Palmer / Williamson | Virtual Reality Blueprints | E-Book | www.sack.de
E-Book

E-Book, Englisch, 250 Seiten

Palmer / Williamson Virtual Reality Blueprints

Create compelling VR experiences for mobile and desktop
1. Auflage 2024
ISBN: 978-1-78646-503-0
Verlag: De Gruyter
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

Create compelling VR experiences for mobile and desktop

E-Book, Englisch, 250 Seiten

ISBN: 978-1-78646-503-0
Verlag: De Gruyter
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC ViveKey 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 DescriptionAre 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 applicationsWhat 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 forIf 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.

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Weitere Infos & Material


Table of Contents - The Past, Present and Future of VR
- Building a Solar System for Google Cardboard
- Building an Image Gallery System for the Gear VR
- Adding User Interactions to the Virtual Gallery Project
- Fighting Zombies on the Oculus Rift
- Scripting Zombies for the Oculus Rift
- Carnival Midway Games Part 1
- Carnival Midway Games Part 2
- Appendix 1
- Appendix 2


Palmer Charles :

Charles Palmer is a faculty member and administrator at Harrisburg University of Science and Technology, a STEM-focused, private, four-year comprehensive university dedicated to ensuring institutional access for underrepresented students and linking learning and research to practical outcomes. As the Executive Director of the Center for Advanced Entertainment and Learning Technologies, Professor Palmer oversees the design and development of ventures in new and emerging technologies, serves as Program Lead for the undergraduate Interactive Media program, is an adviser to the Learning Technology Masters of Science program, coordinates a high school video game academy, and mentors university students on research projects in the fields of augmented/virtual reality, mobile computing, web application development, digital media and interactive games. As a technologist and public speaker, Charles uses virtual reality, 3d printing, gamification, interactive storytelling, social media and simulations to discuss how training and performance can be improved with the inclusion of the latest technological advances. Professor Palmer is also a co-author of the recently released “Alternate Reality Games: Gamification for Performance” available from CRC Press and Amazon.Williamson John :

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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