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دانلود کتاب Game Programming with Open 3D Engine Oleksandr Lozitskiy

دانلود کتاب برنامه نویسی بازی با موتور سه بعدی باز Oleksandr Lozitskiy

Game Programming with Open 3D Engine Oleksandr Lozitskiy

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Game Programming with Open 3D Engine Oleksandr Lozitskiy

ویرایش:  
نویسندگان:   
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ناشر:  
سال نشر: 2022 
تعداد صفحات: [862] 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
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قیمت کتاب (تومان) : 52,000



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فهرست مطالب

Game Programming with Open 3D Engine
Table of Contents
Introduction
	Copyright
	My Mindset for this Book
	Intended Audience
	Source Code for this Book
		Comparing GitHub Branches
	Use of PowerShell throughout the Book
		Making PowerShell Your Development Console
Part I. Getting Started
	Chapter 1. Installing Open 3D Engine on Windows
		Introduction
		Preparing Visual Studio
		Acquiring O3DE
		Running the Installer
	Chapter 2. Creating a New Project
		Introduction
		O3DE Command Line Interface
		Linking Projects and O3DE
		Building with CMake and Visual Studio
		Asset Processor
		Create a Level
		Summary
Part II. Entities and Components
	Chapter 3. Introduction to Entities and Components
		Introduction
		O3DE Components
			Transform Component
				"Child" Entities
			Mesh Component
		Composing Objects with Entities
		Summary
	Chapter 4. Writing Your Own Components
		Introduction to Game Project Files
			Basic Structure of a New Project
				myproject_files.cmake
				MyProjectModule.cpp
		Creating Your Own Component
			MyComponent.h
			MyComponent.cpp
			myproject_files.cmake
			MyProjectModule.cpp
			Re-compile the Project
				Building from Command Line
				Building from Visual Studio
			Summary
Part III. Introduction to Component Communication
	Chapter 5. What is FindComponent?
		Introduction
		An Example
		Adding a Library Reference
		Declaring Dependencies between Components
		Summary
	Chapter 6. What is AZ::Interface?
		Introduction
		Level Components
		Defining an AZ::Interface
		Summary
	Chapter 7. What is an AZ::Event?
		Introduction
		Example
		Summary
	Chapter 8. What is an AZ::EBus?
		Introduction
		The Basic Idea of an EBus
		Example of an EBus: TransformBus
		What is an AZ::EntityId?
			EBus on the Same Entity
			EBus to the Parent Entity
			EBus to a child Entity
		EBus Event versus EventResult
	Chapter 9. Using AZ::TickBus
		Introduction to AZ::TickBus
		OscillatorComponent
			Inheriting from an EBus Handler
			AZ::Component Overrides
			Override EBus Events
			Dependency Declaration
		Implementing Oscillator Component
			The Design of OscillatorComponent
			Activation of OscillatorComponent
			Handling OnTick Event
		Summary
Part IV. Introduction to Component Reflection and Prefabs
	Chapter 10. Configuring Components in the Editor
		Introduction
		Component Properties in the Editor
		Layers of Reflection
			SerializeContext
			EditContext
				Configurable Fields in the Editor
					Field
					DataElement
		Summary
	Chapter 11. Introduction to Prefabs
		Introduction
		What are Prefabs?
		Creating a Prefab
		Editing Prefabs
		Prefab is also a File
		Spawning Prefabs
			Spawning Prefabs from C++
				MySpawnerComponent
		Summary
Part V. Modularity in O3DE
	Chapter 12. What is a Gem?
		Introduction
		Creating a New Gem
		Adding Gem to the Project
		Where Does a Project List the Gems It Uses?
		File Structure of a Gem
			Gem's C++ Code
			Public Interface of a Gem
			Internal Gem Code
		Summary
	Chapter 13. Gem: Set Window Position
		Introduction and Motivation
		Create WindowPosition Gem
		Console Subsystem
		Console Command Callback
		Conclusion and Source Code
			WindowConsoleCommand.cpp
	Chapter 14. Enabling NvCloth Gem
		Introduction
		Adding NvCloth Gem
		Using NvCloth Gem
		Adding Your Assets to Gems
		Summary
Part VI. Unit Tests in O3DE
	Chapter 15. Writing Unit Tests for Components
		Introduction
		Unit Test Build Target
		Unit Tests
			Running Unit Tests
			Structure of a Unit Test
			Memory Allocator Setup
			Registering Components
			Adding Components to an Entity
			Activate the Entity
			Test Body
			Unit Test Hook
			Output
			Source Code
	Chapter 16. Unit Tests with Mock Components
		Testing with Mocks
		Mocking TransformComponent
			Mocking Virtual Methods
			Setting Up Entity with Mock Components
			Setting Expectations on Interface Calls
		Summary
Part VII. Character Controller
	Chapter 17. Player Input
		Introduction
