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Game Development Projects with Unreal Engine: Learn to build your first games and bring your ideas to life using UE4 and C++ (English Edition) 1第一 版本, Kindle电子书
Learn the tools and techniques of game design using a project-based approach with Unreal Engine 4 and C++
- Kickstart your career or dive into a new hobby by exploring game design with UE4 and C++
- Learn the techniques needed to prototype and develop your own ideas
- Reinforce your skills with project-based learning by building a series of games from scratch
Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects.
Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities.
The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills.
You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment.
By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
What you will learn
- Create a fully-functional third-person character and enemies
- Build navigation with keyboard, mouse, gamepad, and touch controls
- Program logic and game mechanics with collision and particle effects
- Explore AI for games with Blackboards and Behavior Trees
- Build character animations with Animation Blueprints and Montages
- Test your game for mobile devices using mobile preview
- Add polish to your game with visual and sound effects
- Master the fundamentals of game UI design using a heads-up display
Who this book is for
This book is suitable for anyone who wants to get started using UE4 for game development. It will also be useful for anyone who has used Unreal Engine before and wants to consolidate, improve and apply their skills. To grasp the concepts explained in this book better, you must have prior knowledge of the basics of C++ and understand variables, functions, classes, polymorphism, and pointers. For full compatibility with the IDE used in this book, a Windows system is recommended.
Table of Contents
- Unreal Engine Introduction
- Working with Unreal Engine
- Character Class Components and Blueprint Setup
- Player Input
- Line Traces
- Collision Objects
- UE4 Utilities
- User Interfaces
- Audio-Visual Elements
- Creating a SuperSideScroller Game
- Blend Spaces 1D, Key Bindings, and State Machines
- Animation Blending and Montages
- Enemy Artificial Intelligence
- Spawning the Player Projectile
- Collectibles, Power-Ups, and Pickups
- Multiplayer Basics
- Remote Procedure Calls
- Gameplay Framework Classes in Multiplayer
|页数 : 共822页||更先进的排版模式: 已启用||快速翻书: 已启用|
- ASIN : B08MBBG671
- 出版社 : Packt Publishing; 第 1st 版 (2020年11月27日)
- 出版日期 : 2020年11月27日
- 语言 : 英语
- 文件大小 : 33139 KB
- 标准语音朗读 : 已启用
- X-Ray : 未启用
- 生词提示功能 : 未启用
- 纸书页数 : 822页
- > ISBN : 1800209223
- 亚马逊热销商品排名: 商品里排第70,301名Kindle商店 (查看商品销售排行榜Kindle商店)
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I would pay top dollar for a concise but thorough, systematic, conceptually oriented treatment of the subject. This book isn’t that.
You need to go on the books GitHub repository, because that’s where you will find the code, colored photos of the blueprints, and downloadable content. There are definitely mistakes in the book. There are photos that don’t show you the blueprints clearly if it’s the black and white copy(which is why GitHub is important. Also, the photo isn’t framed right all the time when it comes to showing blueprints. I’ve only found one bug in the GitHub repository where if you copy and paste it, it won’t work. And the instructions aren’t clear on it either. The author is convinced otherwise, and I had to go out of my way to figure it out. With that being said, this book is still really good. Best coding book I’ve read on unreal engine projects. It has gave me the confidence to tackle more projects, and has gave me a great understanding of the unreal syntax.
This book goes into just enough detail to start working on your own projects and getting to a point where a 'release' is possible. UE4 is very wide and very deep so it's impossible to know everything about it without glossing over deeper parts of the engine. And this book tries to hide that fact sometimes in it's explanation, or there lack of, what class does what.
There is a small part related to mobile input where they gloss over setting up the project to ship on these platform, but allow you to see the default UI and input for it. I do feel like this section should of been removed from the book or added to an entire second book dedicated the UE4 in mobile space. This part of the book might only confuse you if you are wanting to use UE4 on mobile.
The "compile" button in UE4 is a known meme in the community and is not used very often because of how a success in the bottom right can actually mean a failure depending on how much code has actually changed. It's always recommended even from the developers to close the project and recompile through visual studio.
Collision is not deeply explained and is one of the more complicated parts of UE4 and collision systems in the wild. Following the examples will get the project to work. But if you miss one setting there is a chance the entire project will not work as expected. And since the book does not go into deep conversation about the collision system new users might find it hard to grasp when something goes wrong.
The book's networking section is a nice thought. As noted in the book, this will not be enough to release a networked game. Much more work and research will be needed. But it does a good job at letting the user know how to setup some replicated values in c++
The code examples are great for an introduction course book and is very well documented what each line is doing to the next. Without getting deep into the implementation, this is good for people getting into coding & unreal for the first time. But I worry this book is setting up bad habits future ue4 devs could suffer from. While I had gripes about what i'd want new ue4 users to know, it's still a good 5-6hr read 10hr project
Overall, I believe that this "Game Development Projects with Unreal Engine" book by Packt is a cohesive and well-curated collection of structured knowledge, unfolding into a clear sequence of steps and caters for various experience levels, whether you are new to the topic or already experienced in several aspects of the Unreal Engine. It offers a thorough investigation into many of the aspects related to your journey to becoming a game developer, using the Unreal Engine. The authors appear to be knowledgeable enough in the topic to confidently guide you across a fairly complicated discipline.
I would recommend this book for anyone looking to supplement their learning with well-curated written information.