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Game Development and Simulation with Unreal Technology [Pehme köide]

(Digital gaming and Sims Program Dir, University of Houston-Victoria)
  • Formaat: Paperback / softback, 701 pages, kõrgus x laius: 235x156 mm, kaal: 1043 g, 172 Tables, black and white; 433 Illustrations, black and white
  • Ilmumisaeg: 24-Aug-2015
  • Kirjastus: Productivity Press
  • ISBN-10: 149870624X
  • ISBN-13: 9781498706247
  • Pehme köide
  • Hind: 109,34 €*
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  • Formaat: Paperback / softback, 701 pages, kõrgus x laius: 235x156 mm, kaal: 1043 g, 172 Tables, black and white; 433 Illustrations, black and white
  • Ilmumisaeg: 24-Aug-2015
  • Kirjastus: Productivity Press
  • ISBN-10: 149870624X
  • ISBN-13: 9781498706247
Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine.

This is one of the first books on developing interactive content for games, entertainment, and simulation to cover the newly released UE4. Industry-level game concepts in level design, coding, and programming, networking, and multiplayer concepts are covered.

The book presents beginner- through advanced-level concepts in designing and developing games with the Unreal Engine 4. It includes small/mid-scale projects developed as concept examples throughout the book, which can be used in more comprehensive and entertaining interactive computer simulations and games.

The book is organized into three parts. Part 1 covers the basics of the unreal engine, including an overview of each subcomponent of the engine, an overview of the UE4 project templates, and the main features each provides. Part 2 delves into more advanced topics in the new UE4 material pipeline, including layered materials and different shading models. Part 3 walks you through the steps of building your own games with UE4. It also provides advanced coverage of Blueprint systems in UE4.

