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What this book covers

Chapter 1, Introduction to E-Learning and the Three Cs of 3D Games, introduces e-learning and how games are effective at targeting learning outcomes. It also introduces us to Unity3D and guides us through the development of the character, camera, and control systems for the game.

Chapter 2, Interactive Objects and MissionMgr, helps us to develop some of the core technology for our game foundation. We will implement a system that tracks the user's progress in the game through the concept of a mission. We also develop an interactive object class the player can interact with.

Chapter 3, Mission One – Find the Facts, helps us to code the first level of our game by applying the learning theory we know and the technology we have developed to create an exploration level.

Chapter 4, Mission One – Future Proofing the Code, helps us finish developing the first level of our game after taking a look back at our design needs and refactoring our code so that it is maintainable and extendible. This level presents the learning outcomes to the player for the first time.

Chapter 5, User Interfaces in Unity, takes a sojourn into user interface technology in Unity. We then apply our knowledge and develop a pop-up windows system that will be used in our game.

Chapter 6, NPCs and Associated Technology, helps us apply the technology we have already built in the creation of simple computer-controlled characters for our game.

Chapter 7, Mission Two – Testing a Player's Learning, guides us to develop the second level of our game, applying all of the systems and technology we have developed thus far. This level of the game gives the player an opportunity to manipulate and practice the learning outcomes.

Chapter 8, Adding Animations, takes another sojourn into the various animation systems in Unity3D. We then apply this knowledge by replacing our existing characters with 3D animated models.

Chapter 9, Synthesis of Knowledge, helps us to develop the last level of our game in this chapter by using all of the technology and theory we have learned. This level of the game challenges the user to master the desired learning outcomes.

Chapter 10, An Extensible Game Framework Pattern in Unity, integrates our game levels into one extensible framework. We will polish it more and then package the game up for your user to run on their PC.

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