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Mastering Unreal Engine: A Beginner's Guide [Pehme köide]

  • Formaat: Paperback / softback, 224 pages, kõrgus x laius: 198x129 mm, kaal: 453 g, 7 Halftones, black and white; 7 Illustrations, black and white
  • Sari: Mastering Computer Science
  • Ilmumisaeg: 05-Apr-2022
  • Kirjastus: CRC Press
  • ISBN-10: 1032103132
  • ISBN-13: 9781032103136
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  • Formaat: Paperback / softback, 224 pages, kõrgus x laius: 198x129 mm, kaal: 453 g, 7 Halftones, black and white; 7 Illustrations, black and white
  • Sari: Mastering Computer Science
  • Ilmumisaeg: 05-Apr-2022
  • Kirjastus: CRC Press
  • ISBN-10: 1032103132
  • ISBN-13: 9781032103136
Teised raamatud teemal:
Mastering Unreal Engine aims to introduce developers of all ages to the beautiful and valuable world of Unreal Engine in particular, and game development in general.  Mastering Unreal Engine: A Beginner’s Guide introduces developers of all ages to the beautiful and valuable world of Unreal Engine in particular and game development in general.Unreal Engine is a complete development suite for anyone working with real-time technology when it comes to game development. It provides flexibility and power to artists across many sectors to generate cutting-edge entertainment, engaging visualizations, and immersive virtual environments for games and infotainment alike. Unreal Engine is a prominent game creation engine that is free to use. The majority of people associate Unreal Engine with 3D games. However, it may also be used to create 2D games with ease. It is the de facto standard in the world of game development. That said, it is not hard to be confused when getting started with Unreal Engine because of the wide range of features that it provides. Mastering Unreal Engine will teach you exactly where to begin. You will learn how to download Unreal Engine, construct your first game, start your game, receive an introduction to blueprints, and ultimately, develop a workable framework.Unreal Engine is a robust game development engine that offers a wide range of features for creating 2D and 3D games on various platforms. Unreal Engine technology powers hundreds of games, and thousands of people have created careers and businesses on the skills they learned while working with this engine.To help you get the most out of this powerful piece of technology, Mastering Unreal Engine begins with simple game ideas and playable projects that you can complete at your own pace. The book starts by covering the foundations of using Unreal Engine to build a simple game level. You will also learn how to add such details to the game as actors, animation, and effects.Mastering Unreal Engine talks at length about the various features of the Unreal Engine game engine, how to install it and how to construct a project in C++, and good coding practices for game development. Furthermore, the book also covers certain niche areas, such as how to utilize Visual Studio in gaming, and how to use existing predefined blueprints to grow and foster a game. More importantly, Mastering Unreal Engine is perhaps one of the first beginner-level books in its league that covers topics related to the Behavior Tree and Blackboard with Artificial Intelligence and multiplayer gameplay in Unreal Engine.Note: This book assumes you have a working knowledge of C++ programming. Learn more about our other Mastering titles at: https://www.routledge.com/Mastering-Computer-Science/book-series/MCS
About the Editor xv
Chapter 1 Introduction to Unreal Engine
1(18)
What To Expect?
5(1)
Ue Characteristics And Frequent Usage
6(3)
System Needs
8(1)
Downloading And Installing
9(3)
The Directory Structure of Windows
12(1)
