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C# Game Programming Cookbook for Unity 3D 1st Edition
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An Accessible, Modular Style of Game Building―Easily Start Making Games with Unity 3D
C# Game Programming Cookbook for Unity 3D presents a highly flexible core framework to create just about any type of game by plugging in different script components. Most scripts function within the game framework or in your own structures. The techniques and concepts discussed in the book give you a solid foundation in game development.
The first ten chapters set up the flexible, reusable framework based in C# and suitable for all game types. The book also explains scripting of generic, reusable, and common functionality.
The remainder of the text adds game-specific code to the framework to create four example games: a top-down arena shooter, a futuristic racing combat game, a tank arena deathmatch game, and a classic arcade-style vertical scrolling shoot ’em up. The games encompass artificial intelligence (path following, target chasing, and line-of-sight patrolling behaviors), game state control, wheel colliders, and weapon inventory management. The example files are available for download on the book’s CRC Press web page.
Reducing your recoding, repurposing, or adaptation time, this book provides script-based components that you can use to jump start your own projects. The book’s modular components can be mixed and matched to build various kinds of video games for the Unity game engine.
- ISBN-109781466581401
- ISBN-13978-1466581401
- Edition1st
- PublisherA K Peters/CRC Press
- Publication dateJune 24, 2014
- LanguageEnglish
- Dimensions7.5 x 1.04 x 9.25 inches
- Print length458 pages
Product details
- ASIN : 1466581409
- Publisher : A K Peters/CRC Press; 1st edition (June 24, 2014)
- Language : English
- Paperback : 458 pages
- ISBN-10 : 9781466581401
- ISBN-13 : 978-1466581401
- Item Weight : 1.75 pounds
- Dimensions : 7.5 x 1.04 x 9.25 inches
- Best Sellers Rank: #3,942,485 in Books (See Top 100 in Books)
- #298 in 3D Graphic Design
- #1,419 in Computer Graphics
- #2,431 in Graphics & Multimedia Programming
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I like it because it feels like an intermediate programming book. We jumped straight to classes, having a public class and making it have private members. Standards of programming but he also addresses global variables in some situations and other ways to pass data. It's very focused on having portable code so by saying that (I would have a lot of Professors jump down by back about globals or other ideas) the author makes design decisions, which I've also had to make on my own but it feels good to see how another programmer went through some of the same steps and he is much more experienced.
This already has me understanding Inheritance in a more applicable way than I ever have before although I've worked with this topic many times.
I'm excited to keep reading and I'm glad there is finally a book that doesn't go step by step C# Programming because I've been working with this language and programming for years now.
I'm glad someone wrote a Cookbook for Unity and a book that really gets into game code design while forcing me to really see it in action.
I'm using Unity's API along with this to cover the Unity specific basics. You can't get far in any language I feel as a student without applying the documentation they provide on how their API breaks down. Unity has a great guide too on this.
So thankyou for writing a book that understands I'm not brand new to programming and a lot of detailed information in some basic concepts would not make this a Cookbook. He gives good explanations of some more advanced topics in programming (what I see as) that have been explained to me before but I finally get to see in action in ways that help me understand game programming even more.
By game programming we all know that this is working with Unity so I obviously don't mean a book on how to build an engine.
I hope this helps someone in their choice if they're on the fence. If I was new to programming I would definitely read other C# books first to really understand what is happening in this book. I don't think things would be clicking in my mind like they are if this is my first crack at the subject. C# 5.0 For Dummies was a good reference for me when I worked out of Visual C# 2012, and C# 5.0 in a Nutshell as a reference really helped me put into place some classes as I go forward.
That being said I hope everyone buys this book so authors keep writing books like this one. He is pulling everything together.
I will edit this once I finish the book or if something changes a lot.
Overall it's meant to explain his code and the assets that you download. I don't particularly like to use any kind of teaching reference where you have to download the code/solutions and follow along. I just don't learn that way. That's what this book is.
Would be a 5 star book if after each system the author walks you through steps to apply code. Instead there are 10 chapters of code then you are basically expected to download the solutions to see how they are implemented.
Some people my learn pretty well that way. You'll already need a good understanding of unity though along with c#. If you are new at either one you'll have a hard time with it.
Big opportunity for a 2nd edition in this one and in my opinion it would go very far if the author stepped you through building the game as you go. As in assume the reader is starting from scratch and wants to build it from scratch not download the solution and just read through it. Implement each system in the game as you go and this book would be my favorite of them all.
To be clear though the code is very good, and when I get to the point where I implementing some of these systems I'll refer back to it.
Unfortunately, this book has samples that are wordy and tie together with each other. I felt like I already got this from Unity3D's free tutorials and was looking for more depth.
I think it's hard for an author to hit the sweet spot with an audience like Unity though, since many of its users come from so many different backgrounds. However, Mr. Murray should probably remove "cookbook" from the title.
Overall, not a bad book, but not as expected either.
My two star rating relates to the kindle version of the book. You need to pan and zoom to read the page. I much prefer standard kindle format where i can read with one hand.
If you want to offer this format, it should be optional; there should be a kindle optimized version available as well.
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If you are expecting this book to walk you though all of the steps from A to Z in making a game, you will be sorely disappointed as I was. This book is 95% examples of authoring scripts, with no wider concepts of how the script will fit into the unity world. If you can believe it, this book does not even touch on how to attach a script to a game object, or how to use the unity editor to provide links within objects and attach a series of waypoints to a script or what not.
Basically the book covers the concepts of scripting, provides some generic scripts for handling various aspects that most games will require, but gives no wider insight into how to integrate/use scripts within unity or to create game objects, or point cameras, or anything within the unity editor itself.
It does provide downloadable unity solutions that have 'running games' (1 of which doesn't seem to work because it is missing a main camera) but if you are looking for a handholding book on how to get you from 'A' to 'Z' on the topics of creating games from scratch, this book will not meed your needs. Futhermore, this book would be ALL but useless if you didn't have an internet connection in order to download said solutions. I realize in this day an age almost anybody has one, BUT, requiring the user to be able to access the content 'online' and not even touching 90% of Unity functionality seems like a very strange solution to take when creating a book. I am quite disappointed, I give 2 out of 5 stars simply because I feel like I learned SOME scripting skills at least.
There are some very interesting and incredibly informative parts on the structure that the code should be taking, concentrating on making an inheritance driven framework that is really dynamic; these bits are amazing, but sadly incomplete. The theory behind the code is not expanded on enough at all, despite that being the most valuable thing that the book offers.
The majority of its density is just scripts just text dropped onto the page, then broken down afterwards. This is great and the breakdown is very informative and gives a whole bunch of new ideas about how to code your game objects, but the depth of commands it covers is a little shallow.
Both the best and worst things about this book is that the information it gives you is really good and is very intelligently thought out, but it is not expanded upon enough to really explain and breakdown the systems. Worth it for people with some experience in structured code, looking to get into unity.
I generally like to have a reference like this next to me when "making games" but the price for this is a lot more than this book is worth...
I have already paid over £40 for it so I'll just leave with it but this book IMHO isn't worth more than £15 - £20 at most.
I might suggest that first time programmers (of any kind) build up to this book with some intro and even intermediate C# first. I do recommend this book after those, and before completing your game.
i would give 10 stars to the book
BUT pay attention: the kindle edition does't work on Kindle app for iPhone.. and NEITHER on a Kindle itself! (it says "The item is not compatible with this device")
i'm writing to the editor and see if they deployed a wrong version of if i have to read this Kindle version only on my Kindle app for OSX (which sucks since it has inverted scroll-wheel)


