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《网络工程师教育丛书》全面规划了网络工程师应该掌握的技术,架构了一个比较完整的网络工程技术知识体系。丛书共6册,在知识设计上层次分明、由浅入深,读者可根据自己的需要选择相应的图书进行学习,然后逐步进阶,无论是网络培训、网考还是自学,一切都变得轻松自如。
Content Description

本书分实战项目篇与开发理论篇。其中,开发理论篇,从初学者容易入门的角度分为上部分(1~14章)与下部分(15~29章)。上部分内容包括游戏历史与Unity发展概述、Unity界面与3D模型入门、Unity地形光源音频系统、脚本基础、GUI、3D模型与动画制作等;下部分内容包括3D数学、图形学、粒子系统、Mecanim动画系统、导航寻路、项目研发优化策略、游戏移植与手指触控技术、光照烘焙、UGUI等。
Author Description

刘国柱老师具有十多年的软件、游戏研发与教学经验,具备深厚语言基础。早年在国内上市企业做研发经理,熟悉企业大型软件运作管理过程、软件架构设计理论。精通与熟悉Unity3D、XNA等3D与2D 游戏开发技术,教学语言思路清晰,循循善诱的教学方法深受广大学子欢迎。
Catalogue

目录

实战项目篇
项目一疯狂酷跑: 跑酷类实战项目
1� 游戏背景
2� 功能介绍
3� 技术架构
项目二生化危机: 射击类实战项目
1� 游戏背景
2� 功能介绍
3� 技术架构
开发理论篇上部分
第1章游戏历史与Unity发展概述
1�1“钱途”限的游戏开发领域
1�1�1Unity版本快速迭代升级
1�1�2Unity 技术应用范围
1�1�3强大的跨平台性
1�2电子游戏发展史
1�3游戏引擎与Unity的发展历程
1�3�1什么是游戏引擎
1�3�2游戏引擎的功能
1�3�3为什么需要使用游戏引擎
1�3�4游戏引擎的发展
1�3�5Unity 游戏引擎的特点
1�3�6Unity游戏引擎的主要特性
1�3�7Unity 游戏引擎的发展历史
1�4Unity安装
1�4�1Unity 下载与安装
1�4�2Unity 的资源商店(Asset Store)
第2章Unity 界面与3D模型入门
2�1了解Unity编辑器界面
2�1�1掌握Unity 编辑器的布局与调整
2�1�2了解Unity 编辑器各个重要视图与作用
2�23D模型入门操作
2�2�13D 模型的位移旋转与缩放
2�2�23D模型操作快捷方式
2�2�3选择3D模型的“正”方向
2�2�4使用属性窗口进行精确调整
2�3开发Unity “Hello World”
Unity3D/2D游戏开发零基础到精通目录2�4本章练习与总结
第3章3D模型基础
3�1Unity 编辑器进一步讲解
3�1�1Unity菜单
3�1�2项目(Project)视图
3�1�3场景(Scene)视图
3�1�4视图显示模式
3�1�5场景视图的查看与导航
3�2世界、局部与左手坐标系
3�2�1现实世界的“世界坐标”与“局部坐标”
3�2�2演示两种坐标的差异
3�2�3使用脚本方式演示差异
3�2�4什么是“左手坐标系”
3�2�5使用控制台(Console)窗口进行代码调试
3�3脚本知识入门
3�3�1键盘与鼠标输入代码
3�3�2环绕旋转
3�4小项目开发: 地球环绕太阳旋转
3�5本章练习与总结
3�6案例开发任务
第4章地形编辑器
4�1创建基本地形
4�1�1绘制贴图纹理
4�1�2制作各种地形
4�1�3种植树木与花草
4�2观察虚拟世界
4�3扩展地形编辑
4�4本章练习与总结
4�5案例开发任务
第5章光源
5�1概述
5�2光源的分类与重要参数
5�3典型光源场景制作
5�4本章练习与总结
5�5案例开发任务
第6章音频
6�1概述
6�2音频剪辑属性
6�3音频监听与音频源组件
6�4音频混响器与滤波器组件
6�5本章练习与总结
6�6案例开发任务
第7章Unity脚本程序基础
7�1Unity 脚本编辑器介绍
7�1�1什么是�Net 框架
7�1�2什么是Mono 与MonoDevelop
