Auswahl der wissenschaftlichen Literatur zum Thema „Game engine Unity“

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Zeitschriftenartikel zum Thema "Game engine Unity"

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Yasufuku, Kensuke, Ginga Katou und Sota Shoman. „Game Engine (Unity, Unreal Engine)“. Journal of The Institute of Image Information and Television Engineers 71, Nr. 5 (2017): 353–57. http://dx.doi.org/10.3169/itej.71.353.

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Salama, Ramiz, und Mohamed ElSayed. „Basic elements and characteristics of game engine“. Global Journal of Computer Sciences: Theory and Research 8, Nr. 3 (29.12.2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.

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Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.
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Barczak, Andrzej, und Hubert Woźniak. „Comparative Study on Game Engines“. Studia Informatica, Nr. 23 (22.12.2020): 5–24. http://dx.doi.org/10.34739/si.2019.23.01.

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Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of software isolating rigid logic and game rules, from easily modifiable and expandable components, which can be used repeatedly in a way that does not require great modifications. This article is an attempt to perform a comparative analysis of three engines to create games: CryEngine, Unreal Engine, and Unity. The criteria for comparison will be technical capabilities and factors influencing the popularity and acceptance of engines by users. The aim of this article is to show the strengths and weaknesses of engines and to present the differences between these tools.
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Nabila, Amira Mar’atu, Aidil Primasetya Armin und Elvianto Dwi Hartono. „Game Edukasi Tembung Aran Menggunakan Tools Engine Game Unity“. BINA INSANI ICT JOURNAL 7, Nr. 2 (28.12.2020): 135. http://dx.doi.org/10.51211/biict.v7i2.1406.

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Abstrak: Bahasa jawa meruapakan bahasa yang berasal dari daerah yang terdapat di negara Indonesia. Salah satu unsur bahasa adalah kata. Ketika mempelajari bahasa indonesia salah satu yang di pelajari adalah kata benda. Dalam bahasa jawa terdapat pula kata benda yaitu tembung aran. Permainan yang bersifat mendidik merupakan bagian dari genre dalam permainan. Genre ini merupakan salah satu media yang bersifat mendidik. Upaya pengembangan game adalah desain game. Desain ini membantu dalam merancang isi permainan. Pada penelitian ini dirancang game edukasi dengan model tebak gambar dan mencocokanya dengan kata benda bahasa daerah jawa yaitu tembung aran. Benda yang akan dicocokan adalah benda yang pada umumnya di temukan di dalam dan sekitar rumah. Untuk mengetahui kelayakan game ini digunakan metode pengujian System Usability Scale (SUS). Hasil yang didapatkan termasuk dalam kategori Acceptability pada skor acceptable dengan nilai 84, adjective rating nya mendapat nilai Excellent, dan Grade Scale termasuk dalam kategori B. Kata kunci: game edukasi, kata benda, tembung aran. Abstract: The javanese language is a language that comes from the regions in Indonesia. One of the elements of language is the word. When learning Indonesian, one that is learned is a noun. In Javanese, there is also a noun, namely Tembung aran. Educational games are part of the game genre. This genre is one of the media that is educational. Game development endeavors are game design. This design helps in designing the game content. In this study, an educational game was designed with a guess the image model and matching it with a Javanese noun, namely Tembung aran. The objects to be matched are objects that are generally found in and around the house. To determine the feasibility of this game, the System Usability Scale (SUS) testing method is used. The results obtained were included in the Acceptability category in an acceptable score with a value of 84, the adjective rating received an Excellent value, and the Grade Scale was included in category B. Keywords: educational games, nouns, tembung aran.
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Skop, Paweł. „Comparison of performance of game engines across various platforms“. Journal of Computer Sciences Institute 7 (30.09.2018): 116–19. http://dx.doi.org/10.35784/jcsi.657.

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The article presents the results of performance study of two selected game development engines, Unreal Engine and Unity. The comparative analysis of engines was performed based on measuring selected criteria for two identical, in terms of functionality and assets, games made in selected engines.
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Bebko, Adam O., und Nikolaus F. Troje. „Experimental design with Unity Game Engine“. Journal of Vision 20, Nr. 11 (20.10.2020): 810. http://dx.doi.org/10.1167/jov.20.11.810.

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Parenyuk, Leonid Nikolaevich, und Vlada Vladimirovna Kugurakova. „Npc Behavior Plugin Development for Game Engine Unity“. Russian Digital Libraries Journal 23, Nr. 5 (23.08.2020): 1044–57. http://dx.doi.org/10.26907/1562-5419-2020-23-5-1044-1057.

