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Introduction to GameGuru [Hardback]

  • Formāts: Hardback, 426 pages, height x width: 229x152 mm, weight: 453 g, 9 Line drawings, black and white; 129 Halftones, black and white
  • Izdošanas datums: 05-Aug-2019
  • Izdevniecība: CRC Press
  • ISBN-10: 1138612685
  • ISBN-13: 9781138612686
Citas grāmatas par šo tēmu:
  • Hardback
  • Cena: 165,25 €
  • Grāmatu piegādes laiks ir 3-4 nedēļas, ja grāmata ir uz vietas izdevniecības noliktavā. Ja izdevējam nepieciešams publicēt jaunu tirāžu, grāmatas piegāde var aizkavēties.
  • Daudzums:
  • Ielikt grozā
  • Piegādes laiks - 4-6 nedēļas
  • Pievienot vēlmju sarakstam
  • Formāts: Hardback, 426 pages, height x width: 229x152 mm, weight: 453 g, 9 Line drawings, black and white; 129 Halftones, black and white
  • Izdošanas datums: 05-Aug-2019
  • Izdevniecība: CRC Press
  • ISBN-10: 1138612685
  • ISBN-13: 9781138612686
Citas grāmatas par šo tēmu:
GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more.

Key Features











The only book the fully covers the GameGuru engine.





Includes robust documentation to perform complex tasks that are not outlined anywhere else.





Includes level building, coding, AI and more.





Included are scripts and demo maps for readers to learn from.





