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Mastering Unity 2D Game Development 无水印pdf
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Mastering Unity 2D Game Development
Copyright © 2014 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means, without the prior written
permission of the publisher, except in the case of brief quotations embedded in
critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy
of the information presented. However, the information contained in this book is
sold without warranty, either express or implied. Neither the author, nor Packt
Publishing, and its dealers and distributors will be held liable for any damages
caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the
companies and products mentioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this information.
First published: August 2014
Production reference: 2211014
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84969-734-7
www.packtpub.com
Cover image by Simon Jackson (darkside@zenithmoon.com)
www.allitebooks.com
Credits
Author
Simon Jackson
Reviewers
Trond Abusdal
Ben Beagley
Fredrik Kellermann
Wei Wang
Simon Wheatley
Commissioning Editor
James Jones
Acquisition Editor
James Jones
Content Development Editor
Priyanka S
Technical Editors
Novina Kewalramani
Humera Shaikh
Copy Editors
Roshni Banerjee
Mradula Hegde
Gladson Monteiro
Adithi Shetty
Project Coordinator
Kartik Vedam
Proofreaders
Simran Bhogal
Maria Gould
Ameesha Green
Paul Hindle
Indexers
Hemangini Bari
Mehreen Deshmukh
Tejal Soni
Priya Subramani
Graphics
Valentina D'silva
Disha Haria
Yuvraj Mannari
Production Coordinator
Adonia Jones
Cover Work
Adonia Jones
www.allitebooks.com
About the Author
Simon Jackson has been a tinkerer, engineer, problem solver, and solution
gatherer ever since his early years. In short, he loves to break things apart, gure
out how they work, and then put them back together; usually better than before.
He started way back when with his rst computer, the Commodore Vic20. It was
simple, used a tape deck, and forced you to write programs in basic or assembly
language; those were fun times. From there, he progressed through the ZX Spectrum
+2 and the joyous days of modern graphics, but still with the 30 minutes load times
from a trusty tape deck. Games were his passion even then, which led to many
requests for another gaming machine, but Santa brought him an Amstrad 1640, his
rst PC. From there, his tinkering and building exploded, and that machine ended
up being a huge monstrosity with so many add-ons and tweaked xes. He was
Frankenstein, and this PC became his own personal monster crafted from so many
parts. Good times.
This passion led him down many paths, and he learned to help educate others on
the tips and tricks he learned along the way; these skills have equipped him well
for the future.
Today, he would class himself as a game development generalist. He works with
many different frameworks, each time digging down, ripping them apart, and
then showing whoever would listen through his blog, videos, and speaking events
on how to build awesome frameworks and titles. This has been throughout many
generations of C++, MDX, XNA (what a breath of fresh air that was), MonoGame,
Unity3D, The Sunburn Gaming Engine, HTML, and a bunch of other proprietary
frameworks—he did them all. This gives a very balanced view of how to build and
manage many different types of multiplatform titles.
www.allitebooks.com
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