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Autor(en): 
  • Harrison Ferrone
  • Learning C# by Developing Games with Unity - Seventh Edition: Get to grips with coding in C# and build simple 3D games in Unity 2023 from the ground u 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   i.d.R. innert 7-14 Tagen versandfertig
    Veröffentlichung:  November 2022  
    Genre:  EDV / Informatik 
     
    C# / c# programming / C# scripting
    ISBN:  9781837636877 
    EAN-Code: 
    9781837636877 
    Verlag:  Packt Publishing 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 235 mm / B 191 mm / D 26 mm 
    Gewicht:  863 gr 
    Seiten:  466 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    A new edition of the book is now available. Includes invitation to join the online Unity Game Development community to read the book alongside peers, Unity developers/C# programmers and Harrison Ferrone. Get With Your Book: PDF Copy, AI Assistant, and Next-Gen Reader Free Key Features: - Develop a strong foundation of programming concepts and the C# language - Become confident with Unity fundamentals and features in line with Unity 2023 - Build a playable game prototype in Unity-a working first-person shooter game prototype Book Description: It's the ability to write custom C# scripts for behaviors and game mechanics that really takes Unity the extra mile. That's where this book can help you as a new programmer! Harrison Ferrone, in this seventh edition of the bestselling series will take you through the building blocks of programming and the C# language from scratch while building a fun and playable game prototype in Unity. This book will teach you the fundamentals of OOPs, basic concepts of C#, and Unity engine with lots of code samples, exercises and tips to go beyond the book with your work. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing intelligent enemies and damage-dealing projectiles. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, collisions, and more with every passing chapter. Note: The screenshots in the book display the Unity editor in full-screen mode for a comprehensive view. Users can easily reference color versions of images by downloading them from the GitHub repository or the graphics bundle linked in the book. What You Will Learn: - Understanding programming fundamentals by breaking them down into their basic parts - Comprehensive explanations with sample codes of object-oriented programming and how it applies to C# - Follow simple steps and examples to create and implement C# scripts in Unity - Divide your code into pluggable building blocks using interfaces, abstract classes, and class extensions - Grasp the basics of a game design document and then move on to blocking out your level geometry, adding lighting and a simple object animation - Create basic game mechanics such as player controllers and shooting projectiles using C# - Become familiar with stacks, queues, exceptions, error handling, and other core C# concepts - Learn how to handle text, XML, and JSON data to save and load your game data Who this book is for: If you're a developer, programmer, hobbyist, or anyone who wants to get started with Unity and C# programming in a fun and engaging manner, this book is for you. You'll still be able to follow along if you don't have programming experience, but knowing the basics will help you get the most out of this book. Table of Contents - Getting to Know Your Environment - The Building Blocks of Programming - Diving into Variables, Types, and Methods - Control Flow and Collection Types - Working with Classes, Structs, and OOP - Getting Your Hands Dirty with Unity - Movement, Camera Controls, and Collisions - Scripting Game Mechanics - Basic AI and Enemy Behavior - Revisiting Types, Methods, and Classes (N.B. Please use the Read Sample option to see further chapters)

      



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