標(biāo)題: Titlebook: Learn Unity for 2D Game Development; Alan Thorn Book 2013 Alan Thorn 2013 [打印本頁(yè)] 作者: informed 時(shí)間: 2025-3-21 16:58
書目名稱Learn Unity for 2D Game Development影響因子(影響力)
書目名稱Learn Unity for 2D Game Development影響因子(影響力)學(xué)科排名
書目名稱Learn Unity for 2D Game Development網(wǎng)絡(luò)公開(kāi)度
書目名稱Learn Unity for 2D Game Development網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書目名稱Learn Unity for 2D Game Development被引頻次
書目名稱Learn Unity for 2D Game Development被引頻次學(xué)科排名
書目名稱Learn Unity for 2D Game Development年度引用
書目名稱Learn Unity for 2D Game Development年度引用學(xué)科排名
書目名稱Learn Unity for 2D Game Development讀者反饋
書目名稱Learn Unity for 2D Game Development讀者反饋學(xué)科排名
作者: choroid 時(shí)間: 2025-3-21 20:45 作者: Semblance 時(shí)間: 2025-3-22 04:03 作者: 赦免 時(shí)間: 2025-3-22 07:07 作者: 路標(biāo) 時(shí)間: 2025-3-22 11:07
Alan Thornrds have been spoken in the world of radiation therapy when it comes to cancer, and the paradigm of improving the imaging techniques as the means of narrowing down the target that needs to be irradiated in order to reliably cure cancer has been the moving force behind the invention of the adaptive t作者: 乞討 時(shí)間: 2025-3-22 15:29
Alan Thornng information. The use of functional/metabolic imaging provides us much more than a tool to delineate better the boundary of a tumor target. Together with anatomical CT or MRI images, functional imaging affords valuable 3D structural plus 1D metabolic data for both tumor and sensitive structures, v作者: 執(zhí) 時(shí)間: 2025-3-22 20:57 作者: 激怒某人 時(shí)間: 2025-3-22 22:35 作者: 開(kāi)頭 時(shí)間: 2025-3-23 02:56
Alan Thornattitude’ to IMRT is untenable. Instead, focused QA procedures that test the vulnerable links, are needed in the triad of routine patient-specific QA, periodic equipment QA and thorough class-solution QA. The physics team is encouraged to aim at a balance between the triad using the conceptual appro作者: colloquial 時(shí)間: 2025-3-23 06:39 作者: 范圍廣 時(shí)間: 2025-3-23 12:06 作者: 勤勞 時(shí)間: 2025-3-23 16:10
Alan Thornattitude’ to IMRT is untenable. Instead, focused QA procedures that test the vulnerable links, are needed in the triad of routine patient-specific QA, periodic equipment QA and thorough class-solution QA. The physics team is encouraged to aim at a balance between the triad using the conceptual appro作者: SOBER 時(shí)間: 2025-3-23 18:48
Alan Thornattitude’ to IMRT is untenable. Instead, focused QA procedures that test the vulnerable links, are needed in the triad of routine patient-specific QA, periodic equipment QA and thorough class-solution QA. The physics team is encouraged to aim at a balance between the triad using the conceptual appro作者: 不可救藥 時(shí)間: 2025-3-24 00:18 作者: itinerary 時(shí)間: 2025-3-24 05:52 作者: 流出 時(shí)間: 2025-3-24 10:25
Unity Basics for 2D Games,rojections, but also on the practical workflow that can be followed in Unity for creating 2D games. I use the term 2D game (two-dimensional game) to mean any game that principally relies on only 2D coordinates. Famous 2D games include Tetris, Super Mario Brothers, Angry Birds, and many more.作者: arboretum 時(shí)間: 2025-3-24 11:04 作者: 壓碎 時(shí)間: 2025-3-24 16:30
Quick 2D Workflow,one featuring a player-controlled spaceship at the bottom of the screen (see Figure .). In this game, the player can move horizontally, left and right, and must shoot invading aliens at the top of the window. The purpose of this exercise is not to show you how to make space-invader style games (thou作者: 發(fā)怨言 時(shí)間: 2025-3-24 22:16
Customizing the Editor with Editor Classes,ss foresaw a range of problems or limitations that could arise when creating more complex 2D games- such as a top-down RPG game. These problems arise largely because we’re using a 3D engine and toolset to make 2D games. We were left with the following questions: How can I position game objects in th作者: 路標(biāo) 時(shí)間: 2025-3-25 00:20
