Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Für diesen Artikel ist leider kein Bild verfügbar.

Mastering Game Development with Unreal Engine 4

Build high-performance AAA games with UE 4

(Autor)

Buch | Softcover
356 Seiten
2018 | 2nd Revised edition
Packt Publishing Limited (Verlag)
978-1-78899-144-5 (ISBN)
CHF 59,95 inkl. MwSt
  • Titel ist leider vergriffen;
    keine Neuauflage
  • Artikel merken
Unreal Engine is a very well-known platform for developing the best desktop and mobile games in virtual reality or augmented reality. This book covers start-to-finish work on a project, including several specific chapters focusing on major areas of UE4 proficiency, adding both breadth and depth to your skills.
A comprehensive guide with coverage on AudioFX, Particle system, shaders, sequencers, and the latest features of Unreal 4.19 that will take your game development skills to the next level


Key Features


* Create a high-performance Combat game using the essential features of Unreal Engine 4.18+.


Master the complex competitive features needed in modern games such as Volumetric Lightmaps and Precomputed Lighting on Volumetric Fog, and build an impressive UI.



Experience not only VR support for your game but also the inbuilt support of Apple's ARKit and Google's ARCore with UE4's newly released support for these platforms.




Book Description



To make a basic combat game from scratch, you will quickly override existing UE4 classes, and add and implement simple C++ functions while running and building them. These are all discussed as a short summary for new developers and as a quick refresher for experienced developers. Next, you will build a combat player character with expanded controls, create logic for a character, swap weapons, attack and move, bridge over scene changes and transitions, retain data between scenes, and manage the scene-change process.



You will then build an intelligent enemy AI and add physics based particles for weapon impacts. You will also get acquainted with cutting-edge features such as Volumetric Lightmaps for precomputed lighting, and Atmospheric and Volumetric Fog, to build advanced visuals in our ongoing GitHub project.



Moving on, you will explore the tools required to build an in-game cut-scene for a more professional gameplay experience and story direction.



Along the way, you will implement a solid game UI, including writing a full in-game load and save system that will enable players to resume their game from any point. You will also prepare, build, and work on VR and AR taking them from editor to real-world, building two new projects one in each of these brand new areas of UE4 and integrate classes from the main project into AR!



By the end of the book, you will have mastered all major UE features and will be able to bring self-imagined games to life through Unreal Engine 4.18+.


What you will learn


* The fundamentals of a combat-based game that will let you build and work all other systems from the core gameplay: the input, inventory, A.I. enemies, U.I., and audio

Manage performance tools and branching shaders based on platform capabilities in the Material Editor


Explore scene or level transitions and management strategies


Improve visuals using UE4 systems such as Volumetric Lightmaps, Precomputed Lighting, and Cutscenes


Implement audio-to-animation timelines and trigger them from visual FX


Integrate Augmented Reality into a game with UE4's brand new ARKit and ARCore support


Perform almost any game logic needed via Blueprint Visual Scripting, and know when to implement it in Blueprint as opposed to C++


Who This Book Is For



This book is for game developers who want to build high-performance games with amazing UIs. Experience with C++ is required and some knowledge of working with Unreal Engine 4 would be an advantage.

Matt Edmonds has been a lover of games for as long as he can remember, and a professional maker of PC, console, and mobile games since summer 2000. Having graduated with a degree in physics and mathematics, and while doing graduate studies in computer engineering, it became clear all of Matt's free time was going toward learning the technical and creative skills to build amazing 3D games. After making games on his own for around a year, he finally got a break after showing his work making a real-time strategy game in an open source 3D engine with Surreal Software and has never looked back: he now leads teams in creating amazing titles across generations of hardware. With a love of Unreal and 7 years of professional experience with it now, this book is a testament to that passion.

Table of Contents



Making a C++ Project for a First-person Shooter
Inventory and Weapons for the Player
Blueprint Review and When to Use BP Scripting
U.I. Necessities, Menus, HUD, and Load/Save
Adding Enemies!
Changing Levels, Streaming, and Retaining Data
Getting Audio in Your Game
Shader Editing and Optimization Tips
Adding an In-Game Cutscene with Sequencer
Packaging the Game (PC, Mobile)
Volumetric Lightmaps, Fog, and Precomputing
In-scene Video and Visual Effects
Virtual Reality and Augmented Reality in UE4

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 75 x 93 mm
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-78899-144-3 / 1788991443
ISBN-13 978-1-78899-144-5 / 9781788991445
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
2D- und 3D-Spiele entwickeln

von Thomas Theis

Buch | Softcover (2023)
Rheinwerk (Verlag)
CHF 41,85