Learning Unity Game Development Example (13 results)

- Softcover
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paperback. Condition: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority.

- Softcover
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- Softcover
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- Softcover
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- Softcover
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- Softcover
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- Softcover
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- Softcover
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Published by Packt Publishing 2014
- Softcover
- First Edition
Seller: Denton Island Books, Newhaven, United KingdomDenton Island Books
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Add to basketSoftcover. Condition: Very Good. First Edition. Clean and bright, doesn't really look to have been used. The book is arranged as 5 extended examples of games parleyed in Unity 2d. But first the book prepares by quickly discussing the basics in the introductory chapters. These include the topics of setting scenes, adding characte…rs and code control. At first, I mistook the latter for version control, which is certainly needed for large programming projects! But the code control chapter discusses in broad terms the different types of programming languages, from machine language to assembler to any level of higher languages. More to the point, since the book is about Unity, you find that you can write in 3 languages - C#, UnityScript and Boo. Not bad! This enhances the opportunity for Unity to spread its adoption.Of these languages, C# is perhaps the one with the most expressiveness. It is equivalent to C++ or java. So if you are from those languages, probably pick C#. As a pragmatic point, it can offer the best performance, and could have the largest networking libraries.While the choice of UnityScript may be made by those better versed in javascript. The former derives stylistically from the latter.The text mentions Boo mostly for completeness, and just to remark that it is in the style of Python.The game example chapters are each concise. Deliberately, the examples are where you can rapidly understand and try. Got to say that for those readers who hail from spending too much time in video arcades, look at the chapter on classic arcade if you want to recreate something from your misspent past.One game example just starts into the vast arena of a physics engine. Showing how to incorporate realistic effects that let the player take advantage of his pre-existing intuition. I should add that you are not required in this chapter to actually know introductory physics kinematics. But the more you do know, the greater the ability later to customise any physics engine you might use. (reader review) 244 pages. Quantity Available: 1. Category: Games & Gaming; ISBN/EAN: 9781783559046. Inventory No: dscf8240.

- Softcover
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- Softcover
- Print on Demand
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PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

- Softcover
- Print on Demand
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PAP. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

- Softcover
- Print on Demand
Seller: THE SAINT BOOKSTORE, Southport, United KingdomTHE SAINT BOOKSTORE
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Paperback / softback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.