Game development and simulation with unreal technology:
"This book explores the use of Unreal Engine 4.x for development of real-time digital interactive contents to be used in computerized games or simulations. The engine is to be considered in three main iterations; from the basic use of the engine to build games and simulation content out of the...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton, FL
CRC Press
2016
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | "This book explores the use of Unreal Engine 4.x for development of real-time digital interactive contents to be used in computerized games or simulations. The engine is to be considered in three main iterations; from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared towards custom made contents and networking and multiplayer settings".. |
Beschreibung: | xxxix, 701 Seiten Illustrationen |
ISBN: | 9781498706247 |
Internformat
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100 | 1 | |a Tavakkoli, Alireza |0 (DE-588)1078640327 |4 aut | |
245 | 1 | 0 | |a Game development and simulation with unreal technology |c Alireza Tavakkoli, digital gaming and simulation program director, University of Houston-Victoria |
264 | 1 | |a Boca Raton, FL |b CRC Press |c 2016 | |
300 | |a xxxix, 701 Seiten |b Illustrationen | ||
336 | |b txt |2 rdacontent | ||
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338 | |b nc |2 rdacarrier | ||
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650 | 7 | |a COMPUTERS / Programming / Games |2 bisacsh | |
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Datensatz im Suchindex
_version_ | 1804175312346415104 |
---|---|
adam_text | Contents
List of Figures_____.......... .... .... ............ ____________............._............ xv
List of Tables.....................................................................xxvii
Preface...................................................................................................M.............xxxi
Acknowledgments...________...__.....__________...................._...._............._.....xxxix
SECTION I Unreal Technology Basics:
Introductory Development
Techniques
Chapter 1 Setting up Unreal Project Templates..................................3
IT Introduction....................................................3
1.2 Unreal Project Types............................................3
1.3 Blank Projects and Content Migration............................4
1.4 First Person Projects..........................................10
1.5 Third Person...................................................14
1.6 Side Scroller..................................................17
1.7 Top-Down Templates.............................................19
1.8 Summary...................................................... 24
1.9 Exercises......................................................25
Chapter 2 Introduction to Level Design in Unreal Technology....................27
2.1 Introduction and Objectives....................................27
2.2 Establishing the Geometry......................................27
2.2.1 Geometry Brush Overview.................................33
2.3 Improving the Level Aesthetics with Materials..................55
2.4 Refining the Geometry and Adding Meshes........................60
2.5 Refining the Level with Lighting...............................68
2.6 Adding Functionality..........................................71
2.7 Summary........................................................82
2.8 Exercises......................................................83
Contents
viii
Chapter 3 Unreal Visual Scripting with Blueprints.........................85
3.1 Introduction to Unreal Blueprints....................85
3.2 A Tour of Unreal Blueprint Editor....................85
3.2.1 Graph Editor...................................85
3.3 Types of Blueprints...................................86
3.3.1 Level Blueprint...............................86
3.3.2 Class Blueprint................................87
3.3.3 Data-Only Blueprint............................87
3.4 Variables, Functions, and Events......................92
3.4.1 Events.........................................93
3.4.2 Functions......................................93
3.4.3 Variables......................................93
3.5 Class Blueprints vs. Level Blueprints................94
3.6 Construction Script...................................97
3.7 Components Mode.......................................98
3.7.1 Components.....................................98
3.7.2 Component Events and Functions................98
3.8 Creating Your Own Class Blueprints...................106
3.9 User Input and Interaction.............................111
3.9.1 Action Mappings...............................111
3.9.2 Axis Mappings.................................111
3.10 Summary..............................................123
3.11 Exercises............................................123
Chapter 4 Materials in Unreal Engine............................. 125
4.1 Introduction....................................... 125
4.2 Anatomy of a Material................................125
4.2.1 Materials vs. Textures........................126
4.2.2 Texture Coordinates (UVs).....................127
4.3 Unreal Material Editor...............................127
4.3.1 The Toolbar...................................128
4.3.2 Preview Window.............................. 128
4.3.3 Graph Canvas..................................128
4.3.4 Details Panel.................................129
4.3.5 Expressions Palette...........................129
4.4 Physically Based Materials in Unreal Engine 4........129
4.5 Anatomy of an Unreal Engine 4 Material...............130
4.5.1 Material Nodes................................130
4.5.2 Material Channels.............................130
4.5.3 Material Shading Models.......................147
4.5.4 Material Domain...............................148
4.5.5 Material Blend Mode...........................149
4.6 Material Expressions in Unreal 4.....................180
4.6.1 Parameter vs. Non-Parameter Expressions..... 181
Contents їх
4.6.2 Commonly Used Material Expressions...........182
4.6.2.1 Constant Expressions.............. 182
4.6.2.2 Mathematical Expressions............184
4.6.2.3 Coordinate Expressions..............210
4.6.2.4 Depth Expressions................. 226
4.6.2.5 Font Expressions....................227
4.6.2.6 Parameter Expressions...............228
4.6.2.7 Particle Expressions................233
4.6.2.8 Texture Expressions.................234
4.6.2.9 Utility Expressions.................241
4.6.2.10 Vector Expressions..................264
4.7 Summary.............................................265
4.8 Exercises...........................................266
SECTION II Making Game Worlds Stand Out:
