Note: Page numbers in italic and bold refer to figures and tables, respectively.
A* algorithm 255; pathfinding with 255–63; testing 260–2
Adobe Photoshop color picker 16, 16
Alice Greenfingers 341
alleles 317
Android application: Build Settings 428–30, 431, 432; Bundle ID 426; configuration 428, 431; Developer Mode 427, 429; Java Development Kit 427; running 433; SDK installation 427, 428; Studio SDK Manager 427, 427; Switch Platform 428, 431; USB debugging 428, 430, 430, 433
Android Market 467
animation: configuration file 184; defined 151; frame 152; humanoid skeletal hierarchy 174, 174; management 177–84; phi 152; principles of 123–4; secondary 184–7; using vector graphics 152
anticipation animation 123, 131–2
appealing animation 124
AppHub 467
Apple Mac 469
application programming interfaces (APIs) 462, 466
application structure: Build Settings window 332, 332; GUI items 331, 331; MenuController 332–3; player settings 328; start-up dialog box 329; 2D Canvas 330, 330
aPrimitive (aP) 51
AR see augmented reality (AR)
arcs animation 124
arithmetic operators 43
art asset primer: power of two rule 63–8; 3D models 68–72
art, elements of: color 14, 16; direction 11–12; line 9, 9; point 9; shape 10–11; size 12–13; texture 13–14
Artificial Intelligence: A Modern Approach (book) 255
Assassin’s Creed 163, 185, 334
assignment operator 43
Astrodude game object: child image, adding 345; collided with object 346–7; CubeOfDeath 356, 357; destroy function 348–9; DestroyOnClick 355–6; game objects assignment 348; inventory counter 350; inventory images display in 346; prefabs assignment 348; to stack inventory items 355; 3D items 351–2; 3D prefabs 353; 2D Canvas 344
augmented reality (AR): fiduciary marker 459; Google Glass 459, 460, 461; interactive applications 459; Microsoft’s HoloLens 461, 461; Pokémon Go 459, 460; wearable devices 459; Wikitude SDK 461, 462
Autodesk’s 3D Studio Max 68–72
automatic waypoint collection 271–2
average blur versus Gaussian blur 392–3, 393
Aztec Empire 197
backface culling technique 138
belief–desire–intention model 244
bit 63
Black & White 244
bloom 394
Boolean functions 29
bounciness 62
breadcrumb pathfinding 283–5, 300
breadth-first search (BFS) algorithm 252–3
bullet game: fireworks prefab 112, 112; MoveBullet.cs 106; prefab 106–9, 108; quad, creating 105, 105; shoot direction 110; squash and stretch animation 127–9; sticky 129–31; 2D collision detection function 111–12
C#: Hello World program 4; if-else statement 46; for printing numbers 49; script 26; variables 37–42
camera: bloom 394; blur 392–3, 393; color correction 395; crease 395; depth of field 391–2, 392, 393; edge detection 392, 395; fish eye 396; flares 395; grayscale 393–4; medieval houses 83–6; motion blur 394; orthographic 80, 80, 81, 82; perspective 80, 81, 82, 82; post-processing effects 397–401; sepia tone 392, 394; settings for 82–3, 82–3; SSAO 396–7; sun shafts 392, 396; twirl 394; view volume 80; vignette 396
Candy Crush Saga 426
character mechanics: cellular automata 322–3; decision trees 301–6; flocking 292–300; FSM 269–92; fuzzy logic 306–17; genetic algorithms 317–21; graph theory 250, 250–1; line of sight 245, 245–9; waypoints 251–69
chromosome 317
circular motion application 44–5
CloudsToy Manager 408, 408–9, 412
colors 335–6; correction 395; depth 64; mapping 13, 15
compulsive hoarder 197
computer graphics: backface culling 138; color 14–16; Lambert shading 92; polygon 10; precipitation 412; scale 12
computer memory: bits 63; color depth 64; variables 34–7
conditional statements: Boolean algebra 46; if-else statement 46–8; loop 48
console: controllers 434; publishing 467–8
contrast, repetition, alignment, and proximity (CRAP) principle 339
creasing effect 395
Creating Procedural Artworks with Processing: A Holistic Guide (book) 7
cross product 77
cubeResize: error message 42; game object 41; objScaleX 39–40; save 42
data types 35
decision trees: eating situation 301–4; RTS AI game 304–6
defuzzification 308
degree of freedom (DOF) 176
