C# Game Programming Cookbook for Unity 3D  book cover
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1st Edition

C# Game Programming Cookbook for Unity 3D





ISBN 9781466581401
Published June 24, 2014 by A K Peters/CRC Press
458 Pages - 16 B/W Illustrations

 
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Book Description

An Accessible, Modular Style of Game Building—Easily Start Making Games with Unity 3D

C# Game Programming Cookbook for Unity 3D presents a highly flexible core framework to create just about any type of game by plugging in different script components. Most scripts function within the game framework or in your own structures. The techniques and concepts discussed in the book give you a solid foundation in game development.

The first ten chapters set up the flexible, reusable framework based in C# and suitable for all game types. The book also explains scripting of generic, reusable, and common functionality.

The remainder of the text adds game-specific code to the framework to create four example games: a top-down arena shooter, a futuristic racing combat game, a tank arena deathmatch game, and a classic arcade-style vertical scrolling shoot ’em up. The games encompass artificial intelligence (path following, target chasing, and line-of-sight patrolling behaviors), game state control, wheel colliders, and weapon inventory management. The example files are available for download on the book’s CRC Press web page.

Reducing your recoding, repurposing, or adaptation time, this book provides script-based components that you can use to jump start your own projects. The book’s modular components can be mixed and matched to build various kinds of video games for the Unity game engine.

Table of Contents

Making Games the Modular Way
Important Programming Concepts

Building the Core Game Framework
Controllers and Managers
Building the Core Framework Scripts

Player Structure
Game-Specific Player Controller
Dealing with Input
Player Manager
User Data Manager

Recipes: Common Components
Introduction
The Timer Class
Spawn Scripts
Set Gravity
Pretend Friction—Friction Simulation to Prevent Slipping Around
Cameras
Input Scripts
Automatic Self-Destruction Script
Automatic Object Spinner
Scene Manager

Building Player Movement Controllers
Shoot ’Em Up Spaceship
Humanoid Character
Wheeled Vehicle

Weapon Systems
Building the Scripts

Recipe: Waypoints Manager
Waypoint System

Recipe: Sound Manager
The Sound Controller
The Music Player
Adding Sound to the Weapons

AI Manager
The AI State Control Script
The Base AI Control Script
Adding Weapon Control to the AI Controller

Menus and User Interface
The Main Menu
In-Game User Interface

Dish: Lazer Blast Survival
Main Menu Scene
Main Game Scene
Prefabs
Ingredients
Game Controller
Player Controller
Enemies
Wave Spawning and Control
Wave Properties
Weapons and Projectiles
User Interface

Dish: Metal Vehicle Doom
Main Menu Scene
Main Game Scene
Ingredients

Dish: Making the Game Tank Battle
Main Game Scene
Prefabs
Ingredients
Game Controller
Battle Controller
Global Battle Manager
Players
AI Chasing with SetAIChaseTargetBasedOnTag.cs

Dish: Making the Game Interstellar Paranoids
Main Menu
Game Scenes
Prefabs

Final Note

Index

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Featured Author Profiles

Author - Jeff  Murray
Author

Jeff Murray

Author, Game Developer, VR Dweller, PsychicParrot Games
Ottawa, Ontario, Canada

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