Things Move! ISBN: 1590597915
Foundation Flash Cartoon Animation ISBN: 1590599128
Publisher: friends of ED | PDF | 80 mb
Link tải về :
The exciting game for the iPhone (Collection Part I)
iPhone Games Update July 2010 | 4.67 GB
Link tải về :
Wish you find for yourself more interesting game
9.14.2010
Diretor MX >> Donwload and Install
Cài đặt Director rất đơn giản, với các bạn chưa am hiểu nhiều chỉ cần nhấn Next là xong. Sau khi cài đặt chúng ta chạy Director, đến phần nhập Key, bạn chạy file "keygen.exe" để lấy key.
Việt Nam chúng ta toàn dùng phần mềm crack mà, Bill Gate nói rằng, cứ cho chúng ta crack sau khi chúng ta nghiện các phần mềm của họ, lúc đó họ sẽ tìm cách bắt chúng ta trả tiền để sử dụng phần mềm. hihi, nhưng Director MX ko phải do Bill Gate tạo ra.
Download
Trong file tải về bao gồm:
1. Bộ cài đặt Director MX
2. Hai cuốn sach PDF dạy học Director
3. Các Xtra mà mình đã sưu tập, Xtra chính là thư viện mở rộng các tính năng của Director. Chúng hữu ích rất nhiều đó. Cần học cách sử dụng nó, thường thì nó có Help giúp bạn sử dụng đấy.
Việt Nam chúng ta toàn dùng phần mềm crack mà, Bill Gate nói rằng, cứ cho chúng ta crack sau khi chúng ta nghiện các phần mềm của họ, lúc đó họ sẽ tìm cách bắt chúng ta trả tiền để sử dụng phần mềm. hihi, nhưng Director MX ko phải do Bill Gate tạo ra.
Download
Trong file tải về bao gồm:
1. Bộ cài đặt Director MX
2. Hai cuốn sach PDF dạy học Director
3. Các Xtra mà mình đã sưu tập, Xtra chính là thư viện mở rộng các tính năng của Director. Chúng hữu ích rất nhiều đó. Cần học cách sử dụng nó, thường thì nó có Help giúp bạn sử dụng đấy.
Download >> Using Director MX
This is a book specific instructions on how to use Director
Language: English
Pages: 500
Contents:
CHAPTER 1: Introduction
CHAPTER 2: Score, Stage, and Cast
CHAPTER 3: Sprites
CHAPTER 4: Animation
CHAPTER 5: Bitmaps
CHAPTER 6: Vector Shapes
CHAPTER 7: Color, Tempo, and Transitions
CHAPTER 8: Text
CHAPTER 9: Using Flash, Flash Components, and Other Interactive Media Types
CHAPTER 10: Sound and Synchronization
CHAPTER 11: Using Digital Video
CHAPTER 12: Behaviors
CHAPTER 13: Navigation and User Interaction
CHAPTER 14: 3D Basics
CHAPTER 15: The 3D Cast Member, 3D Text, and 3D Behaviors
CHAPTER 16: Working with Models and Model Resources
CHAPTER 17: Controlling the 3D World
CHAPTER 18: Movies in a Window
CHAPTER 19: Using the XML Parser Xtra
CHAPTER 20: Making Director Movies Accessible
CHAPTER 21: Managing Memory
CHAPTER 22: Managing and Testing Director Projects
CHAPTER 23: Packaging Movies for Distribution
CHAPTER 24: Using Shockwave Player
Download
Bờ Cát Trắng
Language: English
Pages: 500
Contents:
CHAPTER 1: Introduction
CHAPTER 2: Score, Stage, and Cast
CHAPTER 3: Sprites
CHAPTER 4: Animation
CHAPTER 5: Bitmaps
CHAPTER 6: Vector Shapes
CHAPTER 7: Color, Tempo, and Transitions
CHAPTER 8: Text
CHAPTER 9: Using Flash, Flash Components, and Other Interactive Media Types
CHAPTER 10: Sound and Synchronization
CHAPTER 11: Using Digital Video
CHAPTER 12: Behaviors
CHAPTER 13: Navigation and User Interaction
CHAPTER 14: 3D Basics
CHAPTER 15: The 3D Cast Member, 3D Text, and 3D Behaviors
CHAPTER 16: Working with Models and Model Resources
CHAPTER 17: Controlling the 3D World
CHAPTER 18: Movies in a Window
CHAPTER 19: Using the XML Parser Xtra
CHAPTER 20: Making Director Movies Accessible
CHAPTER 21: Managing Memory
CHAPTER 22: Managing and Testing Director Projects
CHAPTER 23: Packaging Movies for Distribution
CHAPTER 24: Using Shockwave Player
Download
Bờ Cát Trắng
3.23.2010
Book >> Dxstudio Script
Chào các bạn, tập tài liệu này mình đã sưu tập về cách viết code JavaScript trong DXStudio. Nó sẽ hướng dẫn bạn sử dụng các action trong qua trình điều khiển Object.