Each chapter includes do-it-yourself extensions to the concept modules presented to solidify your understanding of the concepts and techniques. Exercises and summaries are also included at the end of each chapter to help take your understanding of Unreal Engine 4 to the next level.
List of Figures xv
List of Tables xxvii
Preface xxxi
Acknowledgments xxxix
Section I Unreal Technology Basics: Introductory Development Techniques
Chapter 1 Setting up Unreal Project Templates
3(24)
1.1 Introduction
3(1)
1.2 Unreal Project Types
3(1)
1.3 Blank Projects and Content Migration
4(6)
1.4 First Person Projects
10(4)
1.5 Third Person
14(3)
1.6 Side Scroller
17(2)
1.7 Top-Down Templates
19(5)
1.8 Summary
24(1)
1.9 Exercises
25(2)
Chapter 2 Introduction to Level Design in Unreal Technology
27(58)
2.1 Introduction and Objectives
27(1)
2.2 Establishing the Geometry
27(28)
2.2.1 Geometry Brush Overview
33(22)
2.3 Improving the Level Aesthetics with Materials
55(5)
2.4 Refining the Geometry and Adding Meshes
60(8)
2.5 Refining the Level with Lighting
68(3)
2.6 Adding Functionality
71(11)
2.7 Summary
82(1)
2.8 Exercises
83(2)
Chapter 3 Unreal Visual Scripting with Blueprints
85(40)
3.1 Introduction to Unreal Blueprints
85(1)
3.2 A Tour of Unreal Blueprint Editor
85(1)
3.2.1 Graph Editor
85(1)
3.3 Types of Blueprints
86(6)
3.3.1 Level Blueprint
86(1)
3.3.2 Class Blueprint
87(1)
3.3.3 Data-Only Blueprint
87(5)
3.4 Variables, Functions, and Events
92(2)
3.4.1 Events
93(1)
3.4.2 Functions
93(1)
3.4.3 Variables
93(1)
3.5 Class Blueprints vs. Level Blueprints
94(3)
3.6 Construction Script
97(1)
3.7 Components Mode
98(8)
3.7.1 Components
98(1)
3.7.2 Component Events and Functions
98(8)
3.8 Creating Your Own Class Blueprints
106(5)
3.9 User Input and Interaction
111(12)
3.9.1 Action Mappings
111(1)
3.9.2 Axis Mappings
111(12)
3.10 Summary
123(1)
3.11 Exercises
123(2)
Chapter 4 Materials in Unreal Engine
125(144)
4.1 Introduction
125(1)
4.2 Anatomy of a Material
125(2)
4.2.1 Materials vs. Textures
126(1)
4.2.2 Texture Coordinates (UVs)
127(1)
4.3 Unreal Material Editor
127(2)
4.3.1 The Toolbar
128(1)
4.3.2 Preview Window
128(1)
4.3.3 Graph Canvas
128(1)
4.3.4 Details Panel
129(1)
4.3.5 Expressions Palette
129(1)
4.4 Physically Based Materials in Unreal Engine 4
129(1)
4.5 Anatomy of an Unreal Engine 4 Material
130(50)
4.5.1 Material Nodes
130(1)
4.5.2 Material Channels
130(17)
4.5.3 Material Shading Models
147(1)
4.5.4 Material Domain
148(1)
4.5.5 Material Blend Mode
149(31)
4.6 Material Expressions in Unreal 4
180(85)
4.6.1 Parameter vs. Non-Parameter Expressions
181(1)
4.6.2 Commonly Used Material Expressions
182(87)
4.6.2.1 Constant Expressions
182(2)
4.6.2.2 Mathematical Expressions
184(26)
4.6.2.3 Coordinate Expressions
210(16)
4.6.2.4 Depth Expressions
226(1)
4.6.2.5 Font Expressions
227(1)
4.6.2.6 Parameter Expressions
228(5)
4.6.2.7 Particle Expressions
233(1)
4.6.2.8 Texture Expressions
234(7)
4.6.2.9 Utility Expressions
241(23)
4.6.2.10 Vector Expressions
264(1)
4.7 Summary
265(1)
4.8 Exercises
266(3)
Section II Making Game Worlds Stand Out: Intermediate Development Concepts
Chapter 5 Advanced Material Concepts in Unreal Engine
269(32)
5.1 Introduction
269(1)
5.2 More About Unreal Engine's Shading Models
269(2)
5.2.1 Default Lit
269(1)
5.2.2 Unlit
270(1)
5.2.3 Subsurface
270(1)
5.2.4 Preintegrated Skin
271(1)
5.2.5 Clear Coat
271(1)
5.2.6 Subsurface Profile
271(1)
5.3 Material Blend Modes
271(2)
5.3.1 Opaque Blend Mode
272(1)
5.3.2 Masked Blend Mode
272(1)
5.3.3 Translucent Blend Mode
272(1)
5.3.4 Additive Blend Mode
272(1)
5.3.5 Modulate Blend Mode
273(1)
5.4 More Advanced Material Expressions
273(13)
5.4.1 Parameter Expressions
273(7)
5.4.2 Particle Expressions
280(6)
5.5 Blends
286(1)
5.6 Physically Based Materials in Unreal Engine 4
287(2)
5.7 Material Functions in Unreal Engine 4
289(3)
5.8 Material Attributes Expressions
292(1)
5.9 Layered Materials
293(3)
5.9.1 Material Layer Blend Types
295(1)
5.10 Material Instances and Dynamic Material Modifications
296(1)
5.11 Decals
297(1)
5.11.1 Decal Blend Mode
297(1)
5.12 Post-Process Materials
297(1)
5.13 Refraction and Reflection
298(1)
5.14 Summary
299(2)
Chapter 6 Visual Effects and Cascade in Unreal Engine
301(80)
6.1 Introduction to Visual Effects and Particle Systems Terminologies
301(1)
6.2 Anatomy of Visual Effects
301(3)
