增强现实游戏开发(影印版 英文版)
出版时间:
2017-10
版次:
1
ISBN:
9787564173609
定价:
78.00
装帧:
平装
开本:
16开
纸张:
胶版纸
页数:
320页
字数:
411千字
正文语种:
英语
-
基于位置的增强现实(AR)游戏的鼎盛期已经来到了。该技术其实在几年前就已经出现,但直到《Pokemon Go》(口袋妖怪GO)这款具有变革意义的游戏的发布才催化了整个市场,激发出大量的需求。无论是新手还是老兵,现在正是将他们各自的好点子转化为AR移动游戏,迎合市场需求的好时机!
基于位置的AR游戏题材引入了一个全新的平台和技术挑战,这本《增强现实游戏开发(影印版 英文版)》可以帮助你简化这些难题并展示如何将你的游戏受众大化。
《增强现实游戏开发(影印版 英文版)》将带领你构建一个基于位置的AR游戏,在这个过程中会涉及到一些核心技术概念:GIS基础、移动设备GPS、绘图、Unity地图纹理、移动设备摄像头、Unity摄像头纹理、访问基于位置的服务以及其他一些Unity技巧。另外还会讨论未来创建多人版本游戏的时候需要哪些技术。最后将介绍一些调试技术,以备不时之需。 Micheal Lanham is a solutions architect with petro WEB and currently resides in Calgary, Alberta in Canada. In his current role he develops integrated GIS applications with advanced spatial search capabilities. He has worked as a professional and amateur game developer building deskt0p and mobile games for over 15 years. In 2007, Micheal was introduced to Unity 3D and has been an avid fan and developer ever since. Preface
Chapter 1: Getting Started
Real-world adventure games
Location-based
Augmented Reality
Adventure games
Introducing Foody GO
Source code
Getting into mobile development with Unity
Downloading and installing Unity
Setting up for Android development
Installing the Android SDK
Connecting to your Android device
Setting up for lOS development
Getting started with Unity
Creating the game project
Building and deploying the game
Building and deploying to Android
Building and deploying to iOS
Summary
Chapter 2: Mapping the Player's Location
GIS fundamentals
Mapping
GPS fundamentals
Google Maps
Adding a map
Creating the map tile
Laying the tiles
Understanding the code
Setting up services
Setting up CUDLR
Debugging with CUDLR
Setting up the GPS service
Summary
Chapter 3: Making the Avatar
Importing standard Unity assets
Adding a character
Switching the camera
Cross-platform input
Fixing the input
GPS location service
Map tile parameters
GPS simulation settings
Character GPS compass controller
Swapping out the character
Summary
Chapter 4: Spawning the Catch
Creating a new monster service
Understanding distance in mapping
GPS accuracy
Checking for monsters
Projecting coordinates to 3D world space
Adding monsters to the map
Tracking the monsters in the UI
Summary
Chapter 5: Catching the Prey in AR
Scene management
Introducing the Game Manager
Loading a scene
Updating touch input
Colliders and rigidbody physics
Building the AR Catch scene
Using the camera as our scene backdrop
Adding the catching ball
Throwing the ball
Checking for collisions
Particle effects for feedback
Catching the monster
Summary
Chapter 6: Storing the Catch
Inventory system
Saving the game state
Setting up services
Reviewing code
Monster CRUD operations
Updating the Catch scene
Creating the Inventory scene
Adding the menu buttons
Bringing the game together
Mobile development woes
Summary
Chapter 7: Creating the AR World
Getting back to the map
The Singleton
Introducing the Google Places API
Using JSON
Setting up the Google Places API service
Creating the markers
Optimizing the search
Summary
Chapter 8: Interacting with an AR World
The Places scene
Google Street View as a backdrop
Slideshow with the Google Places API photos
Adding UI interaction for selling
The game mechanics of selling
Updating the database
Connecting the pieces
Summary
Chapter 9: Finishing the Game
Outstanding development tasks
Missing development skills
Cleaning up assets
Releasing the game
Problems with location-based games
Location-based multiplayer game
Firebase as a multiplayer platform
Other location-based game ideas
The future of the genre
Summary
Chapter 10: Troubleshooting
Console window
Compiler errors and warnings
Debugging
Remote debugging
Advanced debugging
Logging
CUDLR
Unity Analytics
Issues and solutions by Chapter
Summary
Index
-
内容简介:
基于位置的增强现实(AR)游戏的鼎盛期已经来到了。该技术其实在几年前就已经出现,但直到《Pokemon Go》(口袋妖怪GO)这款具有变革意义的游戏的发布才催化了整个市场,激发出大量的需求。无论是新手还是老兵,现在正是将他们各自的好点子转化为AR移动游戏,迎合市场需求的好时机!