Link tải:
http://www.mediafire.com/?gom3jlm1yz1
Bờ Cát Trắng
Link tải:
http://www.mediafire.com/?gom3jlm1yz1
Bờ Cát Trắng
3.18.2010
Học viết ActionScript trên Flash CS4
Đây là cuốn sách giúp các bạn học cách lập trình các chương trình trên Flash CS4 một cách dễ dàng hơn
Nội dung cuốn sách có 6 phần, bao gồm:
PART ONE: BASICS
Chapter 1: How It All Began ................................................... 3
Chapter 2: The New Interface of Flash CS4 ................................... 19
Chapter 3: Drawing with Flash’s Vector Tools ................................ 51
Chapter 4: External Assets and Symbol Management ........................ 81
Chapter 5: Working with Blends, Filters, and 3D Transformations .......... 105
PART TWO: ANIMATION.................................................... 123
Chapter 6: Basic Animation in Flash ......................................... 125
Chapter 7: Playing with Dolls: Introducing Flash IK ......................... 159
PART THREE: ACTIONSCRIPT ............................................... 183
Chapter 8: The Programming Primer: A Flash Designer’s Intro to
ActionScript 3.0 .................................................. 185
Chapter 9: The Building Blocks of Interactivity.............................. y 223
Chapter 10: Learning the Display Model and Bringing It All Together....... r 243
Chapter 11: Managing External Assets and Communication................. 273
Chapter 12: XML: The Best Way In and Out of Flash ........................ 297
PART FOUR: ADDITIONAL USER IN R TERFACES .............................. 319
Chapter 13: Working with Text and Strings .................................. 321
Chapter 14: Using Components .............................................. 351
PART FIVE: ENHANCED MEDIA D A EVELOPMENT............................ 377
Chapter 15: Using the Adobe Media Encoder—A Crash Course ............. 379
Chapter 16: Working with Audio in Flash .................................... 403
Chapter 17: Working with Video in Flash .................................... 429
PART SIX: PREPARING YOUR P R ROJECT FOR D R EPLOYMENT................ 459
Chapter 18: Publishing, Exporting, and Debugging Your Flash Project ...... t 461
Chapter 19: Building AIR Applications with Flash CS4 ....................... 491
Link download :
http://www.4shared.com/file/244326895/fc92c213/The_Essential_Guide_to_Flash_C.html
Nội dung cuốn sách có 6 phần, bao gồm:
PART ONE: BASICS
Chapter 1: How It All Began ................................................... 3
Chapter 2: The New Interface of Flash CS4 ................................... 19
Chapter 3: Drawing with Flash’s Vector Tools ................................ 51
Chapter 4: External Assets and Symbol Management ........................ 81
Chapter 5: Working with Blends, Filters, and 3D Transformations .......... 105
PART TWO: ANIMATION.................................................... 123
Chapter 6: Basic Animation in Flash ......................................... 125
Chapter 7: Playing with Dolls: Introducing Flash IK ......................... 159
PART THREE: ACTIONSCRIPT ............................................... 183
Chapter 8: The Programming Primer: A Flash Designer’s Intro to
ActionScript 3.0 .................................................. 185
Chapter 9: The Building Blocks of Interactivity.............................. y 223
Chapter 10: Learning the Display Model and Bringing It All Together....... r 243
Chapter 11: Managing External Assets and Communication................. 273
Chapter 12: XML: The Best Way In and Out of Flash ........................ 297
PART FOUR: ADDITIONAL USER IN R TERFACES .............................. 319
