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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing, Limited,
2023.
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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