Download Free Fps Book in PDF and EPUB Free Download. You can read online Fps and write the review.

Create a high-quality first person shooter game using the Unity game engine and the popular UFPS and Probuilder frameworks About This Book Learn how to use Unity in conjunction with UFPS and ProBuilder to create a high-quality game quickly Create both interior and exterior environments A step-by step guide to building a project with clear examples and instructions to create a number of interesting scenarios Who This Book Is For This book is for those who want to create an FPS game in Unity and gain knowledge on how to customize it to be their very own. If you are familiar with the basics of Unity, you will have an easier time, but it should make it possible for someone with no prior experience to learn Unity at an accelerated pace. What You Will Learn Use UFPS to build custom weapons with custom meshes and behaviors Explore level design as you prototype levels, making use of Prototype to build levels out quickly Build environments that are realistic as possible while keeping peak performance and repetitiveness down Review tips and tricks on how to create environments using both terrain for outdoor areas and a modular workflow for interiors Develop a number of different encounters that your players can fight against, from a simple turret enemy to complex AI characters from Shooter AI Discover how to create unique objects such as exploding barrels and objects you can interact with Create a custom GUI to help your game stand out from the crowd Package your game for release, create an installer, and get your game out into the world In Detail Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers. Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D. After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package. Style and approach An easy-to-follow guide with each project containing step-by-step explanations, diagrams, screenshots, and downloadable material. Concepts in Unity and C# are explained as they are used and for the more inquisitive, there are more details on the concepts used with additional external resources to learn from.
Over the past three years slot cars have become one of the fastest-growing segments of the hobby industry. Slot cars have also become so fashionable they have received exposure in automotive and general interest magazines. The time is right for a meaty, loaded follow-up to the highly successful 2002 MBI release, Slot Car Bible. In this new title, Bible author and Model Car Racing magazine publisher Robert Schleicher provides enthusiasts with more tips, tricks, and track plans for 1/32-scale and HO slot cars. This title will offer a wealth of tuning, maintenance, and driving technique information and will include chapters on snap-together raceways and building cars from kits. It will also have performance tests of new products and plans for creating NASCAR replica cars and tracks.
Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane.
This is the first book to bring together the work of a modern motion picture film laboratory together with the specialist techniques for preservation and restoration of archival film.The books data has its origins in a training programme called FILM which was written by members of the Gamma Group with funding from the EU fund Force. The committee comprised senior film archivists and technicians in charge of film conservation departments or working film laboratories within national film archives, together with technicians from commercial laboratories which specialise in archival film conservation and who do not work for national and local archives. The final group consisted of many of the most experienced individuals in their fields.Restoration of Motion Picture Film is an extremely informative, well-researched book which is an unmissable addition to the bookshelves of conservators, archivists and curators worldwide. Film history and film conservation students will also find it of great interest and use.* Only book in English on this subject* Prepared by leading specialists in their field* Includes coverage of digital technology