6.2.1 Particles
301(1)
6.2.2 Particle System
302(1)
6.2.3 Emitter Actor
302(1)
6.2.4 Emitter
302(1)
6.2.5 Module
302(2)
6.2.6 Particle System Component
304(1)
6.2.7 Distributions
304(1)
6.3 Unreal Cascade Particle System Editor
304(3)
6.3.1 Simulation Viewport
306(1)
6.3.2 Emitters List
306(1)
6.3.3 Details Panel
307(1)
6.3.4 Curve Editor
307(1)
6.4 Particle Specific Materials Setup
307(1)
6.4.1 Particle Expressions
308(1)
6.5 CPU-Based Sprite Emitters
308(29)
6.6 GPU-based Sprite Emitters
337(11)
6.6.1 GPU vs. CPU Particles
338(10)
6.7 Working with Sub UVs
348(16)
6.8 Particle Type Data Modules
364(12)
6.8.1 GPU Sprites Type Data
365(3)
6.8.2 Beam Type Data
368(2)
6.8.3 Mesh Type Data
370(4)
6.8.4 Ribbon Type Data
374(2)
6.9 Summary
376(1)
6.10 Exercises
376(5)
Chapter 7 Terrains and Landscapes in Unreal Engine
381(120)
7.1 Introduction to Landscapes
381(1)
7.2 Landscape Setup
382(12)
7.2.1 Creating a Landscape
383(2)
7.2.2 The Landscape Manage Tab (Creation Mode)
385(9)
7.3 Landscape Materials
394(42)
7.3.1 How Landscape Materials Blend
394(1)
7.3.2 Landscape Material Expressions
394(42)
7.4 Editing Landscapes
436(11)
7.4.1 Landscape Sculpt Mode
437(6)
7.4.2 Landscape Paint Mode
443(2)
7.4.3 Manage Mode
445(2)
7.5 Landscape Splines
447(15)
7.5.1 Creating Splines
448(1)
7.5.2 Joining Splines
448(1)
7.5.3 Splitting Splines
448(1)
7.5.4 Assigning Static Mesh Actors to Splines
448(1)
7.5.5 Editing Splines
449(1)
7.5.6 Applying Splines to a Landscape
449(13)
7.6 Foliage and Foliage Editor
462(20)
7.6.1 Foliage Tools
464(4)
7.6.2 Culling Instances
468(14)
7.7 Water in the Landscape
482(15)
7.8 Summary
497(1)
7.9 Exercises
497(4)
Section III Example Games: Advanced Game Development Concepts
Chapter 8 Advanced Blueprint Concepts
501(58)
8.1 Introduction
501(1)
8.2 Communication between Blueprints
501(2)
8.2.1 Direct Blueprint Communication
501(1)
8.2.2 Blueprint Casting
501(1)
8.2.3 Event Dispatchers
502(1)
8.2.4 Blueprint Interfaces
503(1)
8.3
Chapter Synopsis
503(19)
8.4 Creating The HUD
522(20)
8.5 Saving and Loading Game Data
542(14)
8.6 Summary
556(3)
Chapter 9 A Top-Down Game with Blueprints
559(72)
9.1 Synopsis
559(1)
9.2 Setting up the Level
560(1)
9.3 Character, Controller and Game Mode Blueprints
561(7)
9.4 Character Movement and User Input
568(5)
9.5 Projectile Class Blueprint and Functionality
573(14)
9.5.1 Firing Mechanism
576(6)
9.5.2 Setting up Collisions
582(5)
9.6 Creating the Enemy Class and Implementing Damage
587(10)
9.6.1 Enemy Damage Implementation
590(3)
9.6.2 Implementing the Player Damage
593(4)
9.7 Implementing Game Over!!!
597(3)
9.8 AI and Enemy Spawning
600(14)
9.8.1 Spawning Enemies
601(6)
9.8.2 Setting up Enemy Artificial Intelligence
607(7)
9.9 Particle Systems and Visual Effects
614(14)
9.9.1 Destruction Visual Effects
614(2)
9.9.2 Hit Visual Effects
616(12)
9.10 Summary
628(3)
Appendix A Material Expressions in Unreal Engine 4 631(44)
A.1 Introduction
631(1)
A.2 Atmosphere Expressions
631(1)
A.3 Color
631(1)
A.4 Constant Expressions
632(3)
A.5 Coordinate Expressions
635(3)
A.6 Depth Expressions
638(1)
A.7 Font Expressions
639(1)
A.8 Function
640(2)
A.9 Material Attributes Expressions
642(1)
A.10 Math Expressions
643(10)
A.11 Parameter Expressions
653(5)
A.12 Particles
658(4)
A.13 Landscape
662(2)
A.14 Texture
664(2)
A.15 Utility
666(7)
A.16 Vector Operations
673(1)
A.17 Vector Expressions
674(1)
Appendix B Distributions in Unreal Engine 4 675(8)
B.1 Introduction
675(1)
B.2 Float Distributions
675(2)
B.2.1 DistributionFloatConstant
675(1)
B.2.2 DistributionFloatUniform
675(1)
B.2.3 DistributionFloatConstantCurve
676(1)
B.2.4 DistributionFloatUniformCurve
676(1)
B.2.5 DistributionFloatParticleParam
677(1)
B.3 Vector Distributions
677(6)
B.3.1 DistributionVectorConstant
678(1)
B.3.2 DistributionVectorUniform
678(1)
B.3.3 DistributionVectorConstantCurve
679(1)
B.3.4 Distribution VectorUniformCurve
679(1)
B.3.5 Distribution VectorParticleParam
680(3)
Appendix C The Curve Editor in Unreal Engine 4 683(6)
C.1 Introduction
683(1)
C.2 Curve Editor Layout
683(1)
C.3 Curve Editor Controls
683(1)
C.3.1 Mouse Controls
683(1)
C.3.2 Keyboard Controls
684(1)
C.3.3 Shortcuts
684(1)
C.4 Interpolation Modes
684(5)
C.4.1 Auto
684(1)
C.4.2 Auto Clamped
685(1)
C.4.3 User
685(1)
C.4.4 Break
686(1)
C.4.5 Linear
686(1)
C.4.6 Constant
687(2)
References 689(4)
Index 693