DirectXRedist for Windows
12(1)
Launcher
13(1)
4.X Folders
13(1)
The Engine Starter
14(1)
Marketplace
15(1)
Library
16(3)
Chapter 2 Start of the Work with Unreal Engine
19(68)
Introduction To The Editor
20(1)
Unreal Project Browser
20(3)
User Interface
23(4)
The Menu Bar and the Tab Bar
24(3)
Toolbar
27(2)
Viewport
29(5)
Modes
34(3)
Outliner of the World
37(2)
Browser of Contents
39(2)
Features
41(1)
Controls and Hotkeys
42(2)
Creating A C++ Project
44(10)
Setup Is Required
45(1)
Make a New Class in C++
45(1)
Changes to Your C++ Class
46(2)
Compile and Test C++ Code
48(1)
Final Result
49(5)
The First Steps in Creating a Game
54(21)
Project
55(1)
Developing a New Project
55(1)
Taking over an Established Project
55(1)
Structure of the Project's Directory
56(1)
Bloques
56(1)
Controls
56(1)
Creating the Game's Project
57(1)
Brushes for BSP
58(1)
Brushes Using Default BSP Forms
59(2)
BSP Brush Editing
61(1)
BSP Brushes Are Being Used to Block Out the Rooms
62(1)
The Very First Room
62(1)
The Second Space
63(2)
The Third Space
65(3)
The Fourth Space
68(2)
Browser of Contents
70(1)
Details
71(1)
Controls and Hotkeys
72(3)
In Visual Studio, Install the Unreal Engine
75(5)
Getting Established
75(1)
Building an Unreal Project
76(1)
Opening the Project in Visual Studio
76(1)
Game Code Management
76(1)
C++ Class Wizard for Adding Code to Projects
76(1)
Application Framework
77(1)
Project Launching in the Development Environment
78(1)
Making Project Files
78(1)
Installing Visual Studio for Unreal Engine
78(2)
Include the UE Installer
80(1)
Content Brower
80(1)
Using the Content Browser
81(1)
Assets
81(6)
Naming an Asset
82(1)
Asset Renaming and Transfer
82(1)
Management of Asset
83(1)
Reducing Source Control Contingency
84(1)
Copying Assets to Other Projects
84(1)
Packs of Asset
84(3)
Chapter 3 Using Blueprints
87(48)
What Exactly Is Visual Scripting?
87(2)
Programming Vs. Blueprints
89(1)
Blueprints Introduction
89(4)
How Do Blueprints Function?
90(1)
Blueprint Types Most Commonly Used
90(1)
What Else Can Blueprints Be Used for?
91(1)
Make a Playable Video Game Character
92(1)
Make a HUD
92(1)
Graphs and Blueprint Editors
93(1)
Developing Blueprint Classes
93(9)
Blueprint Asset Creation in the Content Browser
93(1)
Making Use of the Add New Button
94(1)
Making Use of the Asset View
94(1)
Making Use of the Asset Tree
94(1)
New Subclass
95(1)
Child Actors
96(1)
Components of Harvest
96(1)
Placing Nodes
97(1)
Drag and Drop
97(1)
Search by Context Menu
98(1)
Nodes That Are Collapsing
99(1)
Collapsing to Function
100(1)
Macro Collapsing
101(1)
Overview of the Blueprint
102(2)
Blueprint Varieties
104(2)
Anatomy of the Blueprint
106(3)
Looking For Blueprints
109(11)
The Syntax for Advanced Search
110(1)
All Subfilter
111(1)
Classes on the Blueprint
111(1)
Blueprint Components
112(1)
Blueprint Graphs
112(1)
Blueprint Creation
113(1)
Using Assets, Create a Blueprint
113(1)
Putting Blueprints in Different Levels
113(1)
Putting Blueprint Nodes in Place
114(1)
Blueprint Node Connections
115(1)
Making Variables
115(1)
Combining Blueprints with C++
115(1)
Why Do Projects Still Require Traditional Programming and Programmers?
116(4)
The Benefits of Blueprints
120(1)
C++'S Benefits
121(2)
Blueprint and C++ Compatibility
123(2)
Data and Logic in Gameplay
123(2)
Blueprints VS. C++
125(2)
Benefits of the C++ Class
126(1)
Advantages Of The Blueprint Class
127(1)
Blueprint to C++ Conversion
128(1)
Concerns About Performance
128(2)
Notes On Architecture
130(3)
Blueprints Programming Guidelines
133(2)
Chapter 4 Blackboard and Behavior Tree with AI
135(22)
Artificial Intelligence (AI)
135(22)
Getting Going
136(1)
What Exactly Is a Controller?
137(1)
Developing an AIC
138(1)
Making a Behavior Tree
138(1)
The Editor of the Behavior Tree
139(1)
