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Virtual Reality Blueprints

Create compelling VR experiences for mobile and desktop

John Williamson, Charles Palmer

EPUB
ca. 32,39
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Packt Publishing img Link Publisher

Ratgeber / Sammeln, Sammlerkataloge

Beschreibung

Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC Vive

Key Features

  • Develop robust, immersive VR experiences that are easy on the eye.
  • Code 3D games and applications using Unity 3D game engine.
  • Learn the basic principles of virtual reality applications

Book Description

Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch.

You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players.

Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications

What you will learn

  • Use Unity assets to create object simulation.
  • Implement simple touch controls in your application.
  • Apply artificial intelligence to achieve player and character interaction.
  • Add scripts for movement, tracking, grasping, and spawning.
  • Create animated walkthroughs, use 360-degree media, and build engaging VR experiences.
  • Deploy your games on multiple VR platforms.

Who this book is for

If you are a game developer and a VR enthusiast now looking to get stuck into the VR app development process by creating VR apps for different platforms, then this is the book for you. Familiarity with the Unity game engine and the C# language is key to getting the most from this book.

Charles Palmer is an associate professor and executive director at Harrisburg University. He oversees the design and development of new and emerging technologies, chairs the undergraduate Interactive Media program, and advises students on applied projects in AR/VR, game development, mobile computing, web design, social media, and gamification. He is also a happy husband, father, award-winning web designer, international speaker, and 3D printing enthusiast. John Williamson has worked in VR since 1995. As a producer/designer, he has shipped over three dozen games (America’s Army, Hawken, SAW, and Spec Ops) in nearly every genre (RTS, FPS, Arcade, Simulation, Survival Horror) on nearly every platform (iOS, Android, Wii, Playstation, Xbox, web, PC, and VR). He is also an award-winning filmmaker and has taught game design at DigiPen and Harrisburg University. Now, he works in VR, creating immersive training for a wide range of high-consequence trainers for the US Air Force, Army, and NASA

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Schlagwörter

Oculus Rift, Zombie shooting game, scorekeeping, SteamVR, Best practices for developing VR, Virtual Gallery, immersive experience, HTC Vive, player life, Google Cardboard, VR, M-class Solar System, Oculus Touch, Samsung Gear, Virtual Reality