One thing I really love about the games industry today is its “openness” compared to manyindustries. To start out in the games industry you don’t need a degree. All you need is a computer. And an Internet connection. If you log on online right now, you can immediately visit web sitessuch as Blender, GIMP, Inkscape, and (of course) Unity to get access to professional-grade gamedevelopment software completely free of charge! The result is that almost anybody in any place onany budget, from any background and at any age, can sit at a computer and be a game developer right now .Of course, none of that openness guarantees you’ll automatically know how to use the tools,or that you’ll even like the results you get from them. You need to bring a certain something , anunderstanding, to the tools to fully realize their power and potential in practice. To do that, you’llneed to develop experience and to reﬁne your knowledge, and to learn techniques and workﬂowsusing real-world examples, targeting your software of choice directly.This book focuses on Unity development speciﬁcally. And when it comes to Unity development,there’s one area where developers feel troubled or somewhat lacking in power. That area is inC# scripting. The general feel is that so much of the C# tutorials and guides out there today areso abstract and formal that it’s difﬁcult to see how all of it should come together and be appliedproperly in real-world cases to do what you need to do to give your games that professional edge.You already know about variables, functions, loops, enumerations, and the fundamentals. Butwhat you need is something to take you further, to help you see how all these core features can becombined in creative ways to produce a real-world, working game. The kind of game you can notonly play but study and see how it all comes together. This book aims to ﬁll that need so you canbecome a more powerful game developer.
What Is This Book About?
some level and game-design issues aswe start out with our game project in Chapters 1 and 2, we won’t be going too far in depth on thatsubject, as it’s covered amply elsewhere and because the main focus here is on C# and scriptingspeciﬁcally. And ﬁnally, we won’t be covering every aspect of the C# language or every possible way it can beused. This is for the simple reason that no book could hope to do that, just as no English dictionarycan tell you about every possible combination of words or every possible application of them. Thisbook covers a speciﬁc set of C# features in a speciﬁc set of ways. The idea is that by showing youspeciﬁc cases and speciﬁc applications, you can see how the general techniques apply to your owngames.
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