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There are various approaches for creating artificial intelligence in games, and each has both advantages and disadvantages. This study describes an authoring implementation of the NPC behavior task using machine learning algorithms that will be associated with the Unity environment in real time. This approach can be used in game development.
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Nasution, Salhazan, Arbi Haza Nasution und Arif Lukman Hakim. „Pembuatan Plugin Tile-Based Game Pada Unity 3D“. IT JOURNAL RESEARCH AND DEVELOPMENT 4, Nr. 1 (15.08.2019): 46–60. http://dx.doi.org/10.25299/itjrd.2019.vol4(1).3517.

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Saat ini video games sudah menjadi hal umum dalam kehidupan masyarakat dunia. Sejalan dengan itu, proses pengembangan sebuah game menjadi lebih baik dengan kemunculan game engine. Salah satu dari sekian banyak game engine yang paling sering digunakan adalah Unity. Unity memberikan berbagai macam fitur, salah satunya adalah kemampuan untuk menggunakan plugin. Hanya saja, Unity sendiri belum memiliki plugin untuk pengembangan game berbasis tile. Tanpa dukungan plugin, pengembangan tile-based game akan memakan waktu sangat lama, karena setiap tile harus diatur ulang masing-masing posisinya pada koordinat x, y, dan z dengan sangat presisi setiap kali tile baru dibuat. Solusi dari masalah tersebut adalah dengan membuat GUI (Graphical User Interface) pada editor Unity, dengan melakukan ekstensi kelas Editor milik Unity. Dengan melakukan ekstensi kelas tersebut, sebuah sistem menu baru dapat dibuat khusus untuk melakukan level editing pada tile-based game. Dengan menggunakan plugin ini, pengembangan tile-based game dapat menjadi lebih efektif dan efisien, baik dari segi sumber daya, waktu, dan kemudahan pengerjaan.
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Żukowski, Hubert. „Comparison of 3D games’ efficiency with use of CRYENGINE and Unity game engines“. Journal of Computer Sciences Institute 13 (30.12.2019): 345–48. http://dx.doi.org/10.35784/jcsi.1330.

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This article presents the results of the performance studies of applications created with use of CryEngine and Unity game engines. Presented research was mainly focused on comparison of two applications created on selected engines. Several parameters were selected for the research: frame rate, CPU usage, RAM usage and generation time of 3D objects. Created applications were built with the use of the same graphic resources and similar source code. The hypotheses set in the article – Unity game engine is more efficient than CryEngine – have been verified and partially confirmed: engines are more efficient in different environments.
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Musiafa, Zayid. „RANCANG BANGUN APLIKASI GAME DEKSTOP LOKAL BANJARMASIN POMA 3D GAME ADVENTURE MENGGUNAKAN UNITY GAME ENGINE“. Technologia: Jurnal Ilmiah 8, Nr. 4 (05.10.2017): 236. http://dx.doi.org/10.31602/tji.v8i4.1123.

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Bangsa Indonesia memiliki banyak kepulauan dan bentang geografis yang beragam, diiantaranya Kalimantan. Kota Banjarmasin adalah ibu kota provinsi Kalimantan Selatan, Indonesia. Banjarmasin yang dijuluki Kota Seribu Sungai ini memiliki wilayah seluas 98,46 km² yang wilayahnya merupakan delta atau kepulauan. Memiliki budaya sungai dengan interaksi masyarakat yang sangat kuat terhadap sungai baik dalam kegiatan sosial maupun ekonomi. Saat ini, game merupakan media hiburan yang memanfaatkan tekhnologi. Game di Indonesia sendiri sedang banyak diminati para remaja. Game yang ada semakin canggih dan menarik. Karena menariknya gama-game sekarang mayoritas memiliki tujuan sebagai media hiburan saja, sedangkan untuk game yang memiliki tujuan hiburan serta mengandung edukasi lokal hanya sedikit. Oleh sebab ulasan diatas maka perlu dibuatlah sebuah game bertama lokal. Gagasan rancang bangun aplikasi permainan dekstop lokal banjarmasin poma 3d game adventure menggunakan unity game engine ini berstoryline mengeksplor sedikit hal yang menarik dari lingkup kota Banjarmasin seperti mengangkat beberapa ciri khas (ikon) atau kegiatan yang dekat dengan kehidupan masyarakat kota Banjarmasin dari permainan game tersebut diharapkan dapat memberikan kontribusi positif sebagai media mengenalkan potensi daerah secara universal. Kata Kunci : A Star, Game, Unity, 3d, Game Engine, 3Ds Max, Lokal Banjarmasin.
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Dissertationen zum Thema "Game engine Unity"

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Jašek, Roman. „Multiplatform Game Development Using the Unity Engine“. Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236075.

