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1 |
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|a Sewell, Brenden,
|e author.
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245 |
1 |
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|a Blueprints Visual Scripting for Unreal Engine :
|b build professional 3D games with Unreal Engine 4's Visual Scripting system /
|c Brenden Sewell.
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|a Build professional 3D games with Unreal Engine 4's Visual Scripting system
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246 |
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|a Build professional three D games with Unreal Engine 4's Visual Scripting system
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|a Build professional three dimensional games with Unreal Engine 4's Visual Scripting system
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|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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|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 text file
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|a Community experience distilled
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|a Online resource; title from cover (Safari, viewed August 13, 2015).
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|a Includes index.
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|a Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Object Interaction with Blueprints -- Creating a project and the first level -- Setting a template for a new project -- Making sense of the project settings -- Creating the project -- Adding objects to our level -- Exploring materials -- Creating materials -- Material Properties and Blueprint Nodes -- Adding substance to our material -- Creating our first Blueprint -- Exploring the Event Graph panel
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|a Detecting a hitSwapping a material -- Improving the Blueprint -- Adding movement -- Changing actor mobility and collision -- Breaking down our goal -- Storing data with variables -- Readying direction for calculations -- Getting relative speed using delta time -- Translating the existing location -- Updating location -- Changing direction -- Testing moving targets -- Summary -- Chapter 2: Enhancing Player Abilities -- Adding the running functionality by extending a Blueprint -- Breaking down the Blueprint character movement -- Customizing control inputs
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|a Adding a sprint abilityAnimating a zoom view -- Using a timeline to smooth transitions -- Increasing the projectile's speed -- Adding sound and particle effects -- Giving our targets state with branches -- Triggering sound effects, explosions, and destruction -- Summary -- Chapter 3: Creating Screen UI Elements -- Creating simple UI meters with UMG -- Drawing shapes with widget Blueprints -- Customizing the meter's appearance -- Creating ammo and enemy counters -- Displaying the HUD -- Connecting UI values to player variables
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|a Creating bindings for health and staminaMaking text bindings -- Tracking the ammo and eliminated targets -- Reducing the ammo counter -- Increasing the targets eliminated counter -- Summary -- Chapter 4: Creating Constraints and Gameplay Objectives -- Constraining player actions -- Draining stamina while sprinting -- Using looping timers to repeat actions -- Blocking actions with branches -- Regenerating stamina -- Preventing firing actions when out of ammo -- Creating collectable objects -- Setting up collection logic -- Setting a gameplay win condition
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|a Displaying a target goal in the HUDCreating a win menu screen -- Displaying the menu -- Triggering a win -- Summary -- Chapter 5: Making Moving Enemies with AI -- Setting up the enemy actor to navigate -- Importing from the marketplace -- Expanding the play area -- Making the level traversable with a NavMesh -- Setting the stage for intelligence with AI assets -- Creating navigation behavior -- Setting up patrol points -- Enabling communication between assets -- Teaching our AI to walk with the Behavior Tree -- Making the AI chase the player
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|a Whether you are an experienced game designer or artist looking to test your latest idea, or a complete novice looking to build their first video game, this is a great place to start learning how to build complex game mechanics quickly and easily without writing any text code. No programming experience required!
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546 |
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|a English.
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
|
0 |
|a Computer games
|x Programming.
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650 |
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0 |
|a Computer games
|x Design.
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650 |
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|a UnrealScript (Computer program language)
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650 |
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|a Computer animation.
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650 |
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|a Three-dimensional modeling.
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650 |
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6 |
|a Jeux d'ordinateur
|x Programmation.
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650 |
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|a Jeux d'ordinateur
|x Conception.
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650 |
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|a UnrealScript (Langage de programmation)
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650 |
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|a Animation par ordinateur.
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650 |
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|a Modélisation tridimensionnelle.
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650 |
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|a computer animation.
|2 aat
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650 |
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|a GAMES
|x Board.
|2 bisacsh
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650 |
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|a Computer animation.
|2 fast
|0 (OCoLC)fst00872015
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650 |
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7 |
|a Computer games
|x Design.
|2 fast
|0 (OCoLC)fst00872112
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650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
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650 |
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7 |
|a Three-dimensional modeling.
|2 fast
|0 (OCoLC)fst01910261
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650 |
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7 |
|a UnrealScript (Computer program language)
|2 fast
|0 (OCoLC)fst01740999
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776 |
0 |
8 |
|i Print version:
|a Sewell, Brenden.
|t Blueprints visual scripting for unreal engine : build professional 3D games with unreal engine 4's visual scripting system.
|d Birmingham, England ; Mumbai, [India] : Packt Publishing, ©2015
|h ix, 166 pages
|k Community experience distilled.
|z 9781785286018
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781785286018/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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