Chapter 13: Working with Text and Strings .................................. 321
Chapter 14: Using Components .............................................. 351
PART FIVE: ENHANCED MEDIA D A EVELOPMENT............................ 377
Chapter 15: Using the Adobe Media Encoder—A Crash Course ............. 379
Chapter 16: Working with Audio in Flash .................................... 403
Chapter 17: Working with Video in Flash .................................... 429
PART SIX: PREPARING YOUR P R ROJECT FOR D R EPLOYMENT................ 459
Chapter 18: Publishing, Exporting, and Debugging Your Flash Project ...... t 461
Chapter 19: Building AIR Applications with Flash CS4 ....................... 491
Link download :
http://www.4shared.com/file/244326895/fc92c213/The_Essential_Guide_to_Flash_C.html
1.14.2010
Cuốn sách học Unity để bạn có thể viết vài chú game 3D rất hay
Nội dung cuốn sách có các phần như sau:
Preface 1
Chapter 1: Welcome to the Third Dimension 9
Getting to grips with 3D 9
Coordinates 9
Local space versus World space 10
Vectors 10
Cameras 10
Polygons, edges, vertices, and meshes 11
Materials, textures, and shaders 12
Rigid Body physics 12
Collision detection 13
Essential Unity concepts 14
The Unity way 14
Assets 15
Scenes 15
Game Objects 15
Components 15
Scripts 16
Prefabs 16
The interface 17
The Scene window and Hierarchy 18
The Inspector 18
The Project window 20
The Game window 20
Summary 21
Chapter 2: Environments 23
External modellers 23
Resources 24
Your frst Unity project 24
Using the terrain editor 26
Terrain menu features 26
Importing and exporting heightmaps 26
Set Heightmap resolution 27
Creating the lightmap 28
Mass Place Trees 28
Flatten Heightmap 29
Refresh Tree and Detail Prototypes 29
The terrain toolset 29
Terrain Script 29
Raise Height 30
Paint height 31
Smooth height 32
Paint Texture 33
Place Trees 34
Paint Details 35
Terrain Settings 35
Sun, Sea, Sand—creating the island 37
Take Me Home! Introducing models 57
Importing the model package 58
Common settings for models 59
Setting up the outpost model 61
Summary 63
Chapter 3: Player Characters 65
Working with the Inspector 66
Tags 66
Layers 68
Prefabs and the Inspector 68
Deconstructing the First Person Controller object 69
Parent-child issues 70
First Person Controller objects 70
Object 1: First Person Controller (parent) 72
Object 2: Graphics 76
Object 3: Main Camera 77
Scripting basics 81
Commands 81
Variables 82
Functions 84
If else statements 86
Globals and dot syntax 88
Comments 89
Further reading 89
The FPSWalker script 89
Launching the script 89
Deconstructing the script 91
Summary 97
Chapter 4: Interactions 99
Exploring collisions 100
Ray casting 101
The frame miss 102
Predictive collision detection 102
Adding the outpost 103
Positioning 104
Scaling 105
Colliders and tagging the door 106
Disabling automatic animation 109
Opening the outpost 110
Approach 1—Collision detection 110
Creating new assets 110
Scripting for character collision detection 111
Attaching the script 120
Approach 2—Ray casting 123
Disabling collision detection—using comments 124
Resetting the door collider 124
Adding the ray 125
Summary 126
Chapter 5: Prefabs, Collection, and HUD 127
Creating the battery prefab 128
Download, import, and place 128
Tagging the battery 129
Scale, collider, and rotation 129
Enlarging the battery 129
Adding a trigger collider 130
Creating a rotation effect 130
Saving as a prefab 131
Scattering batteries 131
Displaying the battery GUI 132
Creating the GUI Texture object 133
Positioning the GUI Texture 134
Scripting for GUI change 135
Battery collection with triggers 139
Restricting outpost access 141
Restricting access 142
Utilizing GetComponent() 143
Hints for the player 144
Battery GUI hint 144
GUI Text hint 144