7�1�3什么是Visual Studio
7�2脚本程序基础
7�2�1建立脚本的重要注意事项
7�2�2项目工程分层设计
7�2�3如何更改脚本模版
7�3Unity 重要脚本函数
7�3�1Unity事件函数
7�3�2Untiy重要核心类学习
7�3�3GameObject 类
7�3�4MonoBehaviour类
7�3�5Transform类
7�3�6Time类
7�4本章练习与总结
7�5案例开发任务
第8章GUI
8�1概述
8�2GUI脚本控件
8�3GUILayout自动布局
8�4帧的概念
8�5绘制贴图
8�6GUI皮肤
8�7本章练习与总结
8�8案例开发任务
第9章3D模型与动画制作
9�1概述
9�23DMax 软件基本使用
9�33D模型尺寸单位设置
9�43DMax 模型制作与导出Unity流程
9�5模型导出丢失贴图问题
9�63D文字的制作与动画
9�7角色Legacy 动画
9�8Animation 动画工具
9�9自定义资源包的导入与导出
9�10本章练习与总结
9�11案例开发任务
第10章物理学模拟(初级)
10�1概述
10�2刚体与碰撞体
10�3物理材质
10�4脚本控制刚体
10�5本章练习与总结
10�6案例开发任务
第11章碰撞体与触发器
11�1概述
11�2碰撞体的分类与作用
11�3碰撞检测事件函数
11�4触发检测事件函数
11�5本章练习与总结
11�6案例开发任务
第12章协程与调用函数
12�1协程定义与功能
12�2调用函数定义与功能
12�3协程与调用函数的区别与适用范围
12�4本章练习与总结
12�5案例开发任务
第13章数据传值技术
13�1概述
13�2SendMessage 简单传值
13�3SendMessage 高级传值
13�4本章练习与总结
13�5案例开发任务
第14章Unity核心类与脚本生命周期
14�1概述
14�2GameObject 核心类
14�3Transform核心类
14�4Time核心类
14�5MonoBehaviour核心类
14�6Unity脚本生命周期
14�6�1Unity 事件函数调用顺序
14�6�2事件函数禁用与启用规律
14�7Unity伪多线程揭秘
14�8Unity 重要应用类
14�9Unity 输入管理器
14�10本章练习与总结
14�11案例开发任务
开发理论篇下部分
第15章3D数学与3D图形学
15�13D数学
15�1�1坐标系统
15�1�2向量
15�23D图形学
15�3Unity 3D图形渲染
15�3�1网格过滤器(Mesh Fillter)
15�3�2网格渲染器(Mesh Renderer)
15�3�3蒙皮网格渲染器(Skinned Mesh Renderer)
15�4贴图
15�4�1二维贴图
15�4�2立方体贴图(Cubemap)
15�4�3视频贴图
15�4�4渲染贴图
15�5材质
15�5�1材质球
15�5�2材质球属性
15�5�3材质球分类
15�6着色器(Shader)
15�6�1概述
15�6�2基本原理:图形渲染管线
15�6�3着色器的分类与基本结构
15�6�4固定渲染管线着色器
15�6�5表面着色器
15�7本章练习与总结
第16章物理学模拟(高级)
16�1铰链关节
16�2弹簧关节
16�3固定关节
16�4角色关节
16�5布料模拟
16�6本章练习与总结
第17章粒子系统
17�1概述
17�2基本粒子组件属性
17�3基本粒子系统示例
17�4Unity内置粒子系统包
17�5粒子系统的脚本调用方式
17�6本章练习与总结
第18章Mecanim 动画系统
18�1概述
18�2制作Mecanim 动画系统
18�2�1步骤1:制作Avatar替身
18�2�2步骤2:设置动画状态机(Animator Controller)
18�2�3步骤3:设置动画循环
18�2�4步骤4:使用代码控制角色动画
18�3融合术技术
18�4动画层与身体蒙版
18�5动画复用技术
18�6本章练习与总结
第19章导航寻路
19�1基本导航寻路
19�2斜坡与跳跃
19�3使用OffMeshLink 组件