Intermediate Development Concepts
Chapter 5 Advanced Material Concepts in Unreal Engine.................269
5.1 Introduction...................................... 269
5.2 More About Unreal Engine’s Shading Models...........269
5.2.1 Default Lit..................................269
5.2.2 Unlit........................................270
5.2.3 Subsurface...................................270
5.2.4 Preintegrated Skin...........................271
5.2.5 Clear Coat...................................271
5.2.6 Subsurface Profile...........................271
5.3 Material Blend Modes...............................271
5.3.1 Opaque Blend Mode........................ 272
5.3.2 Masked Blend Mode............................272
5.3.3 Translucent Blend Mode.......................272
5.3.4 Additive Blend Mode..........................272
5.3.5 Modulate Blend Mode..........................273
5.4 More Advanced Material Expressions................ 273
5.4. ! Parameter Expressions........................273
5.4.2 Particle Expressions....................... 280
5.5 Blends.......................................... 286
5.6 Physically Based Materials in Unreal Engine 4..... 287
5.7 Material Functions in Unreal Engine 4...............289
5.8 Material Attributes Expressions.,...................292
5.9 Layered Materials........................ .........293
5.9.1 Material Layer Blend Types................. 295
5.10 Material Instances and Dynamic Material Modifications...296
5Л 1 Decals..............................................297
x Contents
5 Л1.1 Decal Blend Mode..............................297
5.12 Post-Process Materials...............................297
5 Л 3 Refraction and Reflection...........................298
5Л4 Summary............................................. 299
Chapter 6 Visual Effects and Cascade in Unreal Engine.....................301
6.1 Introduction to Visual Effects and Particle Systems Ter-
minologies................................................301
6.2 Anatomy of Visual Effects............................301
6.2.1 Particles.....................................301
6.2.2 Particle System...............................302
6.2.3 Emitter Actor.................................302
6.2.4 Emitter.......................................302
6.2.5 Module...................................... 302
6.2.6 Particle System Component.....................304
6.2.7 Distributions.................................304
6.3 Unreal Cascade Particle System Editor................304
6.3Л Simulation Viewport......................... 306
6.3.2 Emitters List.................................306
6.3.3 Details Panel.................................307
6.3.4 Curve Editor..................................307
6.4 Particle Specific Materials Setup.................. 307
6.4.1 Particle Expressions..........................308
6.5 CPU-Based Sprite Emitters............................308
6.6 GPU-based Sprite Emitters............................337
6.6.1 GPU vs. CPU Particles ........................338
6.7 Working with Sub UVs.................................348
6.8 Particle Type Data Modules...........................364
6.8.1 GPU Sprites Type Data.........................365
6.8.2 Beam Type Data..................... 368
6.8.3 Mesh Type Data................................370
6.8.4 Ribbon Type Data..............................374
6.9 Summary............................................. 376
6Л0 Exercises........................................... 376
Chapter 7 Terrains and Landscapes in Unreal Engine.......................381
7.1 Introduction to Landscapes...........................381
7.2 Landscape Setup..................................... 3g2
7.2.1 Creating a Landscape..........................383
7.2.2 The Landscape Manage Tab (Creation Mode)......385
3 Landscape Materials....................................
7.3.1 How Landscape Materials Blend.................394
7.3.2 Landscape Material Expressions................394
7.4 Editing Landscapes................... 436
Contents
xi
7.4.1 Landscape Sculpt Mode........................437
7.4.2 Landscape Paint Mode.........................443
7.4.3 Manage Mode................................ 445
7.5 Landscape Splines...................................447
7.5.1 Creating Splines.............................448
7.5.2 Joining Splines............................ 448
7.5.3 Splitting Splines........................ 448
7.5.4 Assigning Static Mesh Actors to Splines......448
7.5.5 Editing Splines..............................449
7.5.6 Applying Splines to a Landscape..............449
7.6 Foliage and Foliage Editor...................... 462
7.6.1 Foliage Tools................................464
7.6.2 Culling Instances.......................... 468
7.7 Water in the Landscape............................ 482
7.8 Summary................................... 497
7.9 Exercises...........................................497
SECTION III Example Games: Advanced Game
Development Concepts
Chapter 8 Advanced Blueprint Concepts...............................501
8.1 Introduction..........................................501
8.2 Communication between Blueprints.................... 501
8.2.1 Direct Blueprint Communication................501
8.2.2 Blueprint Casting.............................501
8.2.3 Event Dispatchers.............................502
