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標題: Titlebook: Developing 2D Games with Unity; Independent Game Pro Jared Halpern Book 2019 Jared Halpern 2019 Unity.2D.game programming.development.indie [打印本頁]

作者: PED    時間: 2025-3-21 18:36
書目名稱Developing 2D Games with Unity影響因子(影響力)




書目名稱Developing 2D Games with Unity影響因子(影響力)學科排名




書目名稱Developing 2D Games with Unity網(wǎng)絡公開度




書目名稱Developing 2D Games with Unity網(wǎng)絡公開度學科排名




書目名稱Developing 2D Games with Unity被引頻次




書目名稱Developing 2D Games with Unity被引頻次學科排名




書目名稱Developing 2D Games with Unity年度引用




書目名稱Developing 2D Games with Unity年度引用學科排名




書目名稱Developing 2D Games with Unity讀者反饋




書目名稱Developing 2D Games with Unity讀者反饋學科排名





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Introduction to Unity,re. Not all of this material will be immediately relevant to your everyday work in Unity, and you’ll probably have to refer back to this chapter a few times in the future anyway, so don’t try to commit it all to memory on the first go.
作者: Interlocking    時間: 2025-3-22 20:16
Foundations,and write the code that will comprise our game. We’ll talk about software design patterns used in Unity, along with some higher-level principles in Computer Science and how they’re relevant to making games. You’ll also learn how to control the player on-screen and play the player animations.
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Ralph C. Bryant,John Driffill,Richard Portesand write the code that will comprise our game. We’ll talk about software design patterns used in Unity, along with some higher-level principles in Computer Science and how they’re relevant to making games. You’ll also learn how to control the player on-screen and play the player animations.
作者: 制定    時間: 2025-3-23 09:22
Protectionism and the Debt Crisis inhabit. Two-dimensional (2D) worlds are often created by placing a series of tiles together to paint a background, then placing other tiles on top of that background to create the illusion of depth. These tiles are really just sprites that have been segmented or “sliced” into convenient dimensions
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Michael Lubatkin,Roland Calori,Philippe Veryning the game logic, such as spawning the player when she dies. We’ll also build a Camera Manager to ensure the camera is always set up properly. We’ll be getting deeper into Unity and learning how to do things programmatically instead of relying on the Unity Editor. Doing things programmatically ca
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Global versus Non-Global Communicationsficial intelligence component with chasing behavior. Our courageous Player also will finally receive her weapon of choice: a slingshot, to defend herself with. You’ll learn a widely used optimization technique in game programming called Object Pooling, as well as put some of that high-school math to
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Gerald Holtham,Andrew Hughes HallettThis chapter is a big one. We’ll tie everything we’ve learned so far together to build a health bar to track the players’ hit-points. Besides leveraging Game Objects, Scriptable Objects, and Prefabs, we’ll learn about some new Unity component types, such as the Canvas and UI Elements.
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Michael Lubatkin,Roland Calori,Philippe Veryn make your game architecture more flexible and save you time in the long run. Throughout this chapter, you’ll also learn some useful features of C# and the Unity Editor that will make your life easier and your code cleaner.
作者: 驚惶    時間: 2025-3-25 10:20
vision to life.Take control of the driving force behind the.Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you‘ll learn best pra
作者: JEER    時間: 2025-3-25 14:46
Francesco Giavazzi,Alberto Giovannini the player can pick up, including coins and power-ups, and learn how to specify which object collisions our game logic cares about and which it doesn’t. We’ll review an important Unity-specific tool called Scriptable Objects, as well as cover techniques for leveraging them to build a clean, scalable game architecture.
作者: Humble    時間: 2025-3-25 15:48
Book 2019on detection, and state management. In addition to the fundamentals, you‘ll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game.. .While many books focus on 3D game creation with Unity, the easiest
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Characters, Coroutines, and Spawn Points,n make your game architecture more flexible and save you time in the long run. Throughout this chapter, you’ll also learn some useful features of C# and the Unity Editor that will make your life easier and your code cleaner.
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World Building,rds flying overhead, or even mountains in the distance. We’re going to learn how to do many of these things in this chapter. You’ll even get to create your own custom Tilemaps for our RPG game. You’ll also learn how the Unity Camera works, and how to create behavior to follow the player as she walks around the level.
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Foundations,and write the code that will comprise our game. We’ll talk about software design patterns used in Unity, along with some higher-level principles in Computer Science and how they’re relevant to making games. You’ll also learn how to control the player on-screen and play the player animations.
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Duality and triple structures,We then show that the relationship between a double vector bundle and its two duals can be understood simply in terms of an associated cotangent triple vector bundle structure. In particular, we show that the dihedral group of the triangle acts on this triple via forms of the isomorphisms ., introdu
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Book 2000ancer, have cast a shadow on the wisdom of the laparoscopic approach in the surgical man- agement in patients with cancer. Those reports of port-site deposits, some 90 cases reported in the literature up to 1999, have opened a ‘can of worms‘ and highlighted the scarcity of our knowledge on cancer ce
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Fundamental Principles of Thermoplasmonics,nd the completeness of the matching and the weaving processes in terms of the semantics and the algorithms provided in this paper. Finally, we demonstrate the viability and the relevance of our propositions using a case study.
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Theo De Bruijn,Arnold Tukkerurse in Statistics for Signal Analysis. may be used by junior/senior undergraduates or graduate students in electrical, systems, computer, and biomedical engineering, as well as the physical sciences. The work is also an excellent resource of educational and training material for scientists and engi
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Tony Kendle,Jane Stoneham experimental studies of autosolitons and self- organization in various physical systems: semiconductor and gas plasma, heated gas mixture, semiconductor struct978-90-481-4394-8978-94-017-0825-8Series ISSN 0168-1222 Series E-ISSN 2365-6425
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Jisun An,Hassan Aldarbesti,Haewoon Kwakmatisch-physikalischen Abbilds des realen Systems verbunden. Insbesondere die Qualit?t der Rekonstruktion von Streckenzust?nden für den meist notwendigen Beobachterentwurf h?ngt direkt von den Modelleigenschaften ab (vgl. Abschnitt 6). Bei der Suche nach brauchbaren Ersatzmodellen für das reale Obje




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