De Motu Animalium (book) 174
depth-first search (DFS) algorithm 254–5
depth of field effect 391–2, 392, 393
development phase, game mechanics: avoidance 227–8; collecting 228–35; feedback 238–42; matching 198–9; racing 223–7; rewards 238; searching 235–8; shooting/hitting/bouncing/stacking 217–23; sorting 199
Diamond-Square method 378–9, 379
diffuse coloring 13
digital signature 465
Direct2Drive website 468
Dodge Ball 190
Donkey Kong 227
Doom 198
DotFuzzy engine 309
draw call 153
Drawing on the Right Side of the Brain (book) 1–2, 2
Dutch East India Company 196
dynamic generation 5
eating decision trees: attributes 301, 301–2, 302; tree value 303, 303
encryption 463
entity-component system (ECS) 21
error message 42
Euclidean vector 11
exaggeration, animation 124
Facebook 466
FBX sequences 165
F.E.A.R 244
feedback mechanisms 342
fiduciary marker 459
field of view (FOV) 82
finite state machines (FSM): breadcrumb pathfinding 283–5; closest waypoint finding 285–91; function 273–82; state transition for 269, 269–71; waypoint system settings 271–2
first person controller (FPC)283, 379, 380, 381, 387, 405, 417, 419
first person shooter (FPS) 191, 335
fish eye effect 396
flares 395
flocking: average speed 295–6; behavior 296–7; direct location 298–300; rules 292, 293; seagulls 294–5; wind value, adding 297
flow level design 371
fog 143
follow-through animation 124
for loop: format 49; printing numbers 50; shortcut arithmetic operations 50, 50; stacked spheres 51–4
FPC (first person controller) 283, 379, 380, 381, 387, 405, 417, 419
Fracture 6
frustum 80
Full Throttle 236
fuzzification 308
fuzzy rule 307
game design: challenges 422; gameplay 424–34; HCI 423; icons/user interface elements 424, 425; text 423–4
game engine: generic 17, 17–18; main loop 18–27; in Unity 17
game-level design structures: branching 368, 370; hub and spokes 368, 370; linear 368, 369–70; open 368, 369
game mechanics: avoidance 197; capturing 196; chancing 194–5; collecting 197–8; conquering 196–7; cycle 191; defined 190; development phase 198–238; matching 193; mixing 195; progressing 196; searching 192–3; sorting 193–4; timing 195–6
game objects: components 19–21, 20; definition 58; initialization method 34
gameplay: Android application 426–34; casual games 425–6; HCI features 426; mobile charts 424–5
genes 317
genetic algorithms 317–21, 321
gesture recognition: DetectMotion 451–3; gestureRibbon 451; Kinect 450; OpenKinect 450; Stage System 450–1; text object 453, 454
global positioning system (GPS): development 445; geocaching 445–6; information 448–50; My Grove 447, 448; Parallel Kingdom 447, 447; satellite trilateration 445, 446; Tourality 446, 446–7
Google Nexus One HTC mobile: acceleration axes of 435, 435; orientations of 437, 437
Gorillas 218
GPS see global positioning system (GPS)
Grand Theft Auto 224
graphical user interface (GUI): coherence 337–8; feature exposure 336–7; focus 340; items 331, 331; layout 339; metaphors 335–6; objects 327; shortcuts 338; state visualization 338; 2D Canvas 330; user profiling 334–5
Guitar Hero 193
H-Anim (Humanoid Animation Working Group) 174, 175
haptics 434
head-mounted displays (HMDs) 457, 458
heads-up display (HUD) 325, 334, 339–40, 340
help interface 340
heuristic function 255
HMDs (head-mounted displays) 457, 458
HTC Vive 421
HUD see heads-up display
human–computer interaction (HCI) technology 422–3, 426
Humanoid Animation Working Group (H-Anim) 174, 175
The Illusion of Life (book) 123
Immediate Mode GUI (IMGUI) 327
Jojo’s Fashion Show 197
keyboard shortcuts 338
Kinect Sports 224
kinematics 175
Lambert shading 92
lateralization 2
layout 339
Lindenmayer system (L-system): natural/familiar shapes 385, 386; Perlin noise 388–9; with remembered locations 384, 385; rewriting 384, 384; Sierpinski triangle 385, 385; small city 389, 389; square, drawing 384, 385; street map and buildings 386, 386; string, building 383–4
local coordinate system 87, 88, 89
local variables 52
loop 48; see also for loop; main game loop/main loop