Using fonts 148
Summary 150
Chapter 6: Instantiation and Rigid Bodies 151
Introducing instantiation 152
In concept 152
In code 152
Passing in an object 153
Position and rotation 153
Introducing rigid bodies 154
Forces 154
The Rigidbody component 154
Making the minigame 155
Creating the coconut prefab 156
Creating the textured coconut 156
Adding physics 158
Saving as a prefab 158
Creating the Launcher object 158
Scripting coconut throws 161
Checking for player input 162
Playing feedback sound 162
Instantiating the coconut 163
Naming instances 163
Assigning velocity 164
Safeguarding collisions 165
Script and variable assignment 166
Instantiate restriction and object tidying 167
Activating coconut throw 168
Removing coconuts 170
Adding the coconut shy platform 171
Import settings 171
Placement 173
Coconut detection script 174
Script assignment 176
Making more targets 178
Winning the game 178
Variable setup 178
Checking for a win 179
Script assignment 180
Incrementing and decrementing targets 180
Finishing touches 181
Adding the crosshair 181
Informing the player 182
Summary 184
Chapter 7: Particle Systems 185
What is a particle system? 185
Particle emitter 186
Particle Animator 187
Particle Renderer 187
In summary 188
Making the task 188
Asset download 189
Adding the log pile 189
Creating the fre particle systems 191
Making fre 191
Making smoke 196
Adding audio to the fre 199
Lighting the fre 199
Adding the matches 200
Creating the Matches GUI 200
Collecting the matches 200
Setting fre 202
Testing and confrming 204
Summary 205
Chapter 8: Menu Design 207
Interfaces and menus 208
Making the main menu 209
Creating the scene 209
Cancelling mip mapping 211
Adding titling 212
Creating the menu—approach 1 213
Adding the play button 214
GUI Texture button script 214
Assigning public member variables 216
Adding the instructions button 217
Adding the quit button 218
Using debug commands to check scripts 220
Creating the menu—approach 2 221
Disabling Game Objects 221
Writing an OnGUI() script for a simple menu 221
Fixed versus layout 221
Public member variables 222
The OnGUI() function 222
Flexible positioning for GUIs 222
Adding UnityGUI buttons 224
Opening scenes with custom functions 225
GUI skin settings 227
Decision time 230
Summary 231
Chapter 9: Finishing Touches 233
Volcano! 234
Positioning the particle system 234
Downloading assets 236
Making the smoke material 237
Particle system settings 237
Ellipsoid Particle Emitter settings 238
Particle Animator settings 238
Adding audio to the volcano 239
Volcano testing 240
Coconut trails 240
Editing the Prefab 240
Trail Renderer component 241
Updating the prefab 243
Performance tweaks 243
Camera Clip Planes and fog 244
Ambient lighting 245
Instructions scene 245
Adding screen text 245
Text Animation using Linear Interpolation (Lerp) 246
Menu return 249
Island level fade-in 252
UnityGUI texture rendering 254
Game win notifcation 255
Summary 256
Chapter 10: Building and Sharing 257
Build Settings 258
Web Player 259
Player Settings 259
Web Player Streamed 261
OS X Dashboard Widget 261
OS X/Windows Standalone 262
Building the game 263
Adapting for web build 263
Texture compression and debug stripping 266
Building standalone 266
Indie versus Pro 268
Building for the Web 269
Adapting web player builds 269
Quality Settings 270
Player Input settings 273
Sharing your work 275
Summary 276
Chapter 11: Testing and Further Study 277
Testing and fnalizing 278
Public testing 278
Frame rate feedback 279
Boosting performance 282
Approaches to learning 282
Cover as many bases as possible 282
If you don't know, just ask! 283
Summary 284
Index 285
Link cho các bạn download tham khảo đây:
http://www.4shared.com/file/196736621/8173a150/Packt_-_Unity_Game_Development.html
