Godot From Zero to Proficiency (Beginner) Book

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Godot From Zero to Proficiency (Beginner)

By Patrick Felicia
  • ISBN Code: : N.a
  • Publisher : Patrick Felicia
  • Pages : 240
  • Category : Computers
  • Reads : 140
  • Book Compatibility : Pdf, ePub, Mobi, Kindle
  • Pdf : godot-from-zero-to-proficiency.pdf

Book Excerpt :

Get started with Godot and game programming fast without the headaches Godot is a great software to create video games; however, it includes so many options and features that getting started can feel overwhelming. Without my book, most people spend too long trying to learn how to use Godot and GDScript the hard way. This book is the only one that will get you to learn GDScript fast without wasting so much time. This book is the second book in the series “Godot from Zero to Proficiency” where you will learn to code fast and be able to create your own video games with Godot in no time. What you will learn After completing this book, you will be able to: - Code in GDScript. - Understand and apply GDScript concepts. - Create a 3D adventure game with the main character, a timer, and a mini-map. - Display and update a user interface with text and images. - Create and use variables and methods for your game. - Load new scenes from the code, based on events in your games. Who this book is for This book is for: - Hobbyists who need a book that gets them started with GDScript and game development easily. - Parents looking for a book that introduces their children to game programming painlessly. - Teachers looking for a complete and clear resource on programming through the creation of games. - Aspiring indie game developers. How this book is different This is the only book that you need to get started with Godot fast and to enjoy the journey without frustration. This book includes six chapters that painlessly guide you through the necessary skills to master GDScript, use Godot’s core features, and create key game mechanics through GDScript (collisions, user interface, etc). It assumes no prior knowledge on your part and ensures that you have all the information and explanations that you need every step of the way. Content of the book - Chapter 1 introduces some core programming and GDScript principles. - Chapter 2 helps you to code your first script in GDScript. - Chapter 3 gets you to improve your scripting skills, enhance your game and add more interaction with a scoring system, collision detection, and access to new levels. - Chapter 4 shows you how to create and update the user interface of your game with text and images. - Chapter 5 shows you how to enhance your game with a splash-screen, a simple inventory system, and sound effects, as well as a mini-map. What this book offers - Learn without the headaches: This book assumes that you can’t be expected to learn everything at once; this is why you will build all your skills incrementally. - Make your dream of creating your own games come true: This book ensures that you stay motivated by giving you the right amount of information and challenge in each chapter; we all know that it’s hard to keep motivated when learning a new skill, so this book always contextualizes the knowledge with an example (so that you feel it’s relevant), and also makes sure that you get to challenge yourself, if you need to, with optional challenges present at the end of each chapter. - Progress and feel confident in your skills: You will have the opportunity to learn and to use Godot at your own pace and to become comfortable with its interface. This is because every single new concept introduced will be explained in great detail so that you never feel lost. All the concepts are introduced progressively so that you don’t feel overwhelmed. If you want to get started with Godot today, then buy this book now

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  • Pdf File: unreal-engine-4-virtual-reality-projects.pdf

Book Short Summary:

Learn to design and build Virtual Reality experiences, applications, and games in Unreal Engine 4 through a series of practical, hands-on projects that teach you to create controllable avatars, user interfaces, and more. Key Features Learn about effective VR design and develop virtual reality games and applications for every VR platform Build essential features for VR such as player locomotion and interaction, 3D user interfaces, and 360 media players Learn about multiplayer networking and how to extend the engine using plugins and asset packs Book Description Unreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR. This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine. Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR. What you will learn Understand design principles and concepts for building VR applications Set up your development environment with Unreal Blueprints and C++ Create a player character with several locomotion schemes Evaluate and solve performance problems in VR to maintain high frame rates Display mono and stereo videos in VR Extend Unreal Engine's capabilities using various plugins Who this book is for This book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.

Learning C# 3.0

By Jesse Liberty,Brian MacDonald
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : "O'Reilly Media, Inc."
  • Book Code : 9780596554200
  • Total of Pages : 696
  • Category : Computers
  • Members : 939
  • Pdf File: learning-c-3-0.pdf

Book Short Summary:

If you're new to C#, this popular book is the ideal way to get started. Completely revised for the latest version of the language, Learning C# 3.0 starts with the fundamentals and takes you through intermediate and advanced C# features -- including generics, interfaces, delegates, lambda expressions, and LINQ. You'll also learn how to build Windows applications and handle data with C#. No previous programming experience is required -- in fact, if you've never written a line of code in your life, bestselling authors Jesse Liberty and Brian MacDonald will show you how it's done. Each chapter offers a self-contained lesson to help you master key concepts, with plenty of annotated examples, illustrations, and a concise summary. With this book, you will: Learn how to program as you learn C# Grasp the principles of object-oriented programming through C# Discover how to use the latest features in C# 3.0 and the .NET 3.5 Framework--including LINQ and the Windows Presentation Foundation (WPF) Create Windows applications and data-driven applications You'll also find a unique Test Your Knowledge section in each chapter, with practical exercises and review quizzes, so you can practice new skills and test your understanding. If you're ready to dive into C# and .NET programming, this book is a great way to quickly get up to speed.

