Selasa, 25 Januari 2011

[R545.Ebook] Download Learning C# by Developing Games with Unity 5.x - Second Edition, by Greg Lukosek

Download Learning C# by Developing Games with Unity 5.x - Second Edition, by Greg Lukosek

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Learning C# by Developing Games with Unity 5.x - Second Edition, by Greg Lukosek

Learning C# by Developing Games with Unity 5.x - Second Edition, by Greg Lukosek



Learning C# by Developing Games with Unity 5.x - Second Edition, by Greg Lukosek

Download Learning C# by Developing Games with Unity 5.x - Second Edition, by Greg Lukosek

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Learning C# by Developing Games with Unity 5.x - Second Edition, by Greg Lukosek

Develop your first interactive 2D platformer game by learning the fundamentals of C#

About This Book
  • Get to grips with the fundamentals of scripting in C# with Unity
  • Create an awesome, 2D platformer game from scratch using the principles of object-oriented programming and coding in C#
  • This is a step-by-step guide to learn the fundamentals of C# scripting to develop GameObjects and master the basics of the new UI system in Unity
Who This Book Is For

The book is targeted at beginner level Unity developers with no programming experience. If you are a Unity developer and you wish to learn how to write C# scripts and code by creating games, then this book is for you.

What You Will Learn
  • Understand the fundamentals of variables, methods, and code syntax in C#
  • Get to know about techniques to turn your game idea into working project
  • Use loops and collections efficiently in Unity to reduce the amount of code
  • Develop a game using the object-oriented programming principles
  • Generate infinite levels for your game
  • Create and code a good-looking functional UI system for your game
  • Publish and share your game with users
In Detail

Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, released in March 2015, and adds a real-time global illumination to the games, and its powerful new features help to improve a game's efficiency.

This book will get you started with programming behaviors in C# so you can create 2D games in Unity. You will begin by installing Unity and learning about its features, followed by creating a C# script. We will then deal with topics such as unity scripting for you to understand how codes work so you can create and use C# variables and methods. Moving forward, you will find out how to create, store, and retrieve data from collection of objects.

You will also develop an understanding of loops and their use, and you'll perform object-oriented programming. This will help you to turn your idea into a ready-to-code project and set up a Unity project for production. Finally, you will discover how to create the GameManager class to manage the game play loop, generate game levels, and develop a simple UI for the game.

By the end of this book, you will have mastered the art of applying C# in Unity.

Style and approach

This is a step-by-step guide to developing a game from scratch by applying the fundamentals of C# and Unity scripting.

  • Sales Rank: #333213 in Books
  • Published on: 2016-03-31
  • Released on: 2016-03-31
  • Original language: English
  • Dimensions: 9.25" h x .52" w x 7.50" l, .89 pounds
  • Binding: Paperback
  • 230 pages

About the Author

Greg Lukosek

Greg Lukosek was born and raised in the Upper Silesia region of Poland. When he was about 8 years old, his amazing parents bought him and his brother a Commodore C64. That was when his love of programming started. He would spend hours writing simple basic code, and when he couldn't write it on the computer directly, he used a notepad. Greg completed his mechanical engineering diploma at ZSTiO Meritum― Siemianowice Slaskie, Poland. He has learned all his programming skills through determination and hard work at home. Greg met the love of his life, Kasia, in 2003, which changed his life forever. They both moved to London in search of adventure and decided to stay there. He started work as a 3D artist and drifted away from programming for some years. Deep inside, he still felt the urge to come back to game programming. During his career as a 3D artist, he discovered Unity and adopted it for an interactive visualizations project. At that very moment, he started programming again. His love for programming overcomes his love for 3D graphics. Greg ditched his 3D artist career and came back to writing code professionally. He is now doing what he really wanted to do since he was 8 years old―developing games. These days, Greg lives in a little town called Sandy in the UK with Kasia and their son, Adam.

Most helpful customer reviews

4 of 4 people found the following review helpful.
Not a programmer? Start with this book.
By Rob Mig
I have been trying to learn Unity for about 8 months. This is where I should have started 8 months ago. If you have no experience with coding then this is the book for you. 99% of Unity tutorials and books assume you are coming from a coding background and quickly tell you what code to write and don't bother to explain it. This is the first book that I have found that actually teaches you C# as it teaches you Unity. I really cannot recommend this book enough if you are coming to Unity from really any background other than computer science. I would pair this book with "Foundations of Programming: Fundamentals" by Simon Allardice on lynda and also Unity's tutorial "Roll-a-ball" for a complete beginners course.

2 of 2 people found the following review helpful.
Recommended for people who have coded a bit before, but never C# or on Unity.
By Jon
Very Instructional, helps you to easily learn the basics of C# on Unity.

10 of 15 people found the following review helpful.
Overpriced Mess
By Daniel Kauwe
This is an incredibly over-priced book at a cost of nearly fifty dollars, and it's also full of major omissions and other problems.

First, the book's layout is utterly ridiculous. Not only does every page have a one inch margin, inexplicably, often pages have an additional 1-2 inches of empty white-space, which means that 2 to 3 inches of page space are just wasted for pointless white-space. Furthermore, the headings are excessively large and also bounded with unnecessarily wide white-space. Finally, the main font size is oversized as if for seeing-impaired or remedial readers.