Preface 1
Chapter 1: Welcome to the Third Dimension 9
Getting to grips with 3D 9
Coordinates 9
Local space versus World space 10
Vectors 10
Cameras 10
Polygons, edges, vertices, and meshes 11
Materials, textures, and shaders 12
Rigid Body physics 12
Collision detection 13
Essential Unity concepts 14
The Unity way 14
Assets 15
Scenes 15
Game Objects 15
Components 15
Scripts 16
Prefabs 16
The interface 17
The Scene window and Hierarchy 18
The Inspector 18
The Project window 20
The Game window 20
Summary 21
Chapter 2: Environments 23
External modellers 23
Resources 24
Your frst Unity project 24
Using the terrain editor 26
Terrain menu features 26
Importing and exporting heightmaps 26
Set Heightmap resolution 27
Creating the lightmap 28
Mass Place Trees 28
Flatten Heightmap 29
Refresh Tree and Detail Prototypes 29
The terrain toolset 29
Terrain Script 29
Raise Height 30
Paint height 31
Smooth height 32
Paint Texture 33
Place Trees 34
Paint Details 35
Terrain Settings 35
Sun, Sea, Sand—creating the island 37
Take Me Home! Introducing models 57
Importing the model package 58
Common settings for models 59
Setting up the outpost model 61
Summary 63
Chapter 3: Player Characters 65
Working with the Inspector 66
Tags 66
Layers 68
Prefabs and the Inspector 68
Deconstructing the First Person Controller object 69
Parent-child issues 70
First Person Controller objects 70
Object 1: First Person Controller (parent) 72
Object 2: Graphics 76
Object 3: Main Camera 77
Scripting basics 81
Commands 81
Variables 82
Functions 84
If else statements 86
Globals and dot syntax 88
Comments 89
Further reading 89
The FPSWalker script 89
Launching the script 89
Deconstructing the script 91
Summary 97
Chapter 4: Interactions 99
Exploring collisions 100
Ray casting 101
The frame miss 102
Predictive collision detection 102
Adding the outpost 103
Positioning 104
Scaling 105
Colliders and tagging the door 106
Disabling automatic animation 109
Opening the outpost 110
Approach 1—Collision detection 110
Creating new assets 110
Scripting for character collision detection 111
Attaching the script 120
Approach 2—Ray casting 123
Disabling collision detection—using comments 124
Resetting the door collider 124
Adding the ray 125
Summary 126
Chapter 5: Prefabs, Collection, and HUD 127
Creating the battery prefab 128
Download, import, and place 128
Tagging the battery 129
Scale, collider, and rotation 129
Enlarging the battery 129
Adding a trigger collider 130
Creating a rotation effect 130
Saving as a prefab 131
Scattering batteries 131
Displaying the battery GUI 132
Creating the GUI Texture object 133
Positioning the GUI Texture 134
Scripting for GUI change 135
Battery collection with triggers 139
Restricting outpost access 141
Restricting access 142
Utilizing GetComponent() 143
Hints for the player 144
Battery GUI hint 144
GUI Text hint 144
Using fonts 148
Summary 150
Chapter 6: Instantiation and Rigid Bodies 151
Introducing instantiation 152
In concept 152
In code 152
Passing in an object 153
Position and rotation 153
Introducing rigid bodies 154
Forces 154
The Rigidbody component 154
Making the minigame 155
Creating the coconut prefab 156
Creating the textured coconut 156
Adding physics 158
Saving as a prefab 158
Creating the Launcher object 158
Scripting coconut throws 161
Checking for player input 162
Playing feedback sound 162
Instantiating the coconut 163
Naming instances 163
Assigning velocity 164
Safeguarding collisions 165
Script and variable assignment 166
Instantiate restriction and object tidying 167
Activating coconut throw 168
Removing coconuts 170
Adding the coconut shy platform 171
Import settings 171
Placement 173
Coconut detection script 174
Script assignment 176
Making more targets 178
Winning the game 178
Variable setup 178
Checking for a win 179
Script assignment 180
Incrementing and decrementing targets 180
Finishing touches 181
Adding the crosshair 181
Informing the player 182
Summary 184
Chapter 7: Particle Systems 185
What is a particle system? 185
Particle emitter 186
Particle Animator 187
Particle Renderer 187
In summary 188
Making the task 188
Asset download 189
Adding the log pile 189
Creating the fre particle systems 191
Making fre 191
Making smoke 196
Adding audio to the fre 199
Lighting the fre 199
Adding the matches 200
Creating the Matches GUI 200
Collecting the matches 200
Setting fre 202
Testing and confrming 204
Summary 205
Chapter 8: Menu Design 207
Interfaces and menus 208
Making the main menu 209
Creating the scene 209
Cancelling mip mapping 211
Adding titling 212
Creating the menu—approach 1 213
Adding the play button 214
GUI Texture button script 214
Assigning public member variables 216
Adding the instructions button 217
Adding the quit button 218
Using debug commands to check scripts 220
Creating the menu—approach 2 221
Disabling Game Objects 221
Writing an OnGUI() script for a simple menu 221
Fixed versus layout 221
Public member variables 222
The OnGUI() function 222
Flexible positioning for GUIs 222
Adding UnityGUI buttons 224
Opening scenes with custom functions 225
GUI skin settings 227
Decision time 230
Summary 231
Chapter 9: Finishing Touches 233
Volcano! 234
Positioning the particle system 234
Downloading assets 236
Making the smoke material 237
Particle system settings 237
Ellipsoid Particle Emitter settings 238
Particle Animator settings 238
Adding audio to the volcano 239
Volcano testing 240
Coconut trails 240
Editing the Prefab 240
Trail Renderer component 241
Updating the prefab 243
Performance tweaks 243
Camera Clip Planes and fog 244
Ambient lighting 245
Instructions scene 245
Adding screen text 245
Text Animation using Linear Interpolation (Lerp) 246
Menu return 249
Island level fade-in 252
UnityGUI texture rendering 254
Game win notifcation 255
Summary 256
Chapter 10: Building and Sharing 257
Build Settings 258
Web Player 259
Player Settings 259
Web Player Streamed 261
OS X Dashboard Widget 261
OS X/Windows Standalone 262
Building the game 263
Adapting for web build 263
Texture compression and debug stripping 266
Building standalone 266
Indie versus Pro 268
Building for the Web 269
Adapting web player builds 269
Quality Settings 270
Player Input settings 273
Sharing your work 275
Summary 276
Chapter 11: Testing and Further Study 277
Testing and fnalizing 278
Public testing 278
Frame rate feedback 279
Boosting performance 282
Approaches to learning 282
Cover as many bases as possible 282
If you don't know, just ask! 283
Summary 284
Index 285
Link cho các bạn download tham khảo đây:
http://www.4shared.com/file/196736621/8173a150/Packt_-_Unity_Game_Development.html
1.06.2010
Graphics Programming
Tên sách: Graphics.Programming
Tác giả: Jack Xu, Ph.D
Ngôn ngữ: English
Nội dung:
Chapter 1 Overview of WPF Programming
Chapter 2 WPF Graphics Basics in 2D
Chapter 3 2D Transformations
Chapter 4 Geometry and 2D Drawing
Chapter 5 Colors and Brushes
Chapter 6 Animation
Chapter 7 Physics and Games in WPF
Chapter 8 Charts in WPF
Chapter 9 3D Transformations
Chapter 10 WPF Graphics Basics in 3D
Chapter 11 Custom 3D Geometries
Chapter 12 Custom 3D Shapes
Chapter 13 3D Surfaces
Chapter 14 3D Model Manipulation
Cuốn sách này sẽ cung cấp cho tất cả các công cụ bạn cần để phát triển các ứng dụng đồ họa chuyên nghiệp bằng cách sử dụng Windows Presentation Foundation (WPF) và C # dựa vào khuôn khổ. NET. Nó sẽ hữu ích cho WPF và C # lập trình viên của tất cả các kỹ năng các cấp.
Đây giống như một cuôn cẩm nang cho bạn, nó cung cấp đủ mọi khía cạnh từ các kiến thức đồ họa cơ bản, đến chất liệu(material), hành động(animation),các tính năng cho game như thuộc tính vật lý, bản đồ, đối tượng 3D, bề mặt chất liệu của 3D...
Download:
http://www.mediafire.com/?1wewlw2w2tz
Chúc bạn thành công!
Bờ Cát Trắng
Tác giả: Jack Xu, Ph.D
Ngôn ngữ: English
Nội dung:
Chapter 1 Overview of WPF Programming
Chapter 2 WPF Graphics Basics in 2D
Chapter 3 2D Transformations
Chapter 4 Geometry and 2D Drawing
Chapter 5 Colors and Brushes
Chapter 6 Animation
Chapter 7 Physics and Games in WPF
Chapter 8 Charts in WPF
Chapter 9 3D Transformations
Chapter 10 WPF Graphics Basics in 3D
Chapter 11 Custom 3D Geometries
Chapter 12 Custom 3D Shapes
Chapter 13 3D Surfaces
Chapter 14 3D Model Manipulation
Cuốn sách này sẽ cung cấp cho tất cả các công cụ bạn cần để phát triển các ứng dụng đồ họa chuyên nghiệp bằng cách sử dụng Windows Presentation Foundation (WPF) và C # dựa vào khuôn khổ. NET. Nó sẽ hữu ích cho WPF và C # lập trình viên của tất cả các kỹ năng các cấp.
Đây giống như một cuôn cẩm nang cho bạn, nó cung cấp đủ mọi khía cạnh từ các kiến thức đồ họa cơ bản, đến chất liệu(material), hành động(animation),các tính năng cho game như thuộc tính vật lý, bản đồ, đối tượng 3D, bề mặt chất liệu của 3D...
Download:
http://www.mediafire.com/?1wewlw2w2tz
Chúc bạn thành công!
Bờ Cát Trắng
Sams Microsoft XNA
Tên sách: Sams.Microsoft.XNA.Unleashed.Jul.2007
Tác giả: Chad Carter
Ngôn ngữ: English
Nội Dung:
Part I Get Up and Running with XNA on Your PC and Xbox 360
1 Introducing XNA and XNA Game Studio Express
2 XNA and the Xbox 360
3 Performance Considerations
Part II Understanding XNA Basics
4 Creating 3D Objects
5 Input Devices and Cameras
Part III Content Pipeline
6 Loading and Texturing 3D Objects
7 Sound and Music
8 Extending the Content Pipeline
Part IV 2D in XNA
9 2D Basics
10 2D Effects
11 Creating a 2D Game
Part V High Level Shader Language
12 HLSL Basics
13 Advanced HLSL
Part VI Physics and Artificial Intelligence
14 Physics Basics
15 Finite State Machines and Game State Management
16 AI Algorithms
Part VII 3D Effects
17 Advanced Texturing Techniques
18 Special Effects
19 Particle System
Part VIII Putting It Into Practice
20 Creating a 3D Game
21 Improving the Game
22 Finishing Touches
Cuốn sách dày 542 trang này sẽ là cuốn cẩm nang cho bạn muốn học lập trình game trên XNA, bạn có thể tạo đối tượng 2D hay 3D cho mình, gán vật liệu cho nó, lập trình điểu khiển đối tương theo ý muốn.
Download:
http://www.mediafire.com/?nnz0ydnljzl
Bờ Cát Trắng
Tác giả: Chad Carter
Ngôn ngữ: English
Nội Dung:
Part I Get Up and Running with XNA on Your PC and Xbox 360
1 Introducing XNA and XNA Game Studio Express
2 XNA and the Xbox 360
3 Performance Considerations
Part II Understanding XNA Basics
4 Creating 3D Objects
5 Input Devices and Cameras
Part III Content Pipeline
6 Loading and Texturing 3D Objects
7 Sound and Music
8 Extending the Content Pipeline
Part IV 2D in XNA
9 2D Basics
10 2D Effects
11 Creating a 2D Game
Part V High Level Shader Language
12 HLSL Basics
13 Advanced HLSL
Part VI Physics and Artificial Intelligence
14 Physics Basics
15 Finite State Machines and Game State Management
16 AI Algorithms
Part VII 3D Effects
17 Advanced Texturing Techniques
18 Special Effects
19 Particle System
Part VIII Putting It Into Practice
20 Creating a 3D Game
21 Improving the Game
22 Finishing Touches
Cuốn sách dày 542 trang này sẽ là cuốn cẩm nang cho bạn muốn học lập trình game trên XNA, bạn có thể tạo đối tượng 2D hay 3D cho mình, gán vật liệu cho nó, lập trình điểu khiển đối tương theo ý muốn.
Download:
http://www.mediafire.com/?nnz0ydnljzl
Bờ Cát Trắng
Beginning.XNA.2.0.Game.Programming
Tên sách: Beginning.XNA.2.0.Game.Programming
Tác giả: Alexandre Lobao ....
Ngôn ngữ: Tiếng anh
Nội dung:
CHAPTER 1 Game Planning and Programming Basics
CHAPTER 2 2-D Graphics, Audio, and Input Basics
CHAPTER 3 Creating Your First 2-D Game
CHAPTER 4 Improving Your First 2-D Game
CHAPTER 5 Basics of Game Networking
CHAPTER 6 Rock Rain Live!
CHAPTER 7 3-D Game Programming Basics
CHAPTER 8 Rendering Pipeline, Shaders, and Effects
CHAPTER 9 Lights, Camera, Transformations!
CHAPTER 10 Generating a Terrain
CHAPTER 11 Skeletal Animation
CHAPTER 12 Creating a Third-Person Shooter Game
CHAPTER 13 Closing Words
XNA như bạn đã biết, nó là một công cụ lập trình game trên nền DirectX với công nghẹ của .Net, các bạn yêu thích C# hãy dùng công cụ này. Cuốn sách sẽ hướng dẫn bạn code từng đoạn để thao tác với các đối tượng trong game.Bocattrang đã làm theo và thấy công cụ này rất tốt nếu chúng ta có y định phát triển game có chiều sâu.
Download:
http://www.mediafire.com/?jjjz0gz302j
Tác giả: Alexandre Lobao ....
Ngôn ngữ: Tiếng anh
Nội dung:
CHAPTER 1 Game Planning and Programming Basics
CHAPTER 2 2-D Graphics, Audio, and Input Basics
CHAPTER 3 Creating Your First 2-D Game
CHAPTER 4 Improving Your First 2-D Game
CHAPTER 5 Basics of Game Networking
CHAPTER 6 Rock Rain Live!
CHAPTER 7 3-D Game Programming Basics
CHAPTER 8 Rendering Pipeline, Shaders, and Effects
CHAPTER 9 Lights, Camera, Transformations!
CHAPTER 10 Generating a Terrain
CHAPTER 11 Skeletal Animation
CHAPTER 12 Creating a Third-Person Shooter Game
CHAPTER 13 Closing Words
XNA như bạn đã biết, nó là một công cụ lập trình game trên nền DirectX với công nghẹ của .Net, các bạn yêu thích C# hãy dùng công cụ này. Cuốn sách sẽ hướng dẫn bạn code từng đoạn để thao tác với các đối tượng trong game.Bocattrang đã làm theo và thấy công cụ này rất tốt nếu chúng ta có y định phát triển game có chiều sâu.
Download:
http://www.mediafire.com/?jjjz0gz302j
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