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ZHENYU GEORGE LI, Dr. E. Wyn Roberts
Unreal Engine is one of the most popular and accessible game engines in the industry, creating multiple job opportunities. Owing to C++ scripting's high performance, advanced algorithms, and engineering maintenance, it has become the industry standard for developing commercial games. However, C++ scripting can be overwhelming for anyone without a programming background. Unreal Engine 5 Game Development with C++ Scripting will help you master C++ and get a head start on your game development journey.You’ll start by creating an Unreal Engine C++ project from the shooter template and then move on to building the C++ project and the C++ code inside the Visual Studio editor. You’ll be introduced to the fundamental C++ syntax and essential object-oriented programming concepts. For a holistic understanding of game development, you’ll also uncover various aspects of the game, including character creation, player input and character control, gameplay, collision detection, UI, networking, and packaging a completed multiplayer game.By the end of this book, you’ll be well-equipped to create professional, high-quality games using Unreal Engine 5 with C++, and will have built a solid foundation for more advanced C++ programming and game development technologies.
Unreal Engine. Nauka pisania gier dla kreatywnych
Wśród graczy są tacy, którzy codziennie większość swojego czasu poświęcają rozgrywkom i testowaniu nowości. Nieliczni jednak potrafią pisać własne gry. Jesteś pasjonatem? Wykorzystaj to! Sprawdź, co oferuje Ci Unreal Engine — intuicyjne, wszechstronne narzędzie, dzięki któremu szybko można zacząć pisać profesjonalne gry o różnorodnej tematyce. Wystarczy Twoja kreatywność — resztę zapewni Unreal Engine! Niniejsza książka jest przeznaczona dla początkujących twórców gier, którzy postanowili nauczyć się technologii Unreal Engine. Autorka rozpoczyna od przedstawienia prostych pomysłów i projektów gier, które spróbujesz samodzielnie rozwinąć i dokończyć. Następnie prezentuje podstawowe wiadomości na temat Unreal Engine, dzięki którym można stworzyć od podstaw prostą grę. W dalszych rozdziałach poznasz kolejne tajniki tworzenia gier z wykorzystaniem aktorów, animacji, efektów itd. Po lekturze tej książki każdy powinien umieć napisać własną grę w Unreal Engine. Najważniejsze zagadnienia omówione w książce: Podstawowe wiadomości o silnikach gier i historia Unreal Engine Obsługa edytora Unreal Engine 4 i tworzenie pomieszczeń w poziomie gry Podstawowe struktury obiektów w grze Tworzenie interaktywnych obiektów przy użyciu szablonów Podstawowe informacje na temat renderowania grafiki Interfejsy użytkownika, różne rodzaje oświetlenia, system cząsteczkowy, system audio, edytor terenu, sekwencje filmowe w Unreal Engine 4 — i wiele innych! Joanna Lee od blisko dziesięciu lat zajmuje się projektowaniem i programowaniem gier komputerowych. Biegle posługuje się wieloma różnymi silnikami gier. Unreal Engine zna od 2005 roku. Jest również znana jako recenzentka książek i filmów na temat CryEngine 4. Unreal Engine — Twoje narzędzie do pisania świetnych gier!
Devin Sherry, Vladimir Alyamkin, Katax Emperore
This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4.Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world.Next, dive into Unreal Engine 4’s collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.
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.
Unreal Engine w 24 godziny. Nauka tworzenia gier
Aram Cookson, Ryan DowlingSoka, Clinton Crumpler
Jeśli dużo grasz na różnych urządzeniach, na pewno masz też pomysły na nowe gry. Jeśli zastanawiasz się, w jaki sposób taką grę napisać, bez obaw — nie trzeba do tego magicznych umiejętności. Wystarczy wykorzystać odpowiednie narzędzie, takie jak Unreal Engine: potężny silnik gier wykorzystywany przez wielu profesjonalnych i niezależnych twórców, udostępniający szereg niezwykle przydatnych edytorów i narzędzi. Niniejsza książka jest przeznaczona dla osób, które chcą poznać podstawy Unreal Engine 4. Ten praktyczny przewodnik składa się z 24 rozdziałów. Przestudiowanie każdego z nich wymaga najwyżej jednej godziny. W książce znalazły się szczegółowe instrukcje, praktyczne przykłady oraz liczne ćwiczenia i wskazówki. Przedstawiono istotne informacje o platformie Gameplay i opisano, jak korzystać z jednostek i systemów kontroli Unreal, aby już po kilku godzinach nauki tworzyć w pełni funkcjonalne gry na różne platformy, w tym również gry internetowe i dla urządzeń mobilnych. W tej książce między innymi: organizacja projektów i przepływ pracy w Unreal Engine 4 pisanie gier planszowych tworzenie krajobrazów, budynków i postaci za pomocą różnych edytorów korzystanie z wizualnego systemu skryptów Blueprint tworzenie zdarzeń reagujących na akcje użytkownika optymalizacja gier dla urządzeń mobilnych i przygotowanie gry do wdrożenia Unreal Engine — świetne narzędzie dla najlepszych twórców gier! Aram Cookson wykłada w Savannah College of Art and Design. Od 15 lat naucza zasad grafiki i projektowania gier. Specjalizuje się w technologii Unreal Engine. Ryan Dowling Soka jest jednym z autorów gry Gears of War. Jest bardzo doświadczonym użytkownikiem Unreal Engine 4. Clinton Crumpler jest starszym grafikiem środowiskowym w Microsoft Studios. Wcześniej pracował jako grafik w Battlecry Studios. Specjalizuje się w grafice środowiskowej.
Virtual Reality Blueprints. Create compelling VR experiences for mobile and desktop
Charles Palmer, John Williamson
Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch.You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players.Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications
Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster.This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications.By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms.