Book Image

Learning ShiVa3D Game Development

By : Wade Tracy
Book Image

Learning ShiVa3D Game Development

By: Wade Tracy

Overview of this book

<p>Mobile games have been the recent craze and with so many ways to monetize the popularity of these games, it is no wonder that game developers are excited to get into the market. However, the mobile platforms that are available and their popularity constantly change meaning that developers have to be able to react quickly to the market. ShiVa3D gives developers the power to quickly develop the game once, but deploy to almost every popular mobile platform, which enables them to have greater distribution and a greater opportunity to sell games.<br /><br />"Learning ShiVa3D Game Development" is a simple, hands-on guide to the key features of the ShiVa3D game engine that will enable you to get up and running with your mobile game ideas. Learning ShiVa3D Game Development will make it possible to easily develop your game once, but publish it to most of the popular mobile platforms.<br /><br />This book specifically targets the key features of ShiVa3D that will enable you to create games quickly. It will take you through designing game components in the editor and provide detailed explanations for every line of scripting used.<br /><br />You&rsquo;ll look at how the modular nature of the editor allows you to do everything from scripting, to complex physics interactions, to special effects with only a few adjustments to pre-configured settings. We will see how to deal with input from the keyboard, mouse, or touchscreen as well as how to add sound effects and music to a game. You will get to actually play your game as you learn to deploy a game to an Android phone. If you are looking for a way to make your game ideas a reality, then this is the book for you.<br /><br />By the end of this book, you would have learnt everything you need to know to create your own mobile game that can then be deployed just about anywhere.</p>
Table of Contents (16 chapters)

Summary


At this point we can test the game! Hit the Play button and watch the asteroids fly at you. Watch out for those rock pillars!

In this chapter, we started by discussing sensors, dynamic objects and colliders and how each type is used to add specific behavior. We then configured the ship, asteroids and other obstacles with a combination of sensors, dynamics, and colliders. Next, we will take all of this hard work we put in and turn it into something spectacular! We are going to add special effects and lighting so that our collisions start to have real consequences and our game will look that much better as a result.