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Multiplayer Game Development with Unreal Engine 5 Create Compelling Multiplayer Games with C++, Blueprints, and Unreal Engine's Networking Features /

Discover Unreal Engine 5's networking techniques to create scalable and fully functional multiplayer game experiences Key Features Design a captivating multiplayer game using networking techniques from this illustrated guide Understand how to use the Unreal Engine networking system with C++ and...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Secchi, Marco (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited, 2023.
Edición:1st edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Dedications
  • Contributors
  • Table of Contents
  • Preface
  • Part 1: Introducing Multiplayer Games
  • Chapter 1: Getting Started with Multiplayer Game Development
  • Technical requirements
  • Pre-requisite knowledge
  • Hardware requirements
  • Software requirements
  • Introducing multiplayer games
  • Becoming a network programmer in video games
  • Understanding multiplayer game categories
  • First-person shooters
  • Third-person shooters
  • Real-time strategy
  • Massively multiplayer online role-playing games
  • Multi-user dungeons
  • Multiplayer online battle arena
  • Reviewing gameplay twists
  • Asymmetrical gameplay
  • Hide-and-seek gameplay
  • Asynchronous gameplay
  • Is multiplayer technology just for games?
  • Cinematography
  • Architecture
  • Education
  • Unreal's Collab Viewer template
  • Summary
  • Chapter 2: Understanding Networking Basics
  • Technical requirements
  • What is computer networking?
  • Types of computer networks
  • Local Area Networks
  • Wide Area Networks
  • Virtual Private Networks
  • Introducing network protocols
  • Packet switching
  • TCP/IP suite
  • Understanding network issues
  • Security
  • Packet loss
  • Latency
  • Introducing the Unreal Engine multiplayer system
  • Network modes and server types
  • The replication system
  • Network role
  • Pawns and PlayerControllers
  • Relevance and priority
  • Remote Procedure Calls
  • Summary
  • Credits
  • Chapter 3: Testing the Multiplayer System with a Project Prototype
  • Technical requirements
  • Creating a multiplayer game prototype
  • Setting up the project from a template
  • Adding Quixel Megascans
  • Modifying the Player Controller
  • Testing a multiplayer game locally
  • Playing as a Listen Server
  • Updating over the network
  • Adding additional character spawn points
  • Updating properties over the network
  • Creating the pickup Blueprint
  • Adding pickup variants
  • Adding a points counter to the character
  • Executing functions over the network
  • Spawning Actors
  • Skinning characters
  • Testing the game
  • Summary
  • Part 2: Networking and Multiplayer Games in Unreal Engine
  • Chapter 4: Setting Up Your First Multiplayer Environment
  • Technical requirements
  • Introducing Unreal Shadows
  • Legacy of the Lichlord
  • Explaining the project brief
  • Starting the project
  • Understanding C++ in Unreal Engine
  • Blueprints and C++
  • Understanding C++ classes
  • Anatomy of a UE C++ header
  • The Unreal Engine Reflection System
  • Memory management and garbage collection
  • Starting your Unreal multiplayer project
  • Creating your project file
  • Creating the project game instance
  • Creating the Game Mode and the Game State
  • Adding the player classes
  • Compiling your source code
  • Creating the Character Blueprint Class
  • Adding the Player classes to the Game Mode
  • Summary
  • Chapter 5: Managing Actors in a Multiplayer Environment
  • Technical requirements
  • Setting up the character