Gry
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.
Jessica Plowman
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.
Using CiviCRM. Click here to enter text. - Second Edition
Erik Hommel, Joseph Murray, Brian P Shaughnessy
CiviCRM provides a powerful toolbox of resources to help organizations manage relationships with constituents. It is free, open source, web-based, and geared specifically to meet the constituent relationship management needs of the not-for-profit sector.Beginning with broader questions about how your organization is structured, which existing workflows are critical to your operations, and the overarching purpose of a centralized CRM, the book proceeds step by step through configuring CiviCRM, understanding the choices when setting up the system, importing data, and exploring the breadth of tools available throughout the system. You will see how to best use this software to handle event registrations, accept and track contributions, manage paid and free memberships and subscriptions, segment contacts, send bulk e-mails with open and click-through tracking, manage outreach campaigns, and set up case management workflows that match your organization’s roles and rules. With specific emphasis on helping implementers ask the right questions, consider key principals when setting up the system, and understand usage through case studies and examples, the book comprehensively reviews the functionality of CiviCRM and the opportunities it provides.With this book, you can help your organization better achieve its mission as a charity, industry association, professional society, political advocacy group, community group, government agency, or other similar organization and position yourself to become a power user who efficiently and effectively navigates the system.
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
Muhammad Z Munir (USD), Muhammad Zeeshan Munir
VMware vSphere is the leading server virtualization platform with consistent management for virtual data centers. It enhances troubleshooting skills to diagnose and resolve day to day problems in your VMware vSphere infrastructure environment.This book will provide you practical hands-on knowledge of using different performance monitoring and troubleshooting tools to manage and troubleshoot the vSphere infrastructure.It begins by introducing systematic approach for troubleshooting different problems and show casing the troubleshooting techniques. You will be able to use the troubleshooting tools to monitor performance, and troubleshoot issues related to Hosts and Virtual Machines. Moving on, you will troubleshoot High Availability, storage I/O control problems, virtual LANS, and iSCSI, NFS, VMFS issues. By the end of this book, you will be able to analyze and solve advanced issues related to vShpere environment such as vcenter certificates, database problems, and different failed state errors.
Henry Lee
From touchscreen and mouse-click, we are moving to voice- and conversation-based user interfaces. By adopting Voice User Interfaces (VUIs), you can create a more compelling and engaging experience for your users. Voice User Interface Projects teaches you how to develop voice-enabled applications for desktop, mobile, and Internet of Things (IoT) devices.This book explains in detail VUI and its importance, basic design principles of VUI, fundamentals of conversation, and the different voice-enabled applications available in the market. You will learn how to build your first voice-enabled application by utilizing DialogFlow and Alexa’s natural language processing (NLP) platform. Once you are comfortable with building voice-enabled applications, you will understand how to dynamically process and respond to the questions by using NodeJS server deployed to the cloud. You will then move on to securing NodeJS RESTful API for DialogFlow and Alexa webhooks, creating unit tests and building voice-enabled podcasts for cars. Last but not the least you will discover advanced topics such as handling sessions, creating custom intents, and extending built-in intents in order to build conversational VUIs that will help engage the users.By the end of the book, you will have grasped a thorough knowledge of how to design and develop interactive VUIs.
Pawel Lapinski
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.