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Learning Unreal Engine Game Development电子书

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15人正在读 | 0人评论 6.2

作       者:Joanna Lee

出  版  社:Packt Publishing

出版时间:2016-02-29

字       数:196.9万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4About This BookLearn about game development and the building blocks that go into creating a gameA simple tutorial for beginners to get acquainted with the Unreal Engine architectureLearn about the features and functionalities of Unreal Engine 4 and how to use them to create your own gamesWho This Book Is ForIf you are new to game development and want to learn how games are created using Unreal Engine 4, this book is the right choice for you. You do not need prior game development experience, but it is expected that you have played games before. Knowledge of C++ would prove to be useful.What You Will LearnLearn what a game engine is, the history of Unreal Engine, and how game studios create gamesExplore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game levelUnderstand the basic structures of objects in a game, such as the differences between BSP and static meshesMake objects interactive using level blueprintsLearn more about computer graphics rendering; how materials and light are rendered in your gameGet acquainted with the Material Editor to create materials and use different types of lights in the game levelsUtilize the various editors, tools, and features such as UI, the particle system, audio, terrain manipulation, and cinematics in Unreal Engine 4 to create game levelsIn DetailUnreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a gameUnreal Engine technology powers hundreds of games, and thousands of individuals have built careers and companies around skills developed using this engine.Learning Unreal Engine 4 Game Development starts with small, simple game ideas and playable projects that you can actually finish. The book first teaches you the basics of using Unreal Engine to create a simple game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. The complexity will increase over the chapters and the examples chosen will help you learn a wide variety of game development techniques. This book aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this book, you'll have learnt about the entire Unreal suite and know how to successfully create fun, simple games.Style and approach This book explains in detail what goes into the development of a game, provides hands-on examples that you can follow to create the different components of a game, and provides sufficient background/theory to equip you with a solid foundation for creating your own games.
目录展开

Learning Unreal Engine Game Development

Table of Contents

Learning Unreal Engine Game Development

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

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. An Overview of Unreal Engine

What goes into a game?

What is a game engine?

The history of Unreal Engine

Game development

Artists

Cinematic creators

Sound designers

Game designers

Programmers

The components of Unreal Engine 4

The sound engine

The physics engine

The graphics engine

Input and the Gameplay framework

Light and shadow

Post-process effects

Artificial intelligence

Online and multiplatform capabilities

Unreal Engine and its powerful editors

Unreal Editor

Material Editor

The Cascade particle system

The Persona skeletal mesh animation

Landscape – building large outdoor worlds and foliage

Sound Cue Editor

Matinee Editor

The Blueprint visual scripting system

Unreal programming

Unreal objects

A beginner's guide to the Unreal Editor

The start menu

Project Browser

Content Browser

Toolbar

Viewport

Scene Outliner

Modes

Summary

2. Creating Your First Level

Exploring preconfigured levels

Creating a new project

Navigating the viewport

Views

Control keys

Creating a level from a new blank map

Creating the ground using the BSP Box brush

Useful tip – selecting an object easily

Useful tip – changing View Mode to aid visuals

Adding light to a level

Useful tip – positioning objects in a level

Adding the sky to a level

Adding Player Start

Useful tip – rotating objects in a level

Viewing a level that's been created

Saving a level

Configuring a map as a start level

Adding material to the ground

Adding a wall

Duplicating a wall

Creating an opening for a door

Adding materials to the walls

Sealing a room

Adding props or a static mesh to the room

Adding Lightmass Importance Volume

Applying finishing touches to a room

Useful tip – using the drag snap grid

Summary

3. Game Objects – More and Move

BSP Brush

Background

Brush type

Brush solidity

Static Mesh

BSP Brush versus Static Mesh

Making Static Mesh movable

Materials

Creating a Material in Unreal

Materials versus Textures

Texture/UV mapping

How to create and use a Texture Map

Multitexturing

A special form of texture maps – Normal Maps

Level of detail

Collisions

Collision configuration properties

Simulation Generates Hit Events

Generate Overlap Events

Collision Presets

Collision Enabled

Object Type

Collision Responses

Trace Responses

Object Responses

Collision hulls

Interactions

Static Mesh creation pipeline

Introducing volumes

Blocking Volume

Camera Blocking Volume

Trigger Volume

Nav Mesh Bounds Volume

Physics Volume

Pain Causing Volume

Kill Z Volume

Level Streaming Volume

Cull Distance Volume

Audio Volume

PostProcess Volume

Lightmass Importance Volume

Introducing Blueprint

Level Blueprint

Using the Trigger Volume to turn on/off light

Using Trigger Volume to toggle light on/off (optional)