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Tato práce se zabývá možnostmi herního vývoje pro víceré platformy pomocí enginu Unity 3D. Rozebírá různé aspekty multiplatformního vývoje na počítačích i mobilních zařízeních. Důraz je kladen na analýzu tvorby her současně pro více platforem a problémy spojené s tímhle přístupem. Práce poskytuje možnosti řešení problémů, které vyvstanou při použití tohohle postupu, pomocí nástrojů, které poskytuje Unity 3D. Analýza se zabývá zejména na zvyšování výkonu her za použití metod dostupných na všech platformách vybraných pro testování. Tyhle vylepšení zahrnují způsoby jak snížit práci ve scéně a naopak zvýšit počet vykreslení za sekundu při zachování stejné vizuální kvality. Práce také nabízí pohled do minulosti tohoto odvětví a předpoklady o jeho příštím směrování.
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Yang, Yunjie. „Wu: A Cultural Export Game with Dynamic Difficulty“. Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1361.

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This report discusses the design and development of Wu, a 2D action game intended to serve as a means for exporting Chinese popular culture to Western players. Developed with the Unity engine, the game features a dynamic difficulty system that monitors player behavior and automatically modifies the content to better match the observed level of skill. Feedback from playtesting confirmed that the dynamic difficulty adjustment significantly increased the probability of completing the game, and that most players acquired a better understanding of the Wuxia genre on which the game is based.
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Mortazavi, Ravari Seyed Siavash. „Before Eternity: An Adventure Game Inspired by Sufi Mysticism“. Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/832.

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Before Eternity is a short 3D adventure game that addresses the purpose of our earthly lives, inspired by the Sufi poet Rumi. To support its mystical theme, the design employs impressionistic elements and symbolic activities which deliberately defy many conventions of traditional adventure games. This report explains the design and implementation of the game, as well as its technical and production aspects.
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Konečný, Dominik. „Adaptivní real-time reverb jako plugin pro herní engine Unity“. Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-401983.

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This work is about reverberators as system for simulating space properties of sound and their implementation in game development software Unity. The goal of this thesis is to create a working plug-in module for this development software, which is capable of working in real time and also can change it's parameteres in real time.
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Poli, Nicola. „Game Engines and MAS: BDI & Artifacts in Unity“. Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15657/.

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In questa tesi vedremo un breve sunto riguardo lo stato dei Sistemi Multi-Agente e andremo ad analizzare le limitazioni che attualmente ne impediscono l'utilizzo ai programmatori di videogiochi. Dopodiché, andremo a proporre un nuovo linguaggio BDI, basato su Prolog e inspirato a Jason, che, grazie all'interprete Prolog sviluppato da I. Horswill, darà la possibilità al programmatore di videogiochi di esprimere comportamenti dichiarativi di alto livello per agenti autonomi all'interno del game engine Unity. Andremo anche a proporre una versione di Artefatto per la modellazione dell'ambiente in una scena Unity e un layer di comunicazione che agenti e artefatti possano utilizzare per interagire tra loro. Infine presenteremo un caso di studio per sottolineare i benefici che questo sistema fornisce.
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Bettinelli, Stefano. „Estensione del game engine Unity per la generazione procedurale di ambienti per videogiochi“. Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8899/.

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In questo elaborato viene descritto il lavoro svolto per sviluppare un generatore procedurale di ambienti per videogiochi, più propriamente definiti con il temine dungeon. Lo strumento creato viene integrato all'interno del game engine Unity ed è di carattere generale: può essere utilizzato per qualunque gioco che richieda una generazione procedurale di livelli.
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Grahn, Ivar. „The Vuforia SDK and Unity3D Game Engine : Evaluating Performance on Android Devices“. Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139436.

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This paper evaluates major features of PTC’s augmented reality SDK Vuforia, available for Android, iOS and the Unity3D game engine. The performance of these features are evaluated in terms of frame rate and power consumption and the testing prototypes are developed using Unity3D. Augmented reality is a rapidly growing medium and the Vuforia SDK is very popular with over 325 000 registered developers and thousands of published applications. Despite being used to such extents, there are surprisingly few works evaluating different aspects of its performance. This paper provides an introduction to augmented reality and describes the technology used by the Vuforia SDK to deliver said features. This paper shows that Vuforia is capable of maintaining sufficient performance with interactive frame rates over 20 Hz in most cases. The power consumption of these features reduces the battery lifetime to acceptable levels, suitable for hand-held devices. In some cases, however, the performance in terms of frame rate reaches levels lower than recommended. These cases should be considered by developers looking to use Vuforia.
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Flomén, Rasmus, und Micaela Gustafsson. „Game developer experience : A cognitive task analysis with different game engines“. Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19615.

