Unity 5 from Zero to Proficiency (Advanced): Create Multiplayer Games and Procedural Levels, and Boost Game Performances (Volume 4)
Patrick Felicia
- 出版商: CreateSpace Independ
- 出版日期: 2016-10-14
- 售價: $1,940
- 貴賓價: 9.5 折 $1,843
- 語言: 英文
- 頁數: 244
- 裝訂: Paperback
- ISBN: 1539527999
- ISBN-13: 9781539527992
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相關分類:
遊戲引擎 Game-engine
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商品描述
In this book, the fourth book in the series, you will learn to create a simple network game, generate levels procedurally, and optimize the performance of your game. This book can be read as a standalone (you don't need to have read the previous books in the series, although it may help) and focuses on four aspects: procedural level creation, database access, multi-player networked games, and code and project optimization (i.e., memory and speed).The main idea behind this book is to save you some headaches when you need to maintain your code or expand your game, and to help you to find the time to actually code your game, by explaining simple and effective ways and best coding and organizational practices that you can use easily to create more code (and games) in less time with less stress and more fun. The content of each chapter is as follows:
- Chapter 1 explains how you can create procedural levels, using arrays, text files, XML files, or images, and avoid spending a lot of time creating your scene manually.
- Chapter 2 explains how you can read and write data from/to a database through Unity to save and update user preferences.
- Chapter 3 explains how to create a simple (but fun) network tank game that can be played by two remote players.
- Chapter 4 explains advanced techniques to boost the performance of your game, and to make your code and project easily maintainable.
- Chapter 5 provides answers to frequently-asked questions.
- Step-by-step activities.
- Challenges at the end of each chapter.
- Quizzes.
- Code solutions for each chapter.
- Cheat-sheets (i.e., shortcuts, best practice, etc.) that you can download.
商品描述(中文翻譯)
在這本書中,這是系列中的第四本書,你將學習創建一個簡單的網絡遊戲,以程序生成關卡,並優化遊戲的性能。這本書可以獨立閱讀(你不需要讀過系列中的前幾本書,但這可能有所幫助),並專注於四個方面:程序生成關卡、數據庫訪問、多人網絡遊戲以及代碼和項目優化(即內存和速度)。本書的主要目的是在你需要維護代碼或擴展遊戲時,幫助你減少一些麻煩,並幫助你找到時間實際編寫遊戲,通過解釋簡單而有效的方法和最佳編碼和組織實踐,讓你能夠在更少的時間內以更少的壓力和更多的樂趣創建更多的代碼(和遊戲)。每個章節的內容如下:
- 第1章解釋了如何使用數組、文本文件、XML文件或圖像創建程序生成的關卡,並避免花費大量時間手動創建場景。
- 第2章解釋了如何通過Unity從/到數據庫讀取和寫入數據,以保存和更新用戶首選項。
- 第3章解釋了如何創建一個簡單(但有趣)的網絡坦克遊戲,可以由兩個遠程玩家進行遊玩。
- 第4章解釋了提高遊戲性能的高級技術,以及使代碼和項目易於維護的方法。
- 第5章提供了常見問題的答案。
- 逐步活動。
- 每章末尾的挑戰。
- 測驗。
- 每章的代碼解決方案。
- 可下載的速查表(即快捷方式、最佳實踐等)。