Unity 5 from Zero to Proficiency (Advanced): Create Multiplayer Games and Procedural Levels, and Boost Game Performances (Volume 4)
暫譯: Unity 5 從零到精通(進階):創建多人遊戲與程序生成關卡,提升遊戲性能(第4卷)
Patrick Felicia
- 出版商: CreateSpace Independ
- 出版日期: 2016-10-14
- 售價: $1,960
- 貴賓價: 9.5 折 $1,862
- 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
無法訂購
相關主題
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)
在本書中,這是系列的第四本書,您將學習如何創建一個簡單的網路遊戲,程序性地生成關卡,並優化遊戲的性能。本書可以作為獨立閱讀(您不需要閱讀系列中的前幾本書,雖然這可能會有所幫助),並專注於四個方面:程序性關卡創建、資料庫存取、多玩家網路遊戲,以及代碼和專案優化(即記憶體和速度)。本書的主要理念是幫助您在需要維護代碼或擴展遊戲時減少麻煩,並幫助您找到實際編寫遊戲的時間,通過解釋簡單有效的方法和最佳的編碼及組織實踐,使您能夠輕鬆創建更多的代碼(和遊戲),在更少的時間內以更少的壓力和更多的樂趣來完成。
每章的內容如下:
- 第一章解釋如何使用陣列、文本檔案、XML檔案或圖像來創建程序性關卡,並避免花費大量時間手動創建場景。
- 第二章解釋如何通過Unity讀取和寫入資料庫中的數據,以保存和更新用戶偏好。
- 第三章解釋如何創建一個簡單(但有趣)的網路坦克遊戲,該遊戲可以由兩名遠程玩家進行遊玩。
- 第四章解釋提高遊戲性能的高級技術,以及如何使您的代碼和專案易於維護。
- 第五章提供常見問題的答案。
本書包括:
- 逐步活動。
- 每章結尾的挑戰。
- 測驗。
- 每章的代碼解決方案。
- 可下載的備忘單(即快捷方式、最佳實踐等)。