main game loop/main loop 18–27
Mamdani style 308
map design: details 366–7; flow 371; focal point 364, 365; layout 367–70; player’s movement 364–5; player starting position 371; scaling 366; third dimension 371–2; trapping 371; vantage points 372
Mario Brothers 228
math operators 43
The Matrix (movie) 3
maze layout 319
mesh object 11
microelectromechanical systems (MEMS) 435
Microsoft’s Xbox 191
Minesweeper 228
mobile: accelerometer 434–6; Android application see Android application; design considerations see game design; GPS see global positioning system (GPS); haptics 434; orientation 436–9; web services 439–45
motion: blur 394; first law of 116–19; perception 152; second law of 120; third law of 121–3
Mt Fuji 373; features, sculpting 374, 375; final terrain reproduction 377, 378; painted terrain 377, 377; plane, placing 374, 375; terrain texture 376, 376
mutation 318
navigation mesh (NavMesh): agent management 267–8; agent navigation 264, 264; agents movement 269, 269; agent’s speed settings 268, 268; AI controller code 267; area appearance 266; navigate agents 264; static 264, 265; tab 264, 265; tag 266, 266
navigation system for timing and ranging (NAVSTAR) 445
neuromyth 2
Nintendo Wii Remote 435
nonplayer characters (NPCs): breadcrumb 285; closest waypoint 285–91; DNA string 320; field of vision 249; first person controller settings 283; flocking see flocking; genetic algorithms 319; and players 245
non-uniform rational basis spline (NURBS) curve 10, 10
normalizing vector 75
Nunchuk 435
OpenKinect 450
operant conditioning 239
operators: arithmetic 43; circular motion 44–5; math 43; relational 43–6, 44; scripting reference 46
orthographic camera 80, 80, 81, 82
overlapping action 124
paper–rock–scissors game 191–2
particle systems: CloudsToy 412; SnowyRetreat 412–19; velocity/size/life length 412, 413
patrol game object: A* algorithm 260–2; robot guard 256–9
Perlin noise 379, 382, 383, 388–90
persistence of vision theory 151
perspective camera 80, 81, 82, 82
photoshop 154
PHP web emailer 444
physics materials 121
pirate’s treasure map: cross product 77; direction 77; dot product 75–6; illustration 74; normalized vector 75, 75; Pythagorean theorem 75
pixels 9
plane: animated textures 144–5; CrumpleMesh 94, 94; lighting effect 92, 93; normal 92, 92; polygon 91
player: action versus game response matrix 239–40; feedback 241–2; movement 364–5; needs, addressing 341–2
player mechanics 325–6; game interface design 334–42; game structure 326–34; inventories 343–57; teleportation 358–62
PlayStation 3 Dual Shock 3 435
polygons: backface culling 138–40; level of detail 140–2; and normals 91–5; polycount 11, 138
pose to pose 124
post-processing effects: Behaviour component 397, 398; game environment 399, 401; profile, creating 397, 399; setting values of 400; Unity Asset Store 397, 397
procedural terrain generation: Diamond-Square method 378–9, 379; midpoint displacement algorithm 378, 378; Perlin noise 382, 383; plane/FPC 379, 380; random height values 380; sine function 381
Project Gotham racing series 195, 224
proximity 339
psychological phenomenon (phi) 152
public-key cryptography 463, 464, 465
puzzle games: Bejeweled 341; Dr. Mario 64 199; Machinarium 194
Quake 3 Arena (Q3A) 182
quakebot 182
quaternions 97, 103–13; Euler angles 100; gyroscope 101–2, 102; planes, rotation in 103, 104; 3D space 100, 101
racing games 223; anticipation 131; creating 224–7; follow-through 132; Grand Theft Auto 224; Kinect Sports 224; Project Gotham 195, 224; Split Second 365
Rayleigh scattering 401–2, 404, 406
real-time strategy (RTS) AI game 304–6, 305
resolution 9
rhythm game 193
robot model: patrol 256, 256–62; vectors 78, 78–9
rocket ship game: attack script 96–7; bullet 105–9; camera 79; distance test 99–100; explosion 112, 112; shooting 109–10; sprite, creating 96, 96; target game object 98, 98–9; 2D collision detection function 111–12
Royal Game of Ur 189
RTS (real-time strategy) AI game 304–6, 305
scaling method 71
screen space ambient occlusion (SSAO) 396–7
