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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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