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Abstract Architect

Introduction to Game Programming: Using C# and Unity 3D

2nd Edition

Programming Concepts

Introduction to fundamentals of programming and the C# language

2

Exploring the Unity IDE

Getting an in-depth overview of the primary features of the Unity IDE and how to navigate. 

3

Game Objects and Components

Understanding GameObjects, MonoBehaviour, Components and more ...

4

Game Rules and Mechanics

An in-depth discussion and overview of game mechanics and how to implement them ...

5

Crafting User Interfaces

Discuss how to design and develop the user interface and user engagement ...

6

Creating Battleship

Putting everything together and building the game of Battleship ...

7

Delving Into the Code

Battleship behind the scenes ...

Game Programming.jpg
Abstract Architect

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Abstract Architect

Chapter 1

Programming Concepts

Chapter 1 is a concise yet comprehensive overview of program-ming and object-oriented design terminology. This chapter is a quick reference for those already acquainted with the basics and a solid foundation for newcomers, making the topics more accessible as you progress in your learning journey.

Chapter 2

Exploring the Unity IDE

​Chapter 2 dives headfirst into the Unity 3D Integrated Development Environment (IDE). It elucidates the various facets of the IDE, guiding users through navigation and creating GameObjects. You'll also learn how to effectively employ transform tools to manipulate GameObjects in translation, scaling, and rotation. Furthermore, the chapter explores the Inspector Window, where all GameObject components and properties can be fine-tuned with the designer's help, and it offers a wealth of additional valuable tips and tricks.

Chapter 3

Game Objects and Components

Chapter 3 delves deeper into the concept of GameObjects, shedding light on their creation and the addition of pre-existing and custom components. The chapter also introduces scripts and demonstrates how they can be affixed to GameObjects to serve as components. Additionally, it familiarizes readers with the concept of Prefabs and elucidates the parent-child relationships within a GameObject.

Chapter 4

Game Rules and Mechanics

In Chapter 4, readers are initiated into Game Rules and Mechanics. This pivotal chapter lays the groundwork and establishes the game design and development rules. It explores fundamental game mechanics applicable to various game types and provides hands-on examples built from scratch to illustrate these concepts. Topics such as physics, colliders, and Rigid-body are thoroughly explained.

Chapter 5

Crafting User Interfaces

Chapter 5 guides readers through the intricate world of User Interface (UI) design, highlighting the new, integrated UI architecture in Unity 5. An overview of this architecture is presented, utilizing examples built in Chapter 4 to introduce and demonstrate key UI concepts. By the end of this chapter, readers will be equipped with the knowledge and skills needed to craft captivating UIs for their games.

Chapter 6

Creating Battleship

Chapter 6 shifts focus to the classic game of Battleship. It starts with a brief historical background and then delves into the game's rules and gameplay. Readers are taken through a step-by-step process for designing and implementing the game, covering game objects, game flow, game logic, and user interface design.

Chapter 7

Delving Into the Code

In Chapter 7, the spotlight turns to the C# code discussed and generated throughout Chapter 6, taking it to the next level. Primary scripts are dissected, functions are defined and explained in detail, and the User Interface for the game is perfected, ensuring readers have a comprehensive grasp of the game's inner workings and the underlying code. This chapter bridges theory and practice, enabling readers to apply their programming knowledge to real-world game development scenarios.

Abstract Architect
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