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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide电子书

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作       者:Rachel Cordone

出  版  社:Packt Publishing

出版时间:2011-12-15

字       数:147.0万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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This is a step-by-step book that builds on your knowledge by adding to an example game over the course of each chapter. Each topic uses example code that can be compiled and tested to show how things work instead of just telling you. Complicated tasks are broken down into easy to follow steps with clear explanations of what each line of code is doing. This book is written for beginners to UnrealScript, whether this is your first experience with programming or you're coming into it from another language and would like to learn how UnrealScript uses concepts you're already familiar with. If you would like to make games with the Unreal Development Kit, this book is for you.
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Unreal Development Kit Game Programming with UnrealScript

Table of Contents

Unreal Development Kit Game Programming with UnrealScript

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Time for action – heading

What just happened?

Pop quiz – heading

Have a go hero – heading

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Project Setup and Test Environments

System requirements

Minimum requirements:

Time for action – Installing the UDK

What just happened?

Directory overview

Binaries

Development

Engine

UDKGame

Using external programs to code

ConTEXT

Time for action – Installing ConTEXT

What just happened?

Time for action – Configuring ConTEXT

What just happened?

UnCodeX

Time for action – Installing UnCo

What just happened?

Time for action – Configuring UnCodeX

What just happened?

nFringe

WOTgreal

Setting up a project

Time for action – Setting up AwesomeGame

What just happened?

Have a go hero – More editing of ini files

Compiling and testing

Time for action – Compiling and testing AwesomeActor

A quick note about comments

Pop quiz – Files and directories

Summary

2. Storing and Manipulating Data

Variables and arrays

Booleans

Time for action – Using booleans

What just happened?

Integers and floats

Time for action – Using integers

What just happened?

Time for action – Using floats

What just happened?

Strings

Time for action – Using strings

What just happened?

Enums

Time for action – Using enums

What just happened?

Arrays

Time for action – Using arrays

What just happened?

Dynamic arrays

Time for action – Using dynamic arrays

What just happened?

Have a go hero – Copy an array

Structs

Time for action – Using structs

What just happened?

Vectors

Time for action – Using vectors

What just happened?

Rotators

Time for action – Using rotators

What just happened?

Variable properties

Default properties

Time for action – Using the default properties block

What just happened?

Editable variables

Time for action – Editable variables

What just happened?

Config variables

Time for action – Creating config variables

Have a go hero – Editable configurable variable?

What just happened?

Common operators

Standard arithmetic

Time for action – Math!

What just happened?

Modulo

Time for action – Using modulo

What just happened?

Comparisons

Time for action – Comparisons

What just happened?

Logical operators

Time for action – Using logical operators

What just happened?

Have a go hero – Writing logical statements

Concatenation

Time for action – Concatenation

What just happened?

Variable functions

Ints

Floats

Strings

Vectors

Rotators

Flow control

If else

Time for action – Using if/else

What just happened?

For

Time for action – Using the for statement

What just happened?

While

Time for action – Something

What just happened?

Do until

Switch

Time for action – Using switches

What just happened?

Return

Goto

Pop quiz – Variable madness!

Summary

3. Understanding the Class Tree

What is a class?

Time for action – All classes are created equally

What just happened?

Inheritance

Time for action – Examining inheritance

What just happened?

Time for action – Making a custom weapon

What just happened?

Time for action – Experiments with inheritance

What just happened?

Function overriding

Time for action – Creating a custom GameInfo and PlayerController

What just happened?

Time for action – Experiments with function overriding

What just happened?

Actors as variables

Time for action – Experiments with Actors as variables

What just happened?

Have a go hero – Keeping references to spawned actors

Casting

Time for action – Casting Actor variables

What just happened?

Time for action – A practical example of casting for our game

What just happened?

Pop quiz – Chopping down the class tree

Summary

4. Making Custom Classes

Creating a class

Awesome Game quicky design document

Class breakdown

Time for action – Creating the weapon branch

What just happened?

Class modifiers

Placeable

Notplaceable

Abstract

Time for action – Using abstract

What just happened?

Native

Config

Hidecategories

Time for action – Hidecategories

What just happened?

Hidedropdown

Actors versus objects

Common UnrealScript classes

The GameInfo

Time for action – Expanding AwesomeGame

What just happened?

Time for action – SHOOT NOW!

What just happened?

Time for action – Customizing the Pawn class

What just happened?

Have a go hero – A different end condition

The Controller

Time for action – Expanding the Controller

What just happened?

Time for action – No, my left!

What just happened?

The Pawn

Time for action – Detecting collisions to give our Pawn damage

What just happened?

Time for action – Making the TestEnemies move

What just happened?

The HUD

Time for action – Using the HUD

What just happened?

Have a go hero – Kills on the HUD

Pop quiz – Figuring out Functions

Summary

5. Using Functions

What's your function?

Creating and calling functions

Time for action – Writing a function

What just happened?

Time for action – Calling custom functions

What just happened?

Time for action – What's your malfunction?

What just happened?

Local versus instance variables

Local Variables

Time for action – Using local variables

What just happened?

Actors as local variables

Time for action – Using Actors as local variables

What just happened?

Time for action – Modifying the projectile

What just happened?

Function parameters and modifiers

Function parameters

Time for action – Using function parameters

What just happened?

Time for action – Out parameters

What just happened?

Return values

Time for action – I'd like to return this please

What just happened?

Function modifiers

Native

Const, NoExport, latent, and iterator

Event

Simulated, server, client, reliable, and unreliable

Singular

Exec

Time for action – Filthy cheater

What just happened?

Static

Time for action – Using static functions

What just happened?

The super

Using timers

Time for action – Just five more minutes mom

What just happened?

Putting it all together

Time for action – Expanding Awesome Game

What just happened?

Have a go hero – Displaying a timer

Pop quiz – All about functions

Summary

6. Using States to Control Behavior

It's a state of mind

Creating a state

Time for action – Writing a state

What just happened?

Switching between states

Time for action – Switching states

What just happened?

Function overriding in states

Red state, blue state, no state, new state?

Time for action – Multiple personalities

What just happened?

Non-state functions

Time for action – Calling non-state functions

What just happened?

Time for action – Non-state functions from inside a state

What just happened?

State changes and detection

BeginState

Time for action – BeginState

What just happened?

EndState

Time for action – EndState

What just happened?

State detection

Time for action – Using state detection functions

What just happened?

Have a go hero – Rewriting the SetMaterial calls

Subclassing states

Time for action – Subclassing the Seeking state

What just happened?

Keywords, labels, and latent functions

Keywords

Time for action – Using ignores

What just happened?

Labels and latent functions

Time for action – Do we really need to give labels to everything?

What just happened?

Like a boss

The cleanup job

Time for action – Reverting our code

What just happened?

Attack of Schellenberg

Time for action – Creating the abstract base class

What just happened?

Time for action – Creating and spawning the boss

What just happened?

Time for action – I like you, I kill you last

What just happened?

Time for action – Rage mode activate

What just happened?

Have a go hero – Subclassing

Pop quiz – Using states

Summary

7. Working with Kismet

Overview of Kismet

A simple introduction

Time for action – Using Kismet

What just happened?

Building complexity

Time for action – A more complex Kismet sequence

What just happened?

Time for action – Bug fixing time!

What just happened?

Kismet actions

Creating Kismet actions

Time for action – Creating Kismet actions

What just happened?

Using variables in Kismet actions

Time for action – Using variables in Kismet

What just happened?

Kismet handler functions

Time for action – Using handler functions

What just happened?

Time for action – Differentiating Kismet inputs

What just happened?

Have a go hero – The toggle input

Kismet conditions

Time for action – What condition my condition was in

What just happened?

Kismet events

Time for action – The cleanup job

What just happened?

Creating and triggering a Kismet event

Time for action – Our first Kismet event

What just happened?

