000 | 05005nam a22004333i 4500 | ||
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001 | EBC4790570 | ||
003 | MiAaPQ | ||
005 | 20240729131041.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2017 xx o ||||0 eng d | ||
020 |
_a9781787124523 _q(electronic bk.) |
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035 | _a(MiAaPQ)EBC4790570 | ||
035 | _a(Au-PeEL)EBL4790570 | ||
035 | _a(CaPaEBR)ebr11351069 | ||
035 | _a(CaONFJC)MIL989239 | ||
035 | _a(OCoLC)972160702 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
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050 | 4 | _aQA76.76.C672.L364 2017 | |
082 | 0 | _a794.81525999999997 | |
100 | 1 | _aLanham, Micheal. | |
245 | 1 | 0 |
_aAugmented Reality Game Development : _bCreate Your Own Augmented Reality Games from Scratch with Unity 5. |
250 | _a1st ed. | ||
264 | 1 |
_aBirmingham : _bPackt Publishing, Limited, _c2017. |
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264 | 4 | _c©2017. | |
300 | _a1 online resource (326 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aCover -- Copyright -- Credits -- About the Author -- About the Reviewer -- www.PacktPub.com -- Customer Feedback -- Table of Contents -- Preface -- Chapter 1: Getting Started -- Real-world adventure games -- Location-based -- Augmented Reality -- Adventure games -- Introducing Foody GO -- Source code -- Getting into mobile development with Unity -- Downloading and installing Unity -- Setting up for Android development -- Installing the Android SDK -- Connecting to your Android device -- Setting up for iOS development -- Getting started with Unity -- Creating the game project -- Building and deploying the game -- Building and deploying to Android -- Building and deploying to iOS -- Summary -- Chapter 2: Mapping the Player's Location -- GIS fundamentals -- Mapping -- GPS fundamentals -- Google Maps -- Adding a map -- Creating the map tile -- Laying the tiles -- Understanding the code -- Setting up services -- Setting up CUDLR -- Debugging with CUDLR -- Setting up the GPS service -- Summary -- Chapter 3: Making the Avatar -- Importing standard Unity assets -- Adding a character -- Switching the camera -- Cross-platform input -- Fixing the input -- GPS location service -- Map tile parameters -- GPS simulation settings -- Character GPS compass controller -- Swapping out the character -- Summary -- Chapter 4: Spawning the Catch -- Creating a new monster service -- Understanding distance in mapping -- GPS accuracy -- Checking for monsters -- Projecting coordinates to 3D world space -- Adding monsters to the map -- Tracking the monsters in the UI -- Summary -- Chapter 5: Catching the Prey in AR -- Scene management -- Introducing the Game Manager -- Loading a scene -- Updating touch input -- Colliders and rigidbody physics -- Building the AR Catch scene -- Using the camera as our scene backdrop -- Adding the catching ball -- Throwing the ball. | |
505 | 8 | _aChecking for collisions -- Particle effects for feedback -- Catching the monster -- Summary -- Chapter 6: Storing the Catch -- Inventory system -- Saving the game state -- Setting up services -- Reviewing code -- Monster CRUD operations -- Updating the Catch scene -- Creating the Inventory scene -- Adding the menu buttons -- Bringing the game together -- Mobile development woes -- Summary -- Chapter 7: Creating the AR World -- Getting back to the map -- The Singleton -- Introducing the Google Places API -- Using JSON -- Setting up the Google Places API service -- Creating the markers -- Optimizing the search -- Summary -- Chapter 8: Interacting with an AR World -- The Places scene -- Google Street View as a backdrop -- Slideshow with the Google Places API photos -- Adding UI interaction for selling -- The game mechanics of selling -- Updating the database -- Connecting the pieces -- Summary -- Chapter 9: Finishing the Game -- Outstanding development tasks -- Missing development skills -- Cleaning up assets -- Releasing the game -- Problems with location-based games -- Location-based multiplayer game -- Firebase as a multiplayer platform -- Other location-based game ideas -- The future of the genre -- Summary -- Chapter 10: Troubleshooting -- Console window -- Compiler errors and warnings -- Debugging -- Remote debugging -- Advanced debugging -- Logging -- CUDLR -- Unity Analytics -- Issues and solutions by chapter -- Summary -- Index. | |
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aComputer games--Programming. | |
655 | 4 | _aElectronic books. | |
776 | 0 | 8 |
_iPrint version: _aLanham, Micheal _tAugmented Reality Game Development _dBirmingham : Packt Publishing, Limited,c2017 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=4790570 _zClick to View |
999 |
_c122308 _d122308 |