What Exactly Are Tasks and Composites?
139(1)
Moving to an Unpredictable Location
140(1)
Making a Blackboard
141(1)
The Editor of Blackboard
141(1)
Making a Target Location Key
142(1)
What Exactly Is a Service?
142(1)
Making a Service
142(1)
Creating a Location at Random
143(1)
Choosing a Blackboard
144(1)
Executing the Behavior Tree
144(1)
Constructing AI Perception
145(1)
Building an Enemy Key
146(1)
Approaching an Enemy
146(1)
Activating the Enemy Key
147(1)
Developing an Attack Task
148(1)
Subtree Combination
149(2)
Developing a Decorator
151(1)
The Use of Observer Aborts
152(1)
Behavior Trees
153(1)
The Fundamentals of Behavior Trees
154(1)
Advantages of Behavior Trees
155(2)
Chapter 5 Multiplayer Basics
157(50)
Multiplayer and Networking
157(1)
Overview Of Networking
157(12)
Plan Ahead of Time for Multiplayer
158(1)
Client-Server Architecture
159(1)
Example of Client-Server Gameplay
160(2)
Basic Networking Concepts
162(1)
Types of Network Modes and Servers
163(1)
Replicating Actors
164(2)
Role and Authority in the Network
166(1)
Ownership by the Client
167(1)
Priority and Relevance
168(1)
Replication Using Variables
168(1)
RepNotifies
169(1)
Remote Procedure Calls
169(3)
Reliability
170(1)
Validation
171(1)
Making A Multiplayer Game in Unreal Engine
172(6)
Is It Challenging to Create a Multiplayer Game on Unreal Engine?
172(1)
Which Platform Are Ideal for UE4 Multiplayer Development?
173(1)
Console/PC
173(1)
Mobile
173(1)
VR
174(1)
Does the Unreal Engine Support Online Multiplayer?
174(1)
What Game Genres Are Available for Our Unreal Multiplayer Game?
174(1)
Which Is Better for Development: Unreal Engine or Unity Multiplayer?
175(1)
What to Expect during the Development Process?
176(1)
Unreal Engine 4 C++ or Blueprint
176(1)
The Main Difficulties
176(2)
Cost of Unreal Engine Multiplayer
178(1)
Creating Dedicated Servers
178(7)
1 Setup Is Required
179(1)
2 Configuring a Server Build Target
179(3)
3 Configuring Entry and Default Maps
182(1)
4 Our Project's Packaging
183(1)
5 Launching and Testing Our Dedicated Server
184(1)
Blueprints Multiplayer
185(8)
Examining the Gameplay Framework
185(3)
Replicating Actors
188(1)
Authority
188(1)
Variables
189(1)
Spawning and Elimination
189(1)
Replicating an Event
190(1)
Ownership
190(1)
Events
191(1)
Considerations for Join-in-Progress
192(1)
Reliability
193(1)
Making Use of Steam Sockets
193(2)
Turning on the Steam Sockets Plugin
194(1)
Using Steam Sockets Functions
194(1)
Graph of Replication
195(6)
Structure
196(1)
Activating the System
197(1)
Configuration Files (.ini)
197(1)
In Code Binding
197(1)
High-Level Illustration
198(3)
Traveling In Multiplayer Mode
201(6)
Allowing for Uninterrupted Travel
203(1)
Effortless Travel Flow
204(1)
Performance and Bandwidth Suggestions
204(3)
Appraisal 207(8)
Index 215
Sufyan bin Uzayr is a writer, coder and entrepreneur with over a decade of experience in the industry. He has authored several books in the past, pertaining to a diverse range of topics, ranging from History to Computers/IT.

Sufyan is the Director of Parakozm, a multinational IT company specializing in EdTech solutions. He also runs Zeba Academy, an online learning and teaching vertical with a focus on STEM fields.

Sufyan specializes in a wide variety of technologies, such as JavaScript, Dart, WordPress, Drupal, Linux and Python. He holds multiple degrees, including ones in Management, IT, Literature and Political Science.

Sufyan is a digital nomad, dividing his time between four countries. He has lived and taught in universities and educational institutions around the globe. Sufyan takes a keen interest in technology, politics, literature, history and sports, and in his spare time, he enjoys teaching coding and English to young students.

Learn more at sufyanism.com