Summary

4. Material and Light

Materials

The Material Editor

The rendering system

Physical Based Shading Model

High Level Shading Language

Getting started

Creating a simple custom material

Creating custom material using simple textures

Using custom materials to transform the level

Rendering pipeline

Shaders

APIs – DirectX and OpenGL

DirectX

DirectX12

Pipeline state representation

Work submission

Resource access

Lights

Configuring a Point Light with more settings

Attenuation Radius

Intensity

Use Inverse Squared Falloff

Color

Adding and configuring a Spot Light

Inner cone and outer cone angle

Using the IES Profile

Downloading IES Light Profiles

Importing IES Profiles into the Unreal Engine Editor

Using IES Profiles

Adding and configuring a Directional Light

Example – adding and configuring a Sky light

Static, stationary, or movable lights

Common light/shadow definitions

Static Light

Stationary Light

Movable Light

Exercise – extending your game level (optional)

Useful tips

Guidelines

Area expansion

Part 1 – lengthening the current walkway

Part 2 – creating a big room (living and kitchen area)

Part 3 – creating a small room along the walkway

Part 4 – Creating a den area in the big room

Creating windows and doors

Part 1 – creating large glass windows for the dining area

Part 2 – creating an open window for the window seat

Part 3 – creating windows for the room

Part 4 – creating the main door area

Creating basic furniture

Part 1 – creating a dining table and placing chairs

Part 2 – decorating the sitting area

Part 3 – creating the window seat area

Part 4 – creating the Japanese seating area

Part 5 – creating the kitchen cabinet area

Summary

5. Animation and AI

What is animation?

Understanding how to animate a 3D model

Preparing before animation

How is animation created?

What Unreal Engine 4 offers for animation in games

Importing animation from Maya/3ds Max

Tutorial – importing the animation pack from Marketplace

What can you do with Persona?

Tutorial – assigning existing animation to a Pawn

Why do we need to blend animations?

Tutorial – creating a Blend Animation

Tutorial – setting up the Animation Blueprint to use a Blend Animation

AnimGraph

EventGraph

Artificial intelligence

Understanding a Behavior Tree

Exercise – designing the logic of a Behavior Tree

Example – creating a simple Behavior Tree

How to implement a Behavior Tree in Unreal Engine 4

Navigation Mesh

Tutorial – creating a Navigation Mesh

Tutorial – setting up AI logic

Creating the Blueprint AIController

Creating the Blueprint character

Adding and configuring Mesh to a Character Blueprint

Linking AIController to the Character Blueprint

Adding basic animation

Configuring AIController

Nodes to add in EventGraph

Adjusting movement speed

Creating the BlackBoardData

Adding a variable into BlackBoardData

Creating a Behavior Tree

Creating a simple BT using a Wait task

Using the Behavior Tree

Creating a custom task for the Behavior Tree

Using the PickTargetLocation custom task in BT

Replacing the Wait task with Move To

Implementing AI in games

Summary

6. A Particle System and Sound

What is a particle system?

Exploring an existing particle system

The main components of a particle system

Modules

The design principles of a particle system

Research

The iterative creative process

Example – creating a fireplace particle system

Crafting P_Fireplace

Observing the solo emitters of the system

Deleting non-essential emitters

Focusing on editing the Flame emitter

Looking at the complete particle system

Sound and music

How do we produce sound and music for games?

Audio quality

How are sounds recorded?

The Unreal audio system

Getting audio into Unreal

The audio format

The sampling rate

Bit depth

Supported sound channels

Unreal sound formats and terminologies

The Sound Cue Editor

How to open the Sound Cue Editor

Exercise – importing a sound into the Unreal Editor

Exercise – adding custom sounds to a level

Configuring the Sound Cue Editor

Summary

7. Terrain and Cinematics

Introducing terrain manipulation

Exercise – creating hills using the Landscape tool

Landscape creation options

Multiple landscapes

Using custom material

Importing height maps and layers

Scale

The number of components

Section Size

Introducing cinematics

Why do we need cut scenes?

Cinematic techniques

Adjusted camera functions

Zoom

Field of view

Depth of field

Camera movement

Tilt

Pan

Dolly/track/truck

Pedestal

Capturing a scene

Lighting

Framing

Some framing rules

Shot types

Shot plan

Getting familiar with the Unreal Matinee Editor

Exercise – creating a simple matinee sequence

Summary

Index

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