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Unreal Engine Game Development Cookbook电子书

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7人正在读 | 0人评论 6.2

作       者:John P. Doran

出  版  社:Packt Publishing

出版时间:2015-10-30

字       数:66.0万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal EngineAbout This BookExplore the quickest way to tackle common challenges faced in Unreal EngineCreate your own content, levels, light scenes, and materials, and work with Blueprints and C++ *ingAn intermediate, fast-paced Unreal Engine guide with targeted recipes to design games within its framework Who This Book Is For This book is for those who are relatively experienced with Unreal Engine 4 and have knowledge of its fundamentals. Working knowledge of C++ is required.What You Will LearnDiscover editor functionalities for an in-depth insight into game designDevelop environments using terrain for outdoor areas and a workflow for interiors as well using brushesDesign various kinds of materials with unique features, such as mirrors and glowsExplore the various ways that lighting can be used in the engineBuild various level effects using Blueprints, Unreal's visual *ing systemSet up a development environment and develop custom functionality with C++ for your gamesCreate healthbars and main menus with animations using Slate, Unreal's UI solution, through the UMG EditorPackage and create an installer to get your project out into the world In Detail Unreal Engine is powerful tool with rich functionalities to create games. It equips you with the skills to easily build mobile and desktop games from scratch without worrying about which platform they will run on. You can focus on the individual complexities of game development such as animation and rendering. This book takes you on a journey to jumpstart your game design efforts. You will learn various aspects of the Unreal engine commonly encountered with practical examples of how it can be used, with numerous references for further study. You will start by getting acquainted with Unreal Engine 4 and building out levels for your game. This will be followed by recipes to help you create environments, place meshes, and implement your characters. You will then learn to work with lights, camera, and shadows to include special effects in your game. Moving on, you’ll learn Blueprint *ing and C++ programming to enable you to achieve trigger effects and add simple functionalities. By the end of the book, you will see how to create a healthbar and main menu, and then get your game ready to be deployed and published.Style and approach This book offers detailed, easy-to-follow recipes that will help you master a wide range of Unreal Engine 4's features. Every recipe provides step-by-step instructions, with explanations of how these features work, and alternative approaches and research materials so you can learn even more.
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Unreal Engine Game Development Cookbook

Table of Contents

Unreal Engine Game Development Cookbook

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

Sections

Getting ready

How to do it…

How it works…

There's more…

See also

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Getting Acquainted with the UE4 Interface

Introduction

Installing UE4 and folder structure

How to do it…

There's more…

UI overview

Getting ready

How to do it…

Navigating the viewport

How to do it…

The Content Browser overview

Getting ready

How to do it…

Importing your own content

Getting ready

How to do it…

2. Level Design – Building Out Levels or Greyboxing

Introduction

Building a room

Getting ready

How to do it…

Building out a level

Getting ready

Some keyboard tips

Seeing double – duplicating elements

How to do it…

Applying materials to geometry brushes

Getting ready

How to do it…

Converting brushes to static meshes or volumes

Getting ready

How to do it…

3. Creating Quality Interior Environments

Introduction

Placing static meshes

Getting ready

How to do it…

Placing a particle system

Getting ready

How to do it…

Using Groups

Getting ready

How to do it…

Meshing an example map

Getting ready

How to do it…

Adding life to static meshes

Getting ready

How to do it…

4. Building the Great Outdoors – Exterior Environments

Introduction

Creating a landscape

Getting ready

How to do it…

Building an exterior level using the Sculpt mode

Getting ready

How to do it…

Creating rivers with the Flatten tool

Getting ready

How to do it…

Placing trees and rocks using the Foliage tool

Getting ready

How to do it…

Streaming levels

Getting ready

How to do it…

5. Lights, Camera, Action – Cinematics

Introduction

An introduction to Matinee

Getting ready

How to do it…

Creating an opening cutscene

Getting ready

How to do it…

Playing a Matinee via Blueprints

Getting ready

How to do it…

Preventing a player from moving via cinematic mode

Getting ready

How to do it…

See also

6. Lighting and Shadows

Introduction

Lighting overview – learning the types of lights

Getting ready

How to do it…

Adding moveable lights – flashlight, part 1

Getting ready

How to do it…

Creating a Day/Night cycle

Getting ready

How to do it…

See also

7. Art Pipeline – Working with Materials

Introduction

Creating a custom material

Getting ready

How to do it…

Creating a mirror material

Getting ready

How to do it…

Using Textures and normal maps with Materials

Getting ready

How to do it…

Creating glowing materials with static emissive lighting

Getting ready

How to do it…

Seeing through walls

Getting ready

How to do it…

See also

8. Blueprint Scripting – Level Effects

Introduction

Building a flickering light

Getting ready

How to do it…

Converting from Level to Class Blueprints

Getting ready

How to do it…

Using Trigger Volumes – opening a door using Matinee

Getting ready

How to do it…

Adding to an existing Blueprint – flashlight, part 2

Getting ready

How to do it…

Creating a Health/Damage system, part 1 – taking damage

Getting ready

How to do it…

See also

9. C++ Programming – Gameplay

Introduction

When to use C++/Blueprints

Setting up your development environment

Getting ready

How to do it…

Displaying text during runtime

Getting ready

How to do it…

Networking 101 – creating collectables with networking

Getting ready

How to do it…

Saving or loading games and keyboard input with C++

Getting ready

How to do it…

Creating custom blueprint nodes

Getting ready

How to do it…

See also

10. User Interface

Introduction

Creating a Health/Damage system, part 2 – creating a healthbar

Getting ready

How to do it…

Dynamic enemy healthbars

Getting ready

How to do it…

Creating a main menu

How to do it…

Animating a menu

Getting ready

How to do it…

See also

11. Publishing and Deployment

Introduction

Packaging your project

Getting ready

How to do it…

Creating an installer for Windows

Getting ready

How to do it…

Index

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