基于位置的AR游戏题材引入了一个全新的平台和技术挑战,这本《增强现实游戏开发(影印版 英文版)》可以帮助你简化这些难题并展示如何将你的游戏受众大化。
《增强现实游戏开发(影印版 英文版)》将带领你构建一个基于位置的AR游戏,在这个过程中会涉及到一些核心技术概念:GIS基础、移动设备GPS、绘图、Unity地图纹理、移动设备摄像头、Unity摄像头纹理、访问基于位置的服务以及其他一些Unity技巧。另外还会讨论未来创建多人版本游戏的时候需要哪些技术。最后将介绍一些调试技术,以备不时之需。
-
作者简介:
Micheal Lanham is a solutions architect with petro WEB and currently resides in Calgary, Alberta in Canada. In his current role he develops integrated GIS applications with advanced spatial search capabilities. He has worked as a professional and amateur game developer building deskt0p and mobile games for over 15 years. In 2007, Micheal was introduced to Unity 3D and has been an avid fan and developer ever since.
-
目录:
Preface
Chapter 1: Getting Started
Real-world adventure games
Location-based
Augmented Reality
Adventure games
Introducing Foody GO
Source code
Getting into mobile development with Unity
Downloading and installing Unity
Setting up for Android development
Installing the Android SDK
Connecting to your Android device
Setting up for lOS development
Getting started with Unity
Creating the game project
Building and deploying the game
Building and deploying to Android
Building and deploying to iOS
Summary
Chapter 2: Mapping the Player's Location
GIS fundamentals
Mapping
GPS fundamentals
Google Maps
Adding a map
Creating the map tile
Laying the tiles
Understanding the code
Setting up services
Setting up CUDLR
Debugging with CUDLR
Setting up the GPS service
Summary
Chapter 3: Making the Avatar
Importing standard Unity assets
Adding a character
Switching the camera
Cross-platform input
Fixing the input
GPS location service
Map tile parameters
GPS simulation settings
Character GPS compass controller
Swapping out the character
Summary
Chapter 4: Spawning the Catch
Creating a new monster service
Understanding distance in mapping
GPS accuracy
Checking for monsters
Projecting coordinates to 3D world space
Adding monsters to the map
Tracking the monsters in the UI
Summary
Chapter 5: Catching the Prey in AR
Scene management
Introducing the Game Manager
Loading a scene
Updating touch input
Colliders and rigidbody physics
Building the AR Catch scene
Using the camera as our scene backdrop
Adding the catching ball
Throwing the ball
Checking for collisions
Particle effects for feedback
Catching the monster
Summary
Chapter 6: Storing the Catch
Inventory system
Saving the game state
Setting up services
Reviewing code
Monster CRUD operations
Updating the Catch scene
Creating the Inventory scene
Adding the menu buttons
Bringing the game together
Mobile development woes
Summary
Chapter 7: Creating the AR World
Getting back to the map
The Singleton
Introducing the Google Places API
Using JSON
Setting up the Google Places API service
Creating the markers
Optimizing the search
Summary
Chapter 8: Interacting with an AR World
The Places scene
Google Street View as a backdrop
Slideshow with the Google Places API photos
Adding UI interaction for selling
The game mechanics of selling
Updating the database
Connecting the pieces
Summary
Chapter 9: Finishing the Game
Outstanding development tasks
Missing development skills
Cleaning up assets
Releasing the game
Problems with location-based games
Location-based multiplayer game
Firebase as a multiplayer platform
Other location-based game ideas
The future of the genre
Summary
Chapter 10: Troubleshooting
Console window
Compiler errors and warnings
Debugging
Remote debugging
Advanced debugging
Logging
CUDLR
Unity Analytics
Issues and solutions by Chapter
Summary
Index
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