		Starting Point Input Gem
		Adding Input Mapping
		Linking Against Starting Point Input Gem
		Receiving Inputs in a C++ Component
		Source Code
	Chapter 18. Character Movement
		Introduction
		PhysX Character Controller
		Moving the Character
		Source Code
	Chapter 19. Turning using Mouse Input
		Introduction
		Customizing Input Event Groups
		Mouse Input
		Source Code
Part VIII. Building Environment
	Chapter 20. Adding Physics to the World
		Introduction
		Create a Soccer Field
		Add a Static Mesh Collider
		Add a Soccer Ball
		Summary
	Chapter 21. Introduction to Materials and Lights
		Introduction
		Materials
		Spot Lights
		Disk Lights and Emissive Materials
		Changing Base Color of a Material
		Summary
Part IX. Building Game Play
	Chapter 22. Introduction to User Interface
		Introduction
		Loading UI
		Creating a Canvas in UI Editor
		Drawing UI Canvas
		Summary
	Chapter 23. Interacting with UI in C++
		Introduction
		Physical Triggers
		Sign up for Trigger Events
		Receiving Updates in UI
		Moving a Rigid Body
		Summary
	Chapter 24. Kicking the Ball
		Introduction
		The Root Cause of the Issue
		Trigger Shape on the Chicken
		Kicking Component
			Mass versus Impulse
		Source Code
	Chapter 25. Introduction to Animation
		Introduction to EMotionFX
		Simple Motion Component
		Anim Graph Component
		Building an Animation Graph
			Assign Preview Actor
			Test Motions
			Create a Motion Set
			Anim Graph
		Animation Blending
			Parameters
			Motion Adjustments
		Assigning the Anim Graph
		Driving Speed Parameter
		Source Code
	Chapter 26. Animation State Machine
		Introduction
		Adding Flapping Motion
		Adding Celebration Blend Tree
		Summary
	Chapter 27. Script Canvas
		Introduction
		Behavior Context
		Building a Canvas
		Summary
Part X. Audio Effects (Wwise)
	Chapter 28. Wwise for O3DE
		Introduction
		Installing Wwise
		Building O3DE Installer with Wwise
		Setting up a Wwise Project
		Generating a Sound Bank
		Summary
	Chapter 29. Importing Wwise Project
		Import to O3DE
		Summary
	Chapter 30. Introduction to Audio Components
		Introduction
		Audio Trigger Component
			AudioTriggerComponentRequestBus
		Audio Proxy Component
		Audio Listener Component
		Summary
Part XI. Multiplayer
	Chapter 31. Setting Up Multiplayer
		Introduction
		Enabling Multiplayer Code Generation
		Building Installer from Development Branch of O3DE
		Summary
	Chapter 32. Auto Components
		Introduction
		Code Generation
		Components and Controllers
			Overriding Components and Controllers
			Creating Your Own Controllers
			Overriding Components
		Summary
	Chapter 33. Multiplayer in the Editor
		Introduction
		Editor Server
		Multiplayer Components in the Level
		Summary
	Chapter 34. Simple Player Spawner
		Introduction
		Design
			Chicken Notification Bus
			Chicken Component
			Chicken Spawn Component
			Creating Player Prefab
		Summary
	Chapter 35. Multiplayer Input Controls
		Introduction
		Chicken Movement Component
			XML Definition
				Component Relation
				Archetype Property
				Network Input
		Create Input
		Process Input
			What is Find Component Input?
		Summary
	Chapter 36. Multiplayer Physics
		Introduction
		Network Ball
		Network Property
		Multiplayer Goal Detector
			Team as an Archetype Property
			Score
				Generate Event Bindings
			Entity Changes
		Summary
	Chapter 37. Removal and Spawning
		Introduction
		Ball Component
		Ball Spawner Component
			Removing Network Entities
			Spawning Network Entities
		Entity Changes
		Summary
	Chapter 38. Multiplayer Animation
		Introduction
		Changes to Chicken Movement Component
		Chicken Animation Component
			Listening for Velocity Changes
		Entity Changes
		Summary
	Chapter 39. Team Spawner
		Introduction
		Adding Team Value
		Adding More Chickens
			Create a Team Chicken Prefab
		Changes to Chicken Component
		Changes to Chicken Spawn Component
		Summary
	Chapter 40. Multiplayer Camera
		Introduction
		Autonomous Controllers
		Chicken Camera Component
		Entity Changes
		Summary
Index
Copyright
Title Page
Dedication
Contents
Chapter 1: ‘I’m thinking’ – Oh, but are you?
Chapter 2: Renegade perception
Chapter 3: The Pushbacker sting
Chapter 4: ‘Covid’: The calculated catastrophe
Chapter 5: There is no ‘virus’
Chapter 6: Sequence of deceit
Chapter 7: War on your mind
Chapter 8: ‘Reframing’ insanity
Chapter 9: We must have it? So what is it?
Chapter 10: Human 2.0
Chapter 11: Who controls the Cult?
Chapter 12: Escaping Wetiko
Postscript
Appendix: Cowan-Kaufman-Morell Statement on Virus Isolation
Bibliography
Index




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