Procedural Geometry and Textured Quads,, and others, have all used sprites and tiles. Some games use them in a conventional and obvious way while some less so. But the very fact that jargon terms exist for these two concepts is testament to their prevalence in games. The sprite is to 2D games what a mesh is to 3D games; and tilesets find作者: 容易懂得 時(shí)間: 2025-3-25 04:14
Generating Atlas Textures, And what does creating one achieve? To answer the first question, imagine this: you’ve created lots of different sprite images for your 2D game (all at different pixel dimensions)—one file for the player, one for each enemy, and one for each prop and power-up. That’s probably a lot of files! Then, 作者: 懶惰民族 時(shí)間: 2025-3-25 10:39
UVs and Animation,xture. Atlas Textures help us improve the performance of our 2D games. In generating the atlas, we also saved meta-data. This included all filenames of textures inside the atlas, and their UV positions within the atlas. In closing that chapter, we tested the add-on functionality by assigning an Atla作者: 幻影 時(shí)間: 2025-3-25 12:34 作者: 寬大 時(shí)間: 2025-3-25 17:28
Input for 2D Games,ame, whether 2D or not. Without input, a game cannot be interactive. For most 2D games, we need to read input that maps directly to 2D space, in terms of pixel positions. However, because Unity is a 3D engine and our objects exist in three-dimensional space, we‘ll also need to convert screen space p作者: 受人支配 時(shí)間: 2025-3-25 22:45
Getting Started with a 2D Game,s, UV mapping, orthographic cameras, and 2D input. The preceding chapters focused on each of these issues in isolation, one at a time, and examined their implementation details and specifics. This chapter, and the one that follows, puts these ideas into practice in the form of a 2D game project. Spe作者: SEED 時(shí)間: 2025-3-26 03:32 作者: 錯(cuò) 時(shí)間: 2025-3-26 04:17
Optimization,n Unity to help them run well (or better) across different devices and hardware, including mobile devices. These techniques are presented in a list throughout this chapter, with sub-headings to organize them. They are presented in no particular order (least of all in order of importance), and some o作者: 用不完 時(shí)間: 2025-3-26 09:37
Wrapping Things Up,he techniques I‘ve demonstrated here work both with Unity Free and Unity Pro. Of course, what‘s been presented in this book, however, should not be seen as the end of the line for 2D game development. It should be seen less as an ending point and more as a starting point. No book, no matter how larg作者: Nausea 時(shí)間: 2025-3-26 13:47
Quick 2D Workflow,l across all types of devices, especially mobiles. Once we concretely identify these challenges and issues, we’ll proceed to tackle them one by one throughout subsequent chapters. So now, follow along with me as we create our first 2D game.作者: PRO 時(shí)間: 2025-3-26 16:59 作者: Devastate 時(shí)間: 2025-3-26 21:47
Wrapping Things Up,rk-flow, you‘re now in a position of greater power and independence. This is because, whatever kind of 2D game you want to make and whatever kind of challenges it throws at you, you now know the fundamentals of how to draw, process and handle 2D graphics with Unity in a way that‘s optimal.作者: 隨意 時(shí)間: 2025-3-27 01:40 作者: 騷擾 時(shí)間: 2025-3-27 06:49 作者: Herbivorous 時(shí)間: 2025-3-27 09:36 作者: 南極 時(shí)間: 2025-3-27 17:35
Alan Thornt volume delineation depends mainly on the performed segmentation technique, in which we distinguish manual, semi-automatic or automatic segmentation methods. Manual segmentation has the largest interobserver variability and automatic segmentation can be optimised by consensus algorithms. Despite pr作者: Trochlea 時(shí)間: 2025-3-27 19:06
Alan Thornr as a limited treated volume in the context of partial prostate BT..Besides imaging as a tool for assessment of tumor and organs, imaging is also needed to reconstruct the applicators inserted for BT. The accuracy of this reconstruction has an impact on the accuracy of the dosimetry. In certain cas作者: Choreography 時(shí)間: 2025-3-27 23:26 作者: 微粒 時(shí)間: 2025-3-28 02:24
