Mastering Game Development with Unreal Engine 4: Build high-performance AAA games with UE 4, 2nd Edition
By 作者: Matt Edmonds
ISBN-10 书号: 1788991443
ISBN-13 书号: 9781788991445
Edition 版本: 2nd Revised edition
Release Finelybook 出版日期: 2018-09-28
pages 页数: (356 )
Book Description to Finelybook sorting
To make a basic combat game from scratch, you will quickly override existing UE4 classes, and add and implement simple C++ functions while running and building them. These are all discussed as a short summary for new developers and as a quick refresher for experienced developers. Next, you will build a combat player character with expanded controls, create logic for a character, swap weapons, attack and move, bridge over scene changes and transitions, retain data between scenes, and manage the scene-change process.
You will then build an intelligent enemy AI and add physics based particles for weapon impacts. You will also get acquainted with cutting-edge features such as Volumetric Lightmaps for precomputed lighting, and Atmospheric and Volumetric Fog, to build advanced visuals in our ongoing GitHub project.
Moving on, you will explore the tools required to build an in-game cut-scene for a more professional gameplay experience and story direction.
Along the way, you will implement a solid game UI, including writing a full in-game load and save system that will enable players to resume their game from any point. You will also prepare, build, and work on VR and AR taking them from editor to real-world, building two new projects one in each of these brand new areas of UE4 and integrate classes from the main project into AR!
By the end of the book, you will have mastered all major UE features and will be able to bring self-imagined games to life through Unreal Engine 4.18+.
1: MAKING A C++ PROJECT FOR A FIRST-PERSON SHOOTER
2: INVENTORY AND WEAPONS FOR THE PLAYER
3: BLUEPRINT REVIEW AND WHEN TO USE BP SCRIPTING
4: U.I. NECESSITIES, MENUS, HUD, AND LOAD/SAVE
5: ADDING ENEMIES!
6: CHANGING LEVELS, STREAMING, AND RETAINING DATA
7: GETTING AUDIO IN YOUR GAME
8: SHADER EDITING AND OPTIMIZATION TIPS
9: ADDING AN IN-GAME CUTSCENE WITH SEQUENCER
10: PACKAGING THE GAME (PC, MOBILE)
11: VOLUMETRIC LIGHTMAPS, FOG, AND PRECOMPUTING
12: IN-SCENE VIDEO AND VISUAL EFFECTS
13: VIRTUAL REALITY AND AUGMENTED REALITY IN UE4
What You Will Learn
The fundamentals of a combat-based game that will let you build and work all other systems from the core gameplay: the input, inventory, A.I. enemies, U.I., and audio
Manage performance tools and branching shaders based on platform capabilities in the Material Editor
Explore scene or level transitions and management strategies
Improve visuals using UE4 systems such as Volumetric Lightmaps, Precomputed Lighting, and Cutscenes
Implement audio-to-animation timelines and trigger them from visual FX
Integrate Augmented Reality into a game with UE4’s brand new ARKit and ARCore support
Perform almost any game logic needed via Blueprint Visual Scripting, and know when to implement it in Blueprint as opposed to C++
Matt Edmonds has been a lover of games for as long as he can remember, and a professional maker of PC, console, and mobile games since summer 2000. Having graduated with a degree in physics and mathematics, and while doing graduate studies in computer engineering, it became clear all of Matt’s free time was going toward learning the technical and creative skills to build amazing 3D games. After making games on his own for around a year, he finally got a break after showing his work making a real-time strategy game in an open source 3D engine with Surreal Software and has never looked back: he now leads teams in creating amazing titles across generations of hardware. With a love of Unreal and 7 years of professional experience with it now, this book is a testament to that passion.