The idiotic layout issues continue. Most of the figures are useless screen-shots that over-explain interface matters that could be handled with simple text descriptions. Worse yet, many of the screenshots have massive amounts of empty space, wasting pages and pages of the book as much of the time, the screenshots fill an entire page.

To clarify, many screenshots show some specific interface detail, and many of those images, i.e. menu drop downs etc, are empty in the lower half. A sensible layout would have simply trimmed the screen-shots so as to make more efficient figures that can use page space better. This book, however, is not sensible, and I felt patronized and insulted by the constant barrage of useless screenshots taking up entire page after entire page.

If the book was priced significantly less, these things wouldn't bother me, but when the book is barely 200 pages, this sort of wastefulness infuriates me. I'm buying the book for informational purposes, not for a pretty layout that wastes page space and reduces value with huge amounts of empty filler. Compared to other C# and Unity 3D books that I've purchased, this book is a pure waste of money because of said problems. To be more specific, the book covers a very sparse amount of C# relative to many other C# tutorial books, worse, it provides only one actual game walk through that is rife with major omissions and errors.

The actual game tutorial is very basic, which isn't inherently a problem, but the fact that it omits certain critical bits of information makes the tutorial actually useless in terms of enabling the reader to make an actually functioning game.

The worst omission is the walk-through for collectibles. The author provides no guidance or instruction in terms of actually generating the collectibles within the game space constrained to the terrain/ground. This is a huge problem because the author presents an endless running game that uses an uneven game surface (gaps/holes and floating chunks of ground that the player can avoid or reach by jumping). Over the course of the game, players see how many coins they can collect as they run through the level.

I imagine that one needs fairly sophisticated code to generate the collectibles according to available and accessible surfaces. Afterall, it would make no sense to generate coins in a gap/hole as the player would fall and die (as in Super Mario Brothers), likewise, it would be stupid to generate coins in the air that aren’t accessible because there is no surface for players to reach through jumping. The author gives zero insight as to how you would bind the generation of the collectibles to the variable game surface/ground.

Given that this book has only one game example, this particular omission makes the book practically worthless as the author proposes that the fundamental game be a endless running and coin collecting game...but if the reader has no instruction in terms of generating and positioning the coins, then the entire walk-through is pointless as there is no guidance for placing the coins within the actual game.

Another huge omission is instruction in terms of generating the level chunks such that variable surfaces dove-tail in a way that makes sense functionally. The author does present code for randomly generating the level chunks that will cycle continuously in order to provide the infinite game ground/surface necessary for an endless running game. However, the author never discusses or explains how one would ensure these randomly generated level chunks match up in a way that actually makes sense functionally.

That is, since the level chunks are being randomly generated in a right to left manner, what constrains the level chunks such that the individual chunks match in terms of gaps, floating chunks, etc? For example, if one level chunk terminates with a gap, and then the subsequent level chunk starts with yet another gap, even if the player jumps at the first gap, the next gap will be impossible to clear and so the player will fall and die.

Again, the author makes no mention of how randomly generated level chunks are controlled so that they dovetail properly. Just to be precise, the author draws a distinction between level design that is of a fixed master design versus level design that is randomly generated. The book covers the random generation aspect but again, there is no information regarding the coding etc necessary to ensure that said random generation results in running/jumping surfaces that are functional and make sense.

The awfulness of this book just increases with the idiocy of numerous references to figures in terms of colors despite the fact that the book IS GRAY-SCALE!

I understand that this is a common practice with Packt books, and theoretically the reader is supposed to access supplementary materials hosted on Packt's website (I've bought a number of their books and they all follow this pattern). There are several problems with this.

First, Packt only actually grants access to the initial purchaser who buys direct from Packt. If you buy from a different source, you have to request the files, which is frustrating because it's a bunch of hoops to jump through just to be able to actually use a book for which I've already paid an exorbitant fee. I’m still waiting for access to files that I requested for a different title.

Second, even if you obtain the supplementary files, the book is literally useless unless you're sitting next to a computer and constantly referencing the color figures. This is a total deal breaker for me because the entire reason I buy physical books (rather than, say, ebooks), is that I want to read them while I’m commuting on the bus or train, or while I’m waiting for a meeting or an appointment. If the book requires access to a computer and/or the Internet, then I can’t make use of it in those situations.

I actually returned this book as “defective” for this exact reason. A book that costs nearly fifty dollars should be complete in and of itself, I shouldn’t need additional equipment like a computer in order to actually utilize the book.

The problem of color references in a gray-scale book isn’t just an aesthetic visual issue. Many of the figures in this book use color to differentiate between various different trigger points that control game play/flow. Without the actual colors, the reader has no way of knowing which of, say four circles, is the green one that triggers X and which is the red one that triggers Y etc etc (for example).

This is the point where I was so flabbergasted and incensed by all the problems with this book that I gave up trying to deal with the idiocy of this poorly structured nightmare and returned it to Amazon as “defective”. I never thought I’d ever experience a “defective” book, but one whose material relies on color figures that are actually rendered in uniform gray-scale, is definitely defective.

See all 11 customer reviews...

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