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Unreal Engine Virtual Reality Quick Start Guide电子书

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3人正在读 | 0人评论 9.8

作       者:Jessica Plowman

出  版  社:Packt Publishing

出版时间:2019-02-27

字       数:21.2万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Unreal Engine 4 for virtual reality game design, development, User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets. Key Features * Build VR games from scratch with the power of Unreal Engine 4 * Learn User Experience design practices to take your VR game to the next level * Understand the best practices to creating art for games on HTC Vive, Oculus Rift, and PSVR Book Description With the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology. With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4’s Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution. By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4. What you will learn * Understand how to get started with VR development in Unreal Engine 4 * Design and create interaction and locomotion systems from scratch * Plan and program a sample game for VR * Understand how VR affects user experience and user interfaces * Discuss what is needed to create optimized art for VR * Test your game with users and prepare for distribution Who this book is for The audience for this book is intermediate or advanced users of Unreal Engine 4 but who have not begun working with VR technology. These users are familiar with the game engine and have an interest in VR technology. They are just beginning to explore the VR features that the game engine has to offer.
目录展开

Title Page

Copyright and Credits

Unreal Engine Virtual Reality Quick Start Guide

Dedication

About Packt

Why subscribe?

Packt.com

Contributors

About the author

About the reviewer

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Download the color images

Conventions used

Get in touch

Reviews

Introducing VR Technology in Unreal Engine 4

Why use Unreal Engine 4 for VR?

What types of VR Technology are available to developers?

Room-scale VR

Seated VR

Mobile VR

Pros and cons of popular VR headsets

HTC Vive

Minimum hardware requirements

Oculus Rift + Touch

Minimum hardware requirements

Windows Mixed Reality headset

Minimum hardware requirements

Samsung Gear VR

Limitations of VR

Introducing our sample project – Server 17

Summary

Locomotion, Design, and Starting Our Project

The Human-Centered Design process

Choosing our locomotion method

Natural locomotion

Artificial locomotion

Cockpit locomotion

Physical locomotion

Setting up new game files in UE4

Project setup

Creating our custom Game Mode

Creating a GameState

Creating a custom PlayerPawn

Programming our custom PlayerPawn

Summary

Exploring Riveting Gameplay in Virtual Reality

What does VR bring to video games?

Popular gameplay mechanics

Shooter experiences

Action/adventure experiences

Vehicle experiences

Physics-based experiences

Puzzle experiences

Rhythm experiences

Educational experiences

Designing the gameplay for Server 17

Adding the hand functionality

Building the teleportation

The server – Building the puzzle box

Building the first tool station

Building the Timer

Summary

User Interface and User Experience inside VR

What is UX design?

User interfaces in VR

Designing the UI elements for Server 17

Displaying the level timer

Redesigning the tool experience

Summary

Creating Optimized Game Art for VR in UE4

Performance is key

Artistic limitations in VR

Static and skeletal mesh limitations

Material limitations

Lighting limitations

Visual Effects (VFX) limitations

Performance-boosting techniques

Static and skeletal mesh techniques

Material techniques

Lighting techniques

Visual effects techniques

Measuring ingame performance

Summary

Finalizing Our VR Game and Next Steps

The importance of game testing

Collecting testing data

Usability testing

Card sorting

Expert review

Preparing for distribution

Summary

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