Challenging Mathematics In and Beyond the Classroom

By Edward J. Barbeau,Peter J. Taylor
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Science & Business Media
  • Book Code : 9780387096032
  • Total of Pages : 337
  • Category : Education
  • Members : 462
  • Pdf File: challenging-mathematics-in-and-beyond-the-classroom.pdf

Book Short Summary:

In the mid 1980s, the International Commission on Mathematical Instruction (ICMI) inaugurated a series of studies in mathematics education by comm- sioning one on the influence of technology and informatics on mathematics and its teaching. These studies are designed to thoroughly explore topics of c- temporary interest, by gathering together a group of experts who prepare a Study Volume that provides a considered assessment of the current state and a guide to further developments. Studies have embraced a range of issues, some central, such as the teaching of algebra, some closely related, such as the impact of history and psychology, and some looking at mathematics education from a particular perspective, such as cultural differences between East and West. These studies have been commissioned at the rate of about one per year. Once the ICMI Executive decides on the topic, one or two chairs are selected and then, in consultation with them, an International Program Committee (IPC) of about 12 experts is formed. The IPC then meets and prepares a Discussion Document that sets forth the issues and invites interested parties to submit papers. These papers are the basis for invitations to a Study Conference, at which the various dimensions of the topic are explored and a book, the Study Volume, is sketched out. The book is then put together in collaboration, mainly using electronic communication. The entire process typically takes about six years.

Twelve Years a Slave

By Solomon Northup
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Prabhat Prakashan
  • Book Code : N.a
  • Total of Pages : 189
  • Category : Fiction
  • Members : 574
  • Pdf File: twelve-years-a-slave.pdf

Book Short Summary:

"Having been born a freeman, and for more than thirty years enjoyed the blessings of liberty in a free State—and having at the end of that time been kidnapped and sold into Slavery, where I remained, until happily rescued in the month of January, 1853, after a bondage of twelve years—it has been suggested that an account of my life and fortunes would not be uninteresting to the public." -an excerpt

Building Blocks of Tabletop Game Design

By Geoffrey Engelstein,Isaac Shalev
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Book Code : 0429773773
  • Total of Pages : 492
  • Category : Computers
  • Members : 448
  • Pdf File: building-blocks-of-tabletop-game-design.pdf

Book Short Summary:

Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms compiles hundreds of different mechanisms, organized by category. Each has a description of how it works, discussion of its pros and cons, how it can be implemented, and examples of specific games that use it. Building Blocks can be read cover to cover, used as a reference when looking for inspiration for a new design, help solving a specific problem, or assist in getting unstuck in the midst of a project. This book, the first to collect mechanisms like this in the tabletop game design field, aims to be a practical guide that will be a great starting point for beginning designers, a handy guidebook for the experienced, and an ideal classroom textbook. Key Features The first compendium of its kind in the tabletop game field. Covers the nuts and bolts of design to resolve specific challenges. Serves as a practical guide, a great starting point for beginning designers, and a reference for seasoned professionals. Contains discussion of a series of standalone mechanisms, in a standard format and style, with cross-links to related mechanics and specific examples. Includes hundreds of mechanism entries with accompanying diagrams and sample games to study. Ideal for professional or classroom use.

The Practice of Programming

By Brian W. Kernighan,Rob Pike
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Addison-Wesley Professional
  • Book Code : 0133133419
  • Total of Pages : 281
  • Category : Computers
  • Members : 842
  • Pdf File: the-practice-of-programming.pdf

Book Short Summary:

With the same insight and authority that made their book The Unix Programming Environment a classic, Brian Kernighan and Rob Pike have written The Practice of Programming to help make individual programmers more effective and productive. The practice of programming is more than just writing code. Programmers must also assess tradeoffs, choose among design alternatives, debug and test, improve performance, and maintain software written by themselves and others. At the same time, they must be concerned with issues like compatibility, robustness, and reliability, while meeting specifications. The Practice of Programming covers all these topics, and more. This book is full of practical advice and real-world examples in C, C++, Java, and a variety of special-purpose languages. It includes chapters on: debugging: finding bugs quickly and methodically testing: guaranteeing that software works correctly and reliably performance: making programs faster and more compact portability: ensuring that programs run everywhere without change design: balancing goals and constraints to decide which algorithms and data structures are best interfaces: using abstraction and information hiding to control the interactions between components style: writing code that works well and is a pleasure to read notation: choosing languages and tools that let the machine do more of the work Kernighan and Pike have distilled years of experience writing programs, teaching, and working with other programmers to create this book. Anyone who writes software will profit from the principles and guidance in The Practice of Programming .