GameGuru is the ultimate start-to-finish guide
Acknowledgments xv
About the Author xvii
Introduction: About 3D Games xix
1 GameGuru for Game Development 1(10)
What is GameGuru?
2(1)
What is the History of GameGuru?
3(8)
FPS Creator, aka FPS Creator Classic, aka FPSC
3(1)
FPSC X10
3(1)
FPSC: Reloaded/FPSC: R
4(1)
On a Purely Speculative Note
5(1)
Lee Bamber, Creator and Founder of GameGuru and The Game Creators
5(6)
2 A Brief History of FPS Games 11(10)
What is a "FPS?"
11(1)
The Godfathers of 3D Gaming: Romero and Carmack
12(1)
Eras of FPS Games
12(9)
Early Games: "Battlezone"
13(1)
The Ray Caster Era (1991-December 1993)
13(2)
Doom Era (December 1993-1996)
15(1)
Some Quick Facts
15(1)
Quake Era (1996-1998)
16(1)
Goldeneye Sub-Era
17(1)
"Quake TIP" Rules the Roost
18(1)
The Post-Quake Era
18(1)
Doom 3 and the Era of Graphical Innovation
18(1)
A New Generation is Born (Crytele, "Unreal 4") 2007
19(1)
FPS Gamedev and the Common Man
19(2)
3 A Design Flow Document or Technical Design Document 21(6)
So What Goes into a Design Document?
22(2)
Summary
22(1)
Story
23(1)
Monsters
23(1)
Weapons, Collectibles, and Other Objects
24(1)
Mapping Your Levels
24(3)
Individual Level Details
25(1)
Functions
26(1)
4 Using GameGuru 27(48)
Cheat Sheet
29(1)
Undocumented
29(1)
Documented
29(1)
Test Game Mode
30(1)
A Blow-By-Blow Walk-Through of Every Button
30(9)
Starting with the GUI
30(4)
Edit Menu
34(1)
Terrain Menu
34(1)
Getting Started Menu
35(1)
Help Menu
36(1)
Graphic User Interface (GUI) Details
36(3)
Using the Character Creator
39(2)
Head Attachment
40(1)
Head
40(1)
Facial Hair
40(1)
Body
40(1)
Skin Tone
40(1)
Head Attachment Tint
40(1)
Facial Hair Tint
40(1)
Upper Clothes Tint
40(1)
Lower Clothes Tint
41(1)
Shoes Tint
41(1)
Weapon
41(1)
Profile
41(1)
Save Character
41(1)
Using the Model Importer
41(5)
Reading Log Files
46(1)
Using the Easy Building Editor or the EBE
47(3)
Tab Settings
50(14)
TAB 1 Time
50(1)
TAB 2 Times Brings Up
51(2)
World Settings
53(1)
Graphic Options
53(1)
Quality Settings
54(1)
Water Configuration Settings
55(3)
Shader Options
58(1)
Camera Settings
59(1)
Post Effects
60(2)
Visual Settings
62(2)
In-GUI: How to Use the Terrain System
64(1)
New Flat Level Versus Random
65(1)
Importing a Heightmap
66(1)
Placing Your Entities
67(1)
Basic Positioning
67(3)
Properties Panels
70(3)
When to Use High-Quality Entities
72(1)
Where to Find Additional Documentation
73(2)
5 Building Your First Game 75(46)
Priorities for GameGuru Games
75(2)
Building Something Memorable
77(1)
Having a Plan
78(2)
On Clutter Objects
80(3)
Making Mazes and Puzzles
83(1)
Making Realistic Mountains
84(11)
Secondary Foliage and Rocks
92(2)
The Flattener Method
94(1)
The Large to Small Method
94(1)
Finishing Up
95(1)
Making a Realistic Forest
95(5)
Forests and Performance
96(4)
Making a City
100(11)
Big (Large) Grid Cities
101(1)
Small Grid Cities
102(1)
Curvilinear Cities
103(1)
Mosaic Cities
103(2)
Building It
105(1)
Going Vertical
106(1)
Adding Environmentals
107(2)
Little Pieces Matter
109(2)
Making a Desert
111(8)
The "Hot and Dry" Desert
112(2)
The "SemiArid" Desert
114(2)
Coastal Deserts
116(1)
Cold Deserts
116(2)
Common Techniques
118(1)
Making Waterways
119(2)
6 Adding Simple Functionality 121(10)
Lights
121(3)
Doors
124(1)
Keys for Doors
125(1)
Switches for Objects
126(1)
Adding Simple Enemies
126(5)
7 Adding Sounds and Music 131(8)
A Brief History of Sound in Computing
131(2)
Key Concepts in Sounds for Video Games
133(1)
Sound in GameGuru
134(2)
Music in GameGuru
136(3)
Default Scripts
137(2)
8 Adding Effective Enemies 139(10)
How AI Works
141(2)
Built-in Enemy Types
143(1)
Placement and Positioning Enemies
144(2)
Configuring AI Entities
146(1)
Custom Enemies with the Character Creator
147(2)
9 Advanced Lighting 149(18)
Static Versus Dynamic
150(2)
Textures and Lighting
152(2)
What is a Self-Illumination Map?
154(1)
What is Specularity?
155(1)
Detailed Information on PBR Textures
155(3)
Static Light Mapping
158(3)
On Lighting Temperature and Color
161(1)
Tips and Tricks
162(2)
Illuminated Objects and Ambient Lighting
164(3)
10 Adding Ambience 167(6)
Atmospheric Haze
169(1)
Ambient Trigger Noises
169(1)
Constant Ambient Noise
170(1)
Ambient Background Music
170(1)
Building Sound in Layers
171(1)
Zone-Specific Clutter
171(1)
Cutting Back on the Garbage
172(1)
11 Lua Code Introduction 173(14)
What is Lua?
173(1)
How is it Implemented?
174(1)
Simple Programs, Building Upward
175(4)
Before We Begin
175(4)
Basic Lua Commands
179(7)
Prompt
179(1)
(e) is for entity
180(1)
Timer
181(1)
PlaySound
182(1)
Math Functions
182(2)
If Then...Else
184(2)
String Manipulation
186(1)
12 3D Math ... Made Easier 187(8)
Cartesian Coordinates
188(3)
Euclidean Vectors
191(1)
Normals
191(1)
A Brief Note on Quaternions
192(3)
13 Lua Code, Advanced 195(10)
Prompt Revisited