19�4网格分层
19�5Nav mesh Obstacle组件
19�6本章练习与总结
第20章项目研发常用优化策略
20�1遮挡剔除(Occlusion Culling)
20�2层级细节(LOD)
20�3项目调优工具数据分析器(Profiler)
20�4项目优化策略
20�4�1项目优化之Draw Call
20�4�2项目优化之模型与图像方面
20�4�3项目优化之光照与摄像机方面
20�4�4项目优化之程序优化方面
20�4�5项目优化之Unity系统设置方面
20�4�6项目优化之良好开发与使用习惯
20�5本章练习与总结
第21章Unity 游戏移植与手指触控识别
21�1JDK 安装与环境参数配置
21�1�1下载与安装JDK
21�1�2设置JDK 环境
21�2Android 虚拟机的安装与配置
21�2�1下载 Android SDK
21�2�2更新环境变量
21�2�3配置 Android SDK 的API版本
21�2�4配置Android SDK(模拟器)
21�2�5启动Android SDK (模拟器)
21�3Unity相应配置
21�4手指触控识别
21�4�1手指触控API
21�4�2手指触控常见方式
21�5本章练习与总结
第22章光照烘焙技术
22�1概述
22�2静态光照烘焙(Lightmapping)
22�3灯光探测器 (Light Probes)
22�4本章练习与总结
第23章UGUI界面开发技术
23�1概述
23�2UGUI基础控件
23�2�1Canvas画布控件
23�2�2EventSystem控件
23�2�3Panel 控件
23�2�4Text控件
23�2�5Image控件
23�2�6Button控件
23�2�7Button事件系统
23�3Anchor锚点与屏幕自适应
23�4UGUI高级控件
23�4�1Toggle控件
23�4�2Slider控件
23�4�3Scrollbar控件
23�4�4Scroll Rect 复合控件
23�4�5TabPage标签页面
23�5本章练习与总结
第24章软件重构思想
24�1软件重构的重要性
24�2项目示例
24�3本章练习与总结
第25章射线
25�1射线概述
25�2项目示例讲解
25�2�1射击场景开发
25�2�2角色寻路开发
25�3本章练习与总结
第26章数据持久化技术
26�1PlayerPrefs持久化技术
26�2XML持久化技术
26�3本章练习与总结
第27章预加载与对象缓冲池技术
27�1概述
27�2简单对象缓冲池技术
27�3高级对象缓冲池技术
27�4本章练习与总结
第28章Unity2D
28�1概述
28�2项目示例讲解
28�3本章练习与总结
第29章网络基础与资源动态加载技术
29�1网络概述
29�2多线程技术
29�2�1多线程的定义
29�2�2多线程的优先级
29�2�3多线程的状态控制
29�2�4多线程的线程同步
29�3Socket(套接字)技术
29�3�1网络基础知识
29�3�2Socket定义
29�3�3面向连接的Socket
29�3�4连接的Socket
29�3�5同步Socket
29�3�6异步Socket
29�4网络下载WWW类
29�5资源动态加载AssetBundle技术
29�6本章练习与总结
附录A全国Unity游戏研发职位笔试面试真题集锦
A.1:算法题库集锦
A.2:C#语言基础题库集锦
A.3:Unity基础理论题库集锦
A.4:Unity实践类题库集锦
A.5:逻辑推理/智力题库集锦
附录BUnity开发常见错误与分析
附录C游戏开发职位简历模板

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欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折
Yami
欣葉
2种选择
欣叶 御大福 芋头麻薯 180g

周销量 600+

$1.66 $1.99 83折

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