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Context: Today there are a lot of different kinds of game engines to choose from, but is one of these engines more suitable for a developer with a beginners' experience in game development? Objective: This is something we explore in order to help teachers choose a suitable engine for teaching game development to beginners.In this study, two teams of two persons each compare two of these engines, Godot and Unity. Method: We conducted a study, consisting of six iterations, to observe the development of a prototype game using the two engines. We collected data during the development of the game using a think-aloud protocol and a questionnaire, and after the development using a questionnaire that included the SUS scale for assessing the overall usability of the game engines. Results: The Godot engine have been focused on completing their documentation and the documentation is somewhat directed to more experienced developers. In comparison the Unity engine got more solutions outside of the documentation and also got their own special guides towards beginners.Although Godot engine got a more simpler GUI which will be easier at first but as the tasks became more difficult this became more of a disadvantage and some solutions were not found easily among the documentation. In comparison the Unity engine got more menus and can seem a lot to a beginner but became to be more helpful the harder the tasks became and even though most solutions were not found among the documentation, there were enough information from other sources to solve all problems with an easy search.Neither of the engines provided with a lot of helpful information within the tool, although the Godot engine had some cases where the tool would let the developers know a certain component was needed. Conclusion: Our main conclusion is that Godot is a good entry point into game development but as the tasks gets more difficult students would need the teacher’s help in order to solve the tasks as easy as with Unity. In contrast, Unity starts more difficult but as tasks gets more difficult Unity have more solutions online, which makes it more suitable if students are to develop on their own.\\This study is rather small with only four participants and this limits the results, for future studies it would be best to have more participants. Keywords: Cognitive task analysis, game developer experience, Godot, Unity, game engine, usability
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Lindén, Johannes, und Marcus Ekström. „Virtual Remote Services (VRS) : Simulating the Remote Services using the Unity 3D Game Engine“. Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-25829.

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Horký, Lukáš. „Rozšíření vývojové platformy Unity pro vizuální programování“. Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385939.

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The goal of the thesis is to create an extension for Unity Development Platform that will allow creation of computer games from design of game logic to scene programming on visual level. The extension forms an abstract layer between designers, who manage game objects on logic level, and programmers, who are responsible for implementation of parts that can't be created automatically. It then facilitates some designing processes and iterations by eliminating the need of manual programming in places that can by automate and allows to concentrate on the design process itself.
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Bücher zum Thema "Game engine Unity"

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Nicoll, Benjamin, und Brendan Keogh. The Unity Game Engine and the Circuits of Cultural Software. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6.

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Blackman, Sue. Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.

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Beginning 3D game development with Unity: The world's most widely used multi-platform game engine. New York, NY: Apress, 2011.

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Keogh, Brendan, und Benjamin Nicoll. The Unity Game Engine and the Circuits of Cultural Software. Palgrave Pivot, 2019.

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Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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Culbertson, William. 3ds Max Basics for Modeling Video Game Assets : Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines. Taylor & Francis Group, 2019.

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Thomas, Oliver. Hermetically Unsealed. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198805823.003.0008.

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The Hymn to Hermes offers a late archaic or early classical viewpoint on genre in lyric poetry. It compares hymns and theogonies to bantering songs at symposia, apparently in a paradox grounded in Hermes’ ability to control transfers across firm boundaries. However, the comparisons have a latent logic: the Hymn to Hermes is itself bantering intertextually with the Homeric Hymn to Apollo; it alludes to the fact that a komos can involve both praise-poetry and (post-)sympotic erotic songs. Moreover, Apollo’s first interaction with the lyre leads him to engage Hermes in a game of verbal banter, which suggests that this ability of the lyre to unite contrasting performance types will continue under his patronage. In this sense, the Hymn implicitly reflects on its own power to reshape the audience’s attitudes towards music.
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Buchteile zum Thema "Game engine Unity"

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Nicoll, Benjamin, und Brendan Keogh. „The Unity Game Engine and the Circuits of Cultural Software“. In The Unity Game Engine and the Circuits of Cultural Software, 1–21. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_1.

