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|b OverDrive, Inc.
|n http://www.overdrive.com
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|a COM
|x 013000
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|a UAMI
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100 |
1 |
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|a Moniem, Muhammad,
|e author.
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245 |
1 |
0 |
|a Learning Unreal Engine iOS game development :
|b creating exciting iOS games with the power of the new Unreal Engine 4 subsystems /
|c Muhammad A. Moniem.
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246 |
3 |
0 |
|a Creating exciting iOS games with the power of the new Unreal Engine 4 subsystems
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264 |
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1 |
|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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490 |
1 |
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|a Community experience distilled
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588 |
0 |
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|a Online resource; title from cover page (Safari, viewed March 24, 2015).
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500 |
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|a Includes index.
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505 |
0 |
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|a Cover; Copyright; Credits; About the Author; Acknowledgements; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Prepare to Make Unreal Games with Unreal Engine -- Installing and Setting Up; Getting ready and setting up; What if I don't have a Mac OS computer?; Getting and building the engine; Direct download; GitHub version; Preparing the other required tools; XCode 5.1 or later; 3D and 2D applications; Application loader; iTunes and iTools; Preparing a game profile on the App Store; Generating certificates; Generating an App ID; Adding devices.
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505 |
8 |
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|a Generating provisioning profilesSummary; Chapter 2: Methods and Tools to Create Your Games; Blueprints inside Unreal Engine; Different types of blueprints; The need for blueprints; What is a node?; The iOS/Mobile only nodes; Blueprints -- tips and tricks; iOS project pipeline; Building the game's provisioning profiles; Setting up the game provisioning profile; Creating a new project; Edit the project settings; Editing the *.plist file; Building a project; Launching; Packaging; Summary; Chapter 3: Creating a Brick Breaking Game; The project structure; Building the blueprints; Gameplay mechanics.
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505 |
8 |
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|a Starting a new levelBuilding the game mode; Building the game's main material; Building the blueprints and components; Building the layout blueprint; Building the ball blueprint; Building the platform blueprint; Building the graphs and logic; The layout blueprint graph; The Ball blueprint graph; The platform blueprint graph; Summary; Chapter 4: Advanced Game Content Generation with a Fruit Chopper Game; The project structure; Importing the assets; An overview of blueprints; The gameplay mechanic; The game levels; Building the particles; Building the material; Building the particle system.
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505 |
8 |
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|a Building the blueprintsPlayer controller; Fruits blueprints; Bomb blueprint; Win/lose blueprints; LevelLogic fruitsGame blueprint; Summary; Chapter 5: Building an Exciting Endless Runner Game; The project structure; Importing the assets; Building the animated sprites; An overview of blueprints; The gameplay mechanics; Building the blueprints; Building the logic; Push the boundaries; Summary; Chapter 6: Designing an Advanced Game; The project structure; Importing the assets; Building the animated sprites; The blueprints; The gameplay mechanic; Building the blueprints; gameInputs; uiText.
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505 |
8 |
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|a MainCharenemyRed; crateBox; bullet; shootingFGameMode; spawnPoint; Building the logic; uiText; enemyRed; spawnPoint; bullet; mainChar; Using 2D colliders; Pushing the boundaries; Summary; Chapter 7: Monetizing Your Game; iAd support; iTunes Connect; Adding in-app purchases; Adding leaderboards; Adding achievements; Summary; Chapter 8: iOS Debugging and Optimization; Blueprints Live view; Printing messages; Breakpoints; XCode tools; Debug Navigator; Capturing frames; Instruments; Performance optimization; Minimizing the game size; Summary; Chapter 9: Publishing; Packaging the project.
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520 |
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|a If you are a game developer, designer, artist, or a beginner in the gaming industry, and want to make iOS games efficiently at a low cost, this book is ideal for you.
|
590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
|
650 |
|
0 |
|a Level design (Computer science)
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a UnrealScript (Computer program language)
|
650 |
|
6 |
|a Conception des niveaux de jeu (Informatique)
|
650 |
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6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
6 |
|a UnrealScript (Langage de programmation)
|
650 |
|
7 |
|a COMPUTERS
|x Computer Literacy.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Computer Science.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Data Processing.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Hardware
|x General.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Information Technology.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Machine Theory.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Reference.
|2 bisacsh
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Level design (Computer science)
|2 fast
|
650 |
|
7 |
|a UnrealScript (Computer program language)
|2 fast
|
776 |
0 |
8 |
|i Print version:
|a A. Moniem, Muhammad.
|t Learning Unreal® Engine iOS Game Development.
|d Birmingham : Packt Publishing, ©2015
|z 9781784397715
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
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|z Texto completo
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