Giving the event some meaning

Time for action – Moving functionality into Kismet

What just happened?

Further expanding our Kismet

Time for action – Setting the wave size

What just happened?

Have a go hero – Expanding the Kismet

Supported events

Time for action – Using SupportedEvents

What just happened?

Time for action – Creating a custom SupportedEvent

What just happened?

Latent actions

Time for action – Creating a latent action

What just happened?

Pop quiz – Kismet craziness!

Summary

8. Creating Multiplayer Games

The server-client relationship

One state to bind us all

Testing network code

Setting up the server

Time for action – The server batch file

What just happened?

Setting up the client

Time for action – The client batch file

What just happened?

Fixing Awesome Game

Time for action – Unbreaking the player

What just happened?

Time for action – Unbreaking the game

What just happened?

The GameReplicationInfo class

Time for action – Making the GameReplicationInfo

What just happened?

Fixing enemy fleeing

Time for action – RUN AWAY!

What just happened?

Time for action – Bossing around

What just happened?

Replicating function calls

Replication function modifiers

Reliable versus Unreliable

Client functions

Time for action – Setting up for the client function

What just happened?

Time for action – Using the client function

What just happened?

Server functions

Time for action – Using a server function

What just happened?

Simulated functions

Time for action – Setting up the map

What just happened?

Time for action – Using simulated functions

What just happened?

Time for action – COMBO BREAKER!

What just happened?

Role and authority

Role and RemoteRole

Time for action – Examining Role and RemoteRole

What just happened?

Time for action – Respect my authority!

What just happened?

NetMode

Time for action – Checking the level's NetMode.

What just happened?

Replicating variables

The replication block

Time for action – Replicating a variable

What just happened?

Replication variables

ReplicatedEvent

Time for action – Using ReplicatedEvent

What just happened?

Have a go hero – The Replication, The!

Pop quiz – Replication

Summary

9. Debugging and Optimization

Compiler errors

Time for action – Preparing for brokenness

What just happened?

Time for action – A new script package

What just happened?

Time for action – Breaking the class itself

What just happened?

Time for action – Breaking some more code

What just happened?

Time for action – Misleading errors

What just happened?

Time for action – Captain obvious to the rescue!

What just happened?

Time for action – Setting up a twofer

What just happened?

Time for action – Mal-function

What just happened?

Time for action – Taking care of other function errors.

What just happened?

Time for action – Actor variable errors

What just happened?

Time for action – Other variable errors

What just happened?

Debugging

Accessed none

Time for action – Dealing with Accessed None

What just happened?

Time for action – Fixing an Accessed None

What just happened?

Time for action – Accessed None in function parameters

What just happened?

Using the log

Time for action – Setting up a scenario

What just happened?

Time for action – Debugging using the log

What just happened?

Optimization

The profiler

Time for action – Using the profiler

What just happened?

Clock / UnClock

Time for action – Using Clock and UnClock

What just happened?

Best practices

Pop quiz – Errors and conditions

Summary

10. Odds and Ends

Using Components

Time for action – Adding a Component to an Actor

What just happened?

Time for action – Component compiler error

What just happened?

Interacting with Components

Time for action – Components as variables

What just happened?

Have a go hero – Using SetStaticMesh

A practical example

Time for action – Creating a toggleable flashlight

What just happened?

DLLBind

Time for action – Using DLLBind

What just happened?

Final Thoughts

Other Resources

Pop quiz – Components and DLLBind

Summary

A. Pop Quiz Answers

Chapter 1, Project Setup and Test Environments

Chapter 2, Storing and Manipulating Data

Chapter 3, Understanding the Class Tree

Chapter 4, Making Custom Classes

Chapter 5, Using Functions

Chapter 6, Using States to Control Behavior

Chapter 7, Working with Kismet

Chapter 8, Creating Multiplayer Games

Chapter 9, Debugging and Optimization

Chapter 10, Odds and Ends

Index

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