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Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system /

Whether you are an experienced game designer or artist looking to test your latest idea, or a complete novice looking to build their first video game, this is a great place to start learning how to build complex game mechanics quickly and easily without writing any text code. No programming experien...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Sewell, Brenden (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Texto completo

MARC

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100 1 |a Sewell, Brenden,  |e author. 
245 1 0 |a Blueprints Visual Scripting for Unreal Engine :  |b build professional 3D games with Unreal Engine 4's Visual Scripting system /  |c Brenden Sewell. 
246 3 0 |a Build professional 3D games with Unreal Engine 4's Visual Scripting system 
246 3 |a Build professional three D games with Unreal Engine 4's Visual Scripting system 
246 3 |a Build professional three dimensional games with Unreal Engine 4's Visual Scripting system 
264 1 |a Birmingham, UK :  |b Packt Publishing,  |c 2015. 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file 
490 1 |a Community experience distilled 
588 0 |a Online resource; title from cover (Safari, viewed August 13, 2015). 
500 |a Includes index. 
505 0 |a Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Object Interaction with Blueprints -- Creating a project and the first level -- Setting a template for a new project -- Making sense of the project settings -- Creating the project -- Adding objects to our level -- Exploring materials -- Creating materials -- Material Properties and Blueprint Nodes -- Adding substance to our material -- Creating our first Blueprint -- Exploring the Event Graph panel 
505 8 |a Detecting a hitSwapping a material -- Improving the Blueprint -- Adding movement -- Changing actor mobility and collision -- Breaking down our goal -- Storing data with variables -- Readying direction for calculations -- Getting relative speed using delta time -- Translating the existing location -- Updating location -- Changing direction -- Testing moving targets -- Summary -- Chapter 2: Enhancing Player Abilities -- Adding the running functionality by extending a Blueprint -- Breaking down the Blueprint character movement -- Customizing control inputs 
505 8 |a Adding a sprint abilityAnimating a zoom view -- Using a timeline to smooth transitions -- Increasing the projectile's speed -- Adding sound and particle effects -- Giving our targets state with branches -- Triggering sound effects, explosions, and destruction -- Summary -- Chapter 3: Creating Screen UI Elements -- Creating simple UI meters with UMG -- Drawing shapes with widget Blueprints -- Customizing the meter's appearance -- Creating ammo and enemy counters -- Displaying the HUD -- Connecting UI values to player variables 
505 8 |a Creating bindings for health and staminaMaking text bindings -- Tracking the ammo and eliminated targets -- Reducing the ammo counter -- Increasing the targets eliminated counter -- Summary -- Chapter 4: Creating Constraints and Gameplay Objectives -- Constraining player actions -- Draining stamina while sprinting -- Using looping timers to repeat actions -- Blocking actions with branches -- Regenerating stamina -- Preventing firing actions when out of ammo -- Creating collectable objects -- Setting up collection logic -- Setting a gameplay win condition 
505 8 |a Displaying a target goal in the HUDCreating a win menu screen -- Displaying the menu -- Triggering a win -- Summary -- Chapter 5: Making Moving Enemies with AI -- Setting up the enemy actor to navigate -- Importing from the marketplace -- Expanding the play area -- Making the level traversable with a NavMesh -- Setting the stage for intelligence with AI assets -- Creating navigation behavior -- Setting up patrol points -- Enabling communication between assets -- Teaching our AI to walk with the Behavior Tree -- Making the AI chase the player 
520 |a Whether you are an experienced game designer or artist looking to test your latest idea, or a complete novice looking to build their first video game, this is a great place to start learning how to build complex game mechanics quickly and easily without writing any text code. No programming experience required! 
546 |a English. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Video games  |x Programming. 
650 0 |a Video games  |x Design. 
650 0 |a UnrealScript (Computer program language) 
650 0 |a Computer animation. 
650 0 |a Three-dimensional modeling. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a UnrealScript (Langage de programmation) 
650 6 |a Animation par ordinateur. 
650 6 |a Modélisation tridimensionnelle. 
650 7 |a computer animation.  |2 aat 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Computer animation  |2 fast 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Three-dimensional modeling  |2 fast 
650 7 |a UnrealScript (Computer program language)  |2 fast 
776 0 8 |i Print version:  |a Sewell, Brenden.  |t Blueprints visual scripting for unreal engine : build professional 3D games with unreal engine 4's visual scripting system.  |d Birmingham, England ; Mumbai, [India] : Packt Publishing, ©2015  |h ix, 166 pages  |k Community experience distilled.  |z 9781785286018 
830 0 |a Community experience distilled. 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=2120240  |z Texto completo 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781785286018/?ar  |z Texto completo 
938 |a Askews and Holts Library Services  |b ASKH  |n AH29054377 
938 |a EBL - Ebook Library  |b EBLB  |n EBL2120240 
938 |a EBSCOhost  |b EBSC  |n 1045695 
938 |a ProQuest MyiLibrary Digital eBook Collection  |b IDEB  |n cis32249890 
938 |a YBP Library Services  |b YANK  |n 12548035 
994 |a 92  |b IZTAP