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Jeong, Wooseong, und Unil Yun. „Development of 2D Side-Scrolling Running Game Using the Unity 3D Game Engine“. In Advances in Computer Science and Ubiquitous Computing, 132–36. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-3023-9_21.

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Nicoll, Benjamin, und Brendan Keogh. „Literacy: Articulations of Unity Across Development, Education, and Enthusiast Contexts“. In The Unity Game Engine and the Circuits of Cultural Software, 81–99. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_5.

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Nicoll, Benjamin, und Brendan Keogh. „Unity’s Socio-historical Context and Political Economy“. In The Unity Game Engine and the Circuits of Cultural Software, 23–45. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_2.

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Nicoll, Benjamin, und Brendan Keogh. „Workflow: Unity’s Coordination of Individualized Labour Processes“. In The Unity Game Engine and the Circuits of Cultural Software, 47–61. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_3.

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Nicoll, Benjamin, und Brendan Keogh. „Grain: Default Settings, Design Principles, and the Aura of Videogame Production“. In The Unity Game Engine and the Circuits of Cultural Software, 63–80. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_4.

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Nicoll, Benjamin, und Brendan Keogh. „Governance: Unity’s Democratization Dispositif“. In The Unity Game Engine and the Circuits of Cultural Software, 101–18. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_6.

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Svanæs, Dag, Andreas Scharvet Lyngby, Magnus Bärnhold, Terje Røsand und Sruti Subramanian. „UNITY-Things: An Internet-of-Things Software Framework Integrating Arduino-Enabled Remote Devices with the UNITY Game Engine“. In Lecture Notes in Computer Science, 378–88. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_29.

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Halpern, Jared. „Games and Game Engines“. In Developing 2D Games with Unity, 1–12. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3772-4_1.

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10

Wesencraft, Katrina M., und Jennifer A. Clancy. „Using Photogrammetry to Create a Realistic 3D Anatomy Learning Aid with Unity Game Engine“. In Advances in Experimental Medicine and Biology, 93–104. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31904-5_7.

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Konferenzberichte zum Thema "Game engine Unity"

1

Polancec, D., und I. Mekterovic. „Developing MOBA games using the Unity game engine“. In 2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2017. http://dx.doi.org/10.23919/mipro.2017.7973661.

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2

Nasution, Salhazan, Arbi Haza Nasution und Arif Lukman Hakim. „Tile-based Game Plugin for Unity Engine“. In The Second International Conference on Science, Engineering and Technology. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0009103700550063.

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3

Peinecke, Niklas, und Johannes M. Ernst. „Integrating legacy ESVS displays in the Unity game engine“. In Situation Awareness in Degraded Environments 2018, herausgegeben von John (Jack) N. Sanders-Reed und Jarvis (Trey) J. Arthur. SPIE, 2018. http://dx.doi.org/10.1117/12.2305694.

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4

Mercan, Sahin, und Pinar Onay Durdu. „Evaluating the Usability of Unity Game Engine from Developers' Perspective“. In 2017 IEEE 11th International Conference on Application of Information and Communication Technologies (AICT). IEEE, 2017. http://dx.doi.org/10.1109/icaict.2017.8687303.

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5

Pires, Felipe, Wilian Santos, [Kleber De O. Andrade, Glauco A. P. Caurin und Adriano A. G. Siqueira. „Robotic platform for telerehabilitation studies based on unity game engine“. In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067094.

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6

Zhang, Jinglu, Yao Lyu, Yukun Wang, Yinyu Nie, Xiaosong Yang, Jianjun Zhang und Jian Chang. „Development of laparoscopic cholecystectomy simulator based on unity game engine“. In the 15th ACM SIGGRAPH European Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3278471.3278474.

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7

Masopust, Leon, Sebastian Pasewaldt, Jürgen Döllner und Matthias Trapp. „Integration of Image Processing Techniques into the Unity Game Engine“. In International Conference on Image Processing and Vision Engineering. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010473401370144.

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8

Bartneck, Christoph, Marius Soucy, Kevin Fleuret und Eduardo B. Sandoval. „The robot engine — Making the unity 3D game engine work for HRI“. In 2015 24th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). IEEE, 2015. http://dx.doi.org/10.1109/roman.2015.7333561.

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9

Jeon, Hyungjin, Eeljin Chae und Hongsik Pak. „Application of Camera Motion Frame Editor Tool for UNITY 3D Game Engine“. In Art, Culture, Game, Graphics, Broadcasting and digital Contents 2015. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2015.87.30.

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10

Schiller, Vincent. „ENC#YPTED: An Educational Game for Programming in the Unity Engine“. In CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3411763.3451852.

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