|
|
|
|
LEADER |
00000cam a22000007i 4500 |
001 |
OR_on1315573636 |
003 |
OCoLC |
005 |
20231017213018.0 |
006 |
m o d |
007 |
cr cnu|||unuuu |
008 |
220510s2022 enka o 000 0 eng d |
040 |
|
|
|a ORMDA
|b eng
|e rda
|e pn
|c ORMDA
|d OCLCF
|d OCLCQ
|d OCL
|
020 |
|
|
|z 9781801811583
|
029 |
1 |
|
|a AU@
|b 000072006911
|
035 |
|
|
|a (OCoLC)1315573636
|
037 |
|
|
|a 9781801811583
|b O'Reilly Media
|
050 |
|
4 |
|a QA76.76.C672
|
082 |
0 |
4 |
|a 794.8/151
|2 23/eng/20220510
|
049 |
|
|
|a UAMI
|
100 |
1 |
|
|a Romero, Marcos F.,
|e author.
|
245 |
1 |
0 |
|a Blueprints visual scripting for Unreal Engine 5 :
|b unleash the true power of Blueprints to create impressive games and applications in UE5 /
|c Marcos Romero, Brenden Sewell.
|
250 |
|
|
|a Third edition.
|
264 |
|
1 |
|a Birmingham, UK :
|b Packt Publishing,
|c 2022.
|
300 |
|
|
|a 1 online resource (566 pages) :
|b illustrations
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b c
|2 rdamedia
|
338 |
|
|
|a online resource
|b cr
|2 rdacarrier
|
520 |
|
|
|a Unreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices. The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you'll learn how to implement procedural generation and create a product configurator. By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.
|
590 |
|
|
|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Computer games
|x Programming.
|
650 |
|
0 |
|a C++ (Computer program language)
|
650 |
|
0 |
|a Computer programming.
|
650 |
|
7 |
|a C++ (Computer program language)
|2 fast
|0 (OCoLC)fst00843286
|
650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
650 |
|
7 |
|a Computer programming.
|2 fast
|0 (OCoLC)fst00872390
|
700 |
1 |
|
|a Sewell, Brenden,
|e author.
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781801811583/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
994 |
|
|
|a 92
|b IZTAP
|