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Game Development with Blender (Anglais) Broché – 2 juillet 2013


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Descriptions du produit

Mastering Blender Game Engine Focusing on the Blender Game Engine, this book provides coverage of all the game engine features and includes insights and tips taken from actual game creation experience so readers learn how and when to use each one. It shows readers how to create video games using Blender, a free, open source 3D animation package. Full description



Détails sur le produit

  • Broché: 400 pages
  • Editeur : Delmar Cengage Learning (2 juillet 2013)
  • Langue : Anglais
  • ISBN-10: 1435456629
  • ISBN-13: 978-1435456624
  • Dimensions du produit: 3,2 x 19 x 23,5 cm
  • Moyenne des commentaires client : 2.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
  • Classement des meilleures ventes d'Amazon: 2.783 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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1 internautes sur 1 ont trouvé ce commentaire utile  Par Bekhoucha Danyl le 25 juillet 2014
Format: Broché Achat vérifié
Je trouve le livre assez mal structuré, au début on nous montre un exemple d'un jeu d'un requin qui doit manger des poissons, les graphismes, les déplacements sont horribles et il n'y a pas de collisions. On peut se dire que les pages suivantes expliqueront des projets plus poussés, mais en faite non.
Le deuxième liste un à un chaque brique logique avec une petite description et aucun exemple concret, on retrouve exactement la même chose dans la documentation officielle de Blender. Ensuite les chapitres d'après expliquent les bases de la modélisation, rigging, aucun projet de jeu n'est réalisé.
De plus, le game engine de Blender va être réécrit pour devenir Blender Interactive Mode avec un système logique dans le node editor.
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11 internautes sur 11 ont trouvé ce commentaire utile 
Still not a master of game engine 2 septembre 2013
Par GREG P - Publié sur Amazon.com
Format: Format Kindle
I was a bit disappointed with the book due to a few things, which I will go over, as I don't feel like I learned that much.(to be fair this may change over time)
1/ the fact that some really common examples of games(such as a side scroller,or a firing weapon, or an fps character for example, and how to set one up, as a standard game asset) and doing both as a mini tutorial, and also explaining game industry standard setups for these, like a heads up display for example, aren't demonstrated.

2/ the first third of the book just goes into full detail of the sensors, actuators and controllers, but without showing a real world example. This was why I bought the book, but I don't feel that it really fulfilled this goal . It has many screen shots of the sensor/controller panels an settings, but no actual example of it in use to demonstrate it very clearly.

3/ The book sort of assumes you know a fair bit about game engines, but that's why I bought this book! To learn about games using Blenders logic bricks, not coding in Python.

I think if I downloaded the games described at the end of the book,(e.g. Super Blender Galaxy by Carlos Limon) and studied those files, I would learn more than the book, I just think it doesn't build up from easy to difficult, it's sort of all difficult, the sensor and controllers could have been an appendix instead, as a reference after learning how to use them in a game.

The shark game was a bit lame, it could have been really awesome with a cool fearsome shark, and a realistic water shader by Martins Upitis, not a monkey head shark! I am sick of old school super low poly Blender game demos!They are not even as good as a current phone game! What about Dead Cyborg, that is awesome in comparison! That should be the standard, its cool.

Overall, I think its a bit of a let down. I have been wanting to learn this for a few years, but still feel like studying Cryengine, UDK and Unity game engines is more rewarding, which I also am doing, and using Blender as a modelling/creation tool until someone figures out how to teach the game engine. I probably wouldn't recommend the book due to my gripes, but I think it heavily depends on your own prior game engine knowledge. I don't want to sound harsh, which I think I have, but it is years of frustration coming out, sorry.
4 internautes sur 4 ont trouvé ce commentaire utile 
Great book! 3 avril 2014
Par SuperDave - Publié sur Amazon.com
Format: Broché Achat vérifié
The topic of the blender game engine is lacking in concise coverage. this book does a good job of filling in the gaps in knowledge from online video tutorials and wiki articles. if you are a total beginner to 3d modeling and want to get into game design, this book may not be completely for you, its defiantly on the future reference list, but there is much you must learn before you start worrying about game design! haha.

the only real complaint i have for this book is the treatment of the 2nd chapter, which is supposed to be a walk-through of making a simple game. the author spends half the chapter on modeling and animating, and glosses over creating AI fish and the interface overlay, instead telling how to import the premade assets (available on the companion website) into your game.blend. it seems to me that a book about making a game should assume basic skills such as modeling and rigging, and move on to the nuts and bolts. but this is a minor oversight, and i can see why the author chose to do it this way, to avoid the chapter spiraling into a book unto itself. the following chapters more than make up for it.
4 internautes sur 4 ont trouvé ce commentaire utile 
Great Resource 29 juillet 2013
Par Mrs P @ In Our Pond - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
I think this book is excellent as an in-between resource between Python and Blender. I feel I have a better understanding now. I like being able to open it to find the definition of a particular logic brick or function. The book is definitely a coder's book (not super artistic per se). But that's ok. I got the book to make my art function, not to make things pretty. Intros to areas in Blender were appropriate in scope and were good for review. The areas I'm interested in, such as scientific visualizations, are an excellent part of the book. Wish I could get more on that as visualizing sensor readings in real-time would be very, very profitable for lab work, data reduction and simulation. Another book from you guys?
The only weird thing was no CD came with the book though it mentions one. Link for files is on intro page xiv. No biggie for me.
4 internautes sur 4 ont trouvé ce commentaire utile 
The perfect guide I was looking for! 6 août 2013
Par Riccardo Covino - Publié sur Amazon.com
Format: Broché Achat vérifié
This is exactly what you need for beginning the adventure of game making in Blender and the open source world.
The Game Engine needed an updated guide because informations about it on the web were disorganized and old in many aspects.
The guide sums everything in one complete, up to date, easy to read book.
Congratulations to the authors!
10 internautes sur 13 ont trouvé ce commentaire utile 
what they cover they cover great 9 juillet 2013
Par Aesadai - Publié sur Amazon.com
Format: Broché Achat vérifié
The writers are very upfront about what they don't cover and why. For the most part I completely agree with their rationales and where they draw the line. All in all I am surprised at how little you need to know before reading this book. It brings you along very logically and concisely. If you can do basic modeling and basic key framing animation you should find this book a pleasure.

They are a little light on directly addressing the practical applications of using the Blender Game Engine but they do address clearly the GPL and how it sort of gets in the way but not completely.

This is the definitive guide on the BGE so if you want to learn it you will be glad you parted with 30 bucks to get this book (and for a more beginner approach to Python scripting get "Blender Meets Python: Blender 2.6 Unites with Python 3 for a Completely 3D Relationship (Volume 1)")
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