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Unreal Engine Virtual Reality Quick Start Guide : Design and Develop Immersive Virtual Reality Experiences with Unreal Engine 4.

Unreal Engine VR Quick Start Guide introduces designers to the guidelines and design processes necessary to build interactive VR experiences. Learn to use User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Plowman, Jessica
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing Ltd, 2019.
Temas:
Acceso en línea:Texto completo

MARC

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505 0 |a Intro; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Chapter 1: Introducing VR Technology in Unreal Engine 4; Why use Unreal Engine 4 for VR?; What types of VR Technology are available to developers?; Room-scale VR; Seated VR; Mobile VR; Pros and cons of popular VR headsets; HTC Vive; Minimum hardware requirements; Oculus Rift + Touch; Minimum hardware requirements; Windows Mixed Reality headset; Minimum hardware requirements; Samsung Gear VR; Limitations of VR; Introducing our sample project -- Server 17; Summary 
505 8 |a Chapter 2: Locomotion, Design, and Starting Our ProjectThe Human-Centered Design process; Choosing our locomotion method; Natural locomotion; Artificial locomotion; Cockpit locomotion ; Physical locomotion; Setting up new game files in UE4; Project setup; Creating our custom Game Mode; Creating a GameState; Creating a custom PlayerPawn; Programming our custom PlayerPawn; Summary; Chapter 3:Exploring Riveting Gameplay in Virtual Reality; What does VR bring to video games?; Popular gameplay mechanics; Shooter experiences; Action/adventure experiences; Vehicle experiences 
505 8 |a Physics-based experiencesPuzzle experiences; Rhythm experiences; Educational experiences; Designing the gameplay for Server 17; Adding the hand functionality; Building the teleportation; The server -- Building the puzzle box; Building the first tool station; Building the Timer; Summary; Chapter 4:User Interface and User Experience inside VR; What is UX design?; User interfaces in VR; Designing the UI elements for Server 17; Displaying the level timer; Redesigning the tool experience; Summary; Chapter 5:Creating Optimized Game Art for VR in UE4; Performance is key; Artistic limitations in VR 
505 8 |a Static and skeletal mesh limitationsMaterial limitations; Lighting limitations; Visual Effects (VFX) limitations; Performance-boosting techniques; Static and skeletal mesh techniques; Material techniques; Lighting techniques; Visual effects techniques; Measuring ingame performance; Summary; Chapter 6:Finalizing Our VR Game and Next Steps; The importance of game testing; Collecting testing data; Usability testing ; Card sorting; Expert review; Preparing for distribution; Summary; Other Books You May Enjoy; Index 
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