Alan Thornn portals to accommodate any changes in treatment volume, new methods of dose optimization and medical decision-making must be developed to take full advantage of the metabolic information and IMRT. How to achieve biologically conformal doses, instead of the geometrically conformal dose distribution作者: PAEAN 時(shí)間: 2025-3-28 08:30
Alan Thornd delivery processes..One might expect that new dedicated delivery technologies like tomotherapy and image guided robotic IMRT have the potential of shortening the loop of planning and delivery, and hence will allow the QA activities to be condensed and further streamlined. In the mean time, QA of t作者: 音樂(lè)學(xué)者 時(shí)間: 2025-3-28 13:55
Alan Thornd delivery processes..One might expect that new dedicated delivery technologies like tomotherapy and image guided robotic IMRT have the potential of shortening the loop of planning and delivery, and hence will allow the QA activities to be condensed and further streamlined. In the mean time, QA of t作者: Baffle 時(shí)間: 2025-3-28 17:36 作者: AWL 時(shí)間: 2025-3-28 21:58
Alan Thornd delivery processes..One might expect that new dedicated delivery technologies like tomotherapy and image guided robotic IMRT have the potential of shortening the loop of planning and delivery, and hence will allow the QA activities to be condensed and further streamlined. In the mean time, QA of t作者: 傷心 時(shí)間: 2025-3-29 00:12
Alan Thornn portals to accommodate any changes in treatment volume, new methods of dose optimization and medical decision-making must be developed to take full advantage of the metabolic information and IMRT. How to achieve biologically conformal doses, instead of the geometrically conformal dose distribution作者: VEN 時(shí)間: 2025-3-29 03:15
Alan Thornd delivery processes..One might expect that new dedicated delivery technologies like tomotherapy and image guided robotic IMRT have the potential of shortening the loop of planning and delivery, and hence will allow the QA activities to be condensed and further streamlined. In the mean time, QA of t作者: SKIFF 時(shí)間: 2025-3-29 10:51
Alan Thornd delivery processes..One might expect that new dedicated delivery technologies like tomotherapy and image guided robotic IMRT have the potential of shortening the loop of planning and delivery, and hence will allow the QA activities to be condensed and further streamlined. In the mean time, QA of t作者: ALOFT 時(shí)間: 2025-3-29 11:54 作者: 不出名 時(shí)間: 2025-3-29 19:18
n portals to accommodate any changes in treatment volume, new methods of dose optimization and medical decision-making must be developed to take full advantage of the metabolic information and IMRT. How to achieve biologically conformal doses, instead of the geometrically conformal dose distribution作者: 發(fā)生 時(shí)間: 2025-3-29 20:55
Input for 2D Games,ositions to world space positions. For this chapter, I‘ll be working from a premade, basic 2D project, which is included in the book companion files (in .; however, you can work along with your own projects instead, if you want to. Some points covered in this chapter include:作者: 圓錐體 時(shí)間: 2025-3-30 01:55 作者: 被告 時(shí)間: 2025-3-30 05:30 作者: ACRID 時(shí)間: 2025-3-30 10:51 作者: Engulf 時(shí)間: 2025-3-30 13:19
Generating Atlas Textures,Texture the manual way. Now why is an Atlas Texture useful? Essentially, they offer us several benefits when we use them in Unity for our objects, as opposed to using many different textures. These benefits are listed here:作者: 沉思的魚 時(shí)間: 2025-3-30 19:31
Cameras and Pixel Perfection,ent missing in our 2D formula. Sure, we . create quads and atlas textures, . all the quads we create are shown using a standard Unity camera in a perspective view. This means all our 2D elements are subject to the standard “l(fā)aws of perspective.” See Figure .. The implications of this are considered more fully in the list that follows.