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|a CL0500000620
|b Safari Books Online
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|a UAMI
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|a Misra, Nitish,
|e author.
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|a Learning Unreal Engine Android game development :
|b tap into the power of Unreal Engine 4 and create exciting games for the Android platform /
|c Nitish Misra.
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|a Tap into the power of Unreal Engine 4 and create exciting games for the Android platform
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|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
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|a 1 online resource (1 volume) :
|b illustrations
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Community Experience Distilled
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|a Includes index.
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|a Online resource; title from cover (Safari, viewed July 20, 2015).
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|a If you are a game developer, designer, artist, or a beginner in the gaming industry and want to make Android games with Unreal Engine 4 efficiently, this book is ideal for you.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Unreal 4; What to expect; System requirements; Downloading and installing UE4; The Windows directory structure; Windows DirectXRedist; Launcher; 4.X folders; The Engine Launcher; News; Learn; Marketplace; Library; UE4 Links; Summary; Chapter 2: Launching Unreal Engine 4; Meet the Editor; The Unreal Project Browser; The user interface; The tab bar and the menu bar; The toolbar; Viewport; Modes; World Outliner; Content Browser; Details
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|a Hotkeys and controlsSummary; Chapter 3: Building the Game -- First Steps; Projects; Creating a new project; Opening an existing project; Project directory structure; Bloques; Concept; Controls; Creating the project for the game; BSP brushes; Default BSP brush shapes; Editing BSP brushes; Blocking out the rooms with BSP brushes; The first room; The second room; The third room; The fourth room; Content Browser; Migrating and importing assets; Importing assets; Migrating assets; Placing actors; Materials; The Material Editor; The tab and menu bar; The toolbar; The Palette panel; The Stats panel
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|a The Details panelThe Viewport panel; The Graph panel; Applying materials; Creating the materials; Pedestals; Doors; Key Cubes; Decorative assets; Lighting; Mobility; Lighting up the environment; Summary; Chapter 4: Using Actors, Classes, and Volumes; Basic classes; Adding basic class actors to the game; Placing the Player Start actor; Adding triggers; Visual Effects; Adding Visual Effect actors to the game -- Post Process Volume; Volumes; Adding Volumes to the game; Lightmass Importance Volume; Nav Mesh Bounds Volume; All Classes; Adding actors from All Classes; Camera; Matinee actors
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|a Target PointSummary; Chapter 5: Scripting with Blueprints; How Blueprint works; The Level Blueprint user interface; The tab and menu bars; The toolbar; The Details panel; The Compiler Results panel; My Blueprint panel; The Event Graph; Using Level Blueprint in the game; Key cube pickup and placement; The Blueprint class; Creating a Blueprint class; Viewport; The Construction Script; The Event Graph; Scripting basic AI; Summary; Chapter 6: Using Unreal Matinee; What is Unreal Matinee?; Adding Matinee actors; The Unreal Matinee user interface; The tab and menu bar; The toolbar; The Curve Editor
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|a The Tracks panelThe Details panel; Animating the door; Room 1; Room 2; A bridge for the AI character; Summary; Chapter 8: Finishing, Packaging, and Publishing the Game; Adding the main menu using Unreal Motion Graphics; UMG Editor; The tab and menu bar; The toolbar; The Graph Editor; The Details panel; The Palette panel; The Hierarchy panel; The Animations panel; Creating the main menu; Installing the Android SDK; Setting up the Android device; Packaging the project; The Maps & Modes settings; The Packaging settings; The Android app settings; Building a package; Developer Console
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
0 |
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|a Android (Electronic resource)
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|a Android (Electronic resource)
|2 fast
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|a Video games
|x Programming.
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|a UnrealScript (Computer program language)
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|a Video games
|x Design.
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|a Jeux vidéo
|x Programmation.
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|a UnrealScript (Langage de programmation)
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|a Jeux vidéo
|x Conception.
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|a GAMES
|x Board.
|2 bisacsh
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|a Computer games
|x Design
|2 fast
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|a Video games
|x Programming
|2 fast
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|a UnrealScript (Computer program language)
|2 fast
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|i Erscheint auch als:
|n Druck-Ausgabe
|t Misra, Nitish. Learning Unreal Engine Android Game Development
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830 |
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|a Community experience distilled.
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856 |
4 |
0 |
|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1019627
|z Texto completo
|
938 |
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|a EBSCOhost
|b EBSC
|n 1019627
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938 |
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis31909026
|
938 |
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|a YBP Library Services
|b YANK
|n 12507281
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