scripting primer: arrays 54–7; comments 31–3; conditional statements 46–54; electric circuit 28, 28–9; functions 33–4; logic gates 28–31; objects 57–62; operators 43–6; variables 34–7
searching, game mechanics 192–3
secondary actions 124
second law of motion 120
sending mail: with device mail client 440–2, 442; web server 442–5
shaded female model: grass material 67, 68; mesh hierarchy 65, 65; texture picker 65, 66
shortcuts: arithmetic operations 50, 50; keyboard 338
The Sims Medieval 195
single-filed 3D animations 182–4
single 2D sprite actions 177–82
skies: clouds 407–9; Rayleigh scattering 401–2; Skyboxes 402, 403; SkyDomes 404–7; turbidity 402
Skyrim 163
slow in and out movement 124
smoking particle system 361
Snakes and Ladders 228
snowy retreat: emitter 415, 416; Gradient Editor 415, 416; manipulation 417, 418; particle editor 413, 414; particle size 413, 414; size curve 417, 417; Size Over Lifetime 414, 415; smoke particles 413; snow particle emission 417–18, 418
social mechanic: application programming interfaces 462; Facebook 466; security 463–5; Twitter 465
solid drawing 124
solitaire (card game) 198
Sony PlayStation’s Dual Shock analog controller 434
Space Invaders 197
spin program 32
Splinter Cell 131
Split Second 365
Sporty_Granny game object: amWalking 170; animator controller 166; AnimControls 168; Bool parameter 170; controller 166; FBX sequences 165; loop pose 169; loop time 169; transitions 170
sprites: animates 157–63; draw call 153; rocket ship 153; UV settings 155–7
squash and stretch animation 123, 125–31
SSAO see screen space ambient occlusion
standard assets package 125
Start() function 34
state visualization 338
Steam website 468
sticky bullet: squash and stretch 129–31; timed explosive devices 131–2
straight-ahead action 124
subtractive color model 14
Super Mario Brothers 198
Super Smash Brothers 195
symmetric cryptography 463, 464
teleportation: explicit 360–2, 362; implicit 358–60
terrains: cities 383–9; drawing 373–8; Editor tools 374; infinite 389–90, 391; procedural 378–83; utility graph 253
texture atlas: animated sprite 160; animation frames 159, 159; Anime Studio Pro 162, 163; in GIMP 153–4, 154; slicing up 158, 159; sprite mapping 155, 155–7
textures: animation 144–5; blob shadows 145–6; map 13
three-dimensional (3D) model: dinosaur model 69–71, 70, 72; environments 371–2; for game space optimizing 137–48; pig model 69–71, 70; polygons/normals 91–5; robot model 78, 78–9; space 79; translation/rotation/scaling 87, 89–91, 90, 91; from triangles 11; 2D games in 95–113
three-dimensional (3D) viewing: anaglyphs 456–7, 457; HMDs 457, 458; side-by-side 454–6
timing animation 124
Tom Clancy’s Ghost Recon 235
trapping 371
turbidity 402
twirl effect 394
Twitter 465
two-dimensional (2D) model: art assets 63; canvas 330; space 79; in 3D game engine 95–113
unit vector 75
Unity3D development environment: color 25; cube, creating 22, 23; download 21; editing 21, 22; E mode 24; lighting 24; material 26; NewbehaviorScript 26; project, creating 22; R mode 24–5; save 27; W mode 24
vantage points 372
variables: C# 37–42; data types 35; defined 34; local 52; in memory allocation 35, 36; names 36–7; type 35
vectors: magnitude 11, 12; principles of 74–9
vertices 10
vignette 396
vision persistence 151
visual elements: color 14, 16; direction 11–12; line 9, 9; point 9; shape 10–11; size 12–13; texture 13–14
Vuforia 459
warehouse model: animated textures 144–5; curtains/wind effects 134–7, 136; custom shader, loading 138–40; door 132–4, 133
waypoints 251–2, 271–2; in graph object 257; layout 256; searching through 252–69
weather: precipitation 412; wind 409–12
web services: Internet access 439; mail, sending 440–5, 442; mail via web server, sending 442–5; URLs, calling and retrieving 439
Wei-qi 189
wind: constant force 411–12; description 409; flag, flying 410–11, 411; grass and flower objects 410, 410
wireframe model 11
Wolfenstein 198
world coordinate system 87, 88, 89
World of Goo 125
Xbox Kinect 217
3.21.227.74