195(2)
Tables and Arrays
197(1)
For Loops
198(7)
14 Adding Advanced Al 205(12)
Waypoints and Nodes
205(2)
Using Waypoints
207(2)
Waypoint Tricks
209(1)
Floor Zones
210(2)
Cover Zones
212(1)
AI Tricks: Spawning
213(1)
AI Tricks: Respawning
214(1)
Creating a Circuit with Waypoints
214(1)
Indoor AI Fix
215(1)
Lua, in AI
216(1)
15 Advanced Engine Tricks 217(12)
Setup.ini
218(1)
Settings.fx
219(1)
Configuring Other View Modes
220(1)
An Introduction to Custom Particles
221(2)
An Introduction to Custom Physics
223(6)
16 Retexturing Assets 229(10)
Preparing Paint.net
231(1)
How UV Mapping Works
231(2)
Using Paint.net to Modify
233(3)
Changing Diffuse Textures
236(1)
Weathering Textures
237(2)
17 Adding Advanced Design Elements 239(28)
Level of Detail and Model Quality
239(1)
Fit and Finish
240(1)
Adding Cutscenes
241(2)
Decals
243(2)
Decals on Surfaces
244(1)
Clutter
245(1)
Positioning Objects
246(2)
Garbage Objects
248(1)
Vegetation
248(4)
Better Enemies
252(1)
Better Objects
253(1)
Mini-Games
254(1)
Secrets and Lies
255(4)
Hidden Areas
255(1)
Hidden Items
256(2)
Techniques to Help Players Find Secrets
258(1)
Custom Elements
259(1)
Replace the HUD
260(1)
Explosions
261(6)
18 Building a Standalone 267(12)
How a Standalone is Built
267(1)
Custom Lua Standalone Menus
268(2)
StyleGuru
270(7)
Packaging Your Game
277(1)
FPP Files
277(2)
19 Finishing Touches 279(10)
Examining Major Scenes
281(1)
Lighting
281(1)
AI Behavior and Location
282(1)
Item Location
283(1)
Core Gameplay
284(1)
Sounds
285(1)
Using Stock Components
285(1)
Know When to Stop
286(1)
On Crunch Time
287(2)
20 Testing and Troubleshooting 289(12)
Testing
290(2)
The First Two Hours
292(1)
Troubleshooting
292(2)
Common Problems and Resolutions
294(3)
Objects Popping In and Out Visually
294(1)
Character Creator Buttons Not Visible
294(1)
Slow Loading
294(1)
Missing Scripts
295(1)
Missing MultiTexture Objects
295(1)
Path Not Found Error
295(1)
Video Memory Issues
295(1)
Memory Consumption
295(1)
AI Issues
296(1)
Asset Management
296(1)
Other Errors
296(1)
Real-World Examples
297(4)
Real-World Example #1: Len the Man's Cowboy Shooter
297(1)
Real-World Example #2: A Personal FNAF Clone
298(1)
Real-World Example #3: Duchenkuke's Soldiers
299(2)
21 Optimization (and More Testing) 301(20)
Reading the Performance Statistics
301(4)
Quality not Quantity
305(2)
Occlusion for Fun and Profit
307(2)
Tab Settings and Performance
309(1)
Debug Mode
310(1)
Removing the Bloat
311(1)
Optimized Level Design
312(1)
Optimizing Your Set Pieces
313(1)
Optimizing Your Lights
314(2)
Optimizing Your Post-Effects
316(1)
Optimizing Your Code
316(2)
Performance Hacks and Tweaks
318(3)
22 Laws, Licenses, Marketing, and Selling 321(22)
On Limited Liability
324(1)
What is Limited Liability?
324(1)
Licensing
325(2)
See a Lawyer
327(1)
On Kickstarter and Crowdsourcing
327(1)
Marketing
328(1)
Ivan Ertlov Interview
329(2)
Distribution Channels
331(1)
Piracy
332(2)
Pricing Your Game
334(2)
Sales and Marketing Techniques
336(1)
Marketing
336(1)
Dealing with Customers
337(6)
23 In Closing 343(64)
Appendix and References
343(27)
Lua Command Reference
343(1)
Common Functions
344(2)
Input Controls
346(1)
Graphical Controls
346(3)
Level Control Functions
349(1)
Disable and Enable Core Functions
350(1)
Player Functions
350(1)
Player Jetpack
351(1)
Player Weapons
352(2)
Camera Controls
354(1)
Physics Commands
355(1)
Object Manipulation
356(5)
Particles
361(1)
Sounds, Music, and Video
361(2)
Sprites, Lights, and Images
363(2)
AI Commands
365(1)
Title and Menu System Controls
366(1)
Multiplayer Controls
367(1)
Joystick/Gamepad/VR
368(1)
Water Controls
368(1)
Dynamic Light and Sky Controls
369(1)
Error Codes
370(15)
//General Codes
370(15)
FPI/FPE File Definitions
385(8)
Variable list
385(8)
Light Value Charts
393(2)
Human Made Lights
393(1)
Type of Light & RGB Color Code for GG
393(1)
Ambient/Surface Light Values from Sun
394(1)
Atmospheric Values for Fog
394(1)
Gunspec.txt File
395(6)
Gunspec Muzzle Flash Alignments
399(2)
Gunspec Animation Ranges
401(1)
Hyperlink Reference Guide
401(3)
On lighting
401(1)
Tools
402(1)
On games improving cognition
402(1)
Customer service
402(1)
Optimization
402(1)
Particles
402(1)
AI (cover zones)
402(1)
AI (waypoint circuits)
402(1)
Sales
403(1)
Piracy
403(1)
FPE files
403(1)
Level design
403(1)
Math
403(1)
Sounds
403(1)
Glossary
404(3)
Index 407
Michael Messina is currently Chief Linux Systems Engineer for Rite Aid Corp. He has had an interest in game development since coding basic games on an 8086. Michael has written bots, levels and mods for Quake, Mechwarrior 4 and others. Michael is the creator of the Game-Guru Advanced Time of Day and Weather system, Light Kit, Camera Kit and other script-based items. Messina is also behind some of the more premier skyboxes for GameGuru.