9781786462985-1786462982-Virtual Reality Blueprints: Create compelling VR experiences for mobile and desktop

Virtual Reality Blueprints: Create compelling VR experiences for mobile and desktop

ISBN-13: 9781786462985
ISBN-10: 1786462982
Author: Palmer, Charles, Williamson, John
Publication date: 2018
Publisher: Packt Publishing
Format: Paperback 250 pages
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Book details

ISBN-13: 9781786462985
ISBN-10: 1786462982
Author: Palmer, Charles, Williamson, John
Publication date: 2018
Publisher: Packt Publishing
Format: Paperback 250 pages

Summary

Acknowledged authors Palmer, Charles, Williamson, John wrote Virtual Reality Blueprints: Create compelling VR experiences for mobile and desktop comprising 250 pages back in 2018. Textbook and eTextbook are published under ISBN 1786462982 and 9781786462985. Since then Virtual Reality Blueprints: Create compelling VR experiences for mobile and desktop textbook was available to sell back to BooksRun online for the top buyback price or rent at the marketplace.

Description

Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC ViveKey FeaturesDevelop 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 applicationsBook 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 learnUse 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.Table of ContentsThe Past, Present and Future of VRBuilding a Solar System for Google CardboardBuilding an Image Gallery System for the Gear VRAdding User Interactions to the Virtual Gallery ProjectFighting Zombies on the Oculus RiftScripting Zombies for the Oculus RiftCarnival Midway Games Part 1Carnival Midway Games Part 2Appendix 1Appendix 2
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