8.2.4 Blueprint Interfaces..........................503
8.3 Chapter Synopsis......................................503
8.4 Creating The HUD......................................522
8.5 Saving and Loading Game Data..........................542
8.6 Summary............................................. 556
Chapter 9 A Top-Down Game with Blueprints...........................559
9.1 Synopsis...................................*.........559
9.2 Setting up the Level..................................560
9.3 Character, Controller and Game Mode Blueprints...... 561
9.4 Character Movement and User Input.....................568
9.5 Projectile Class Blueprint and Functionality..........573
9.5.1 Firing Mechanism..............................576
9.5.2 Setting up Collisions.........................582
9.6 Creating the Enemy Class and Implementing Damage.....587
9.6.1 Enemy Damage Implementation................. 590
9.6.2 Implementing the Player Damage................593
xii
Contents
9.7 Implementing Game Over!!!..............................597
9.8 AI and Enemy Spawning..................................600
9.8.1 Spawning Enemies................................601
9.8.2 Setting up Enemy Artificial Intelligence........607
9.9 Particle Systems and Visual Effects....................614
9.9.1 Destruction Visual Effects......................614
9.9.2 Hit Visual Effects..............................616
9.10 Summary...............................................628
Appendix A Material Expressions in Unreal Engine 4......................631
A. 1 Introduction..........................................631
A.2 Atmosphere Expressions..................................631
A.3 Color...................................................631
A.4 Constant Expressions...................................632
A.5 Coordinate Expressions..................................635
A.6 Depth Expressions.......................................638
A.7 Font Expressions........................................639
A.8 Function................................................640
A.9 Material Attributes Expressions.........................642
A. 10 Math Expressions....................................643
A. 11 Parameter Expressions................................653
A.12 Particles..............................................658
A.13 Landscape..............................................662
A. 14 Texture............................................ 664
A. 15 Utility..............................................666
A. 16 Vector Operations....................................673
A. 17 Vector Expressions..................................674
Appendix В Distributions in Unreal Engine 4..............................675
В .1 Introduction.........................................675
B. 2 Float Distributions..................................675
В. 2.1 DistributionFioatConstant.....................675
В .2.2 DistributionFloatUniform......................675
B.2.3 DistributionFloatConstantCurve................676
B.2.4 DistributionFloatUniformCurve.................676
B.2.5 DistributionFloatParticleParam................677
B.3 Vector Distributions................................. 677
B.3.1 Distribution VectorConstant...................678
B.3.2 DistributionVectorUniform.....................678
B.3.3 DistributionVectorConstantCurve...............679
В .3.4 Distribution VectorUniformCurve...............679
B.3.5 Distribution VectorParticleParam..............680
xiii
683
683
683
683
683
684
684
684
684
685
685
686
686
687
689
693
The Curve Editor in Unreal Engine 4
C.l Introduction...................
C.2 Curve Editor Layout............
C.3 Curve Editor Controls..........
C.3.1 Mouse Controls........
C.3.2 Keyboard Controls.......
C.3.3 Shortcuts...............
C.4 Interpolation Modes............
C.4.1 Auto..................
C.4.2 Auto Clamped............
C.4.3 User....................
C.4.4 Break...................
C.4.5 Linear..................
C.4.6 Constant................
|
any_adam_object | 1 |
author | Tavakkoli, Alireza |
author_GND | (DE-588)1078640327 |
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author_role | aut |
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ctrlnum | (OCoLC)933365881 (DE-599)BVBBV042978649 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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isbn | 9781498706247 |
language | English |
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publisher | CRC Press |
record_format | marc |
spelling | Tavakkoli, Alireza (DE-588)1078640327 aut Game development and simulation with unreal technology Alireza Tavakkoli, digital gaming and simulation program director, University of Houston-Victoria Boca Raton, FL CRC Press 2016 xxxix, 701 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier "This book explores the use of Unreal Engine 4.x for development of real-time digital interactive contents to be used in computerized games or simulations. The engine is to be considered in three main iterations; from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared towards custom made contents and networking and multiplayer settings".. COMPUTERS / Programming / Games bisacsh Computer games Programming UnrealScript (Computer program language) COMPUTERS / Programming / Games Unreal Engine 4 (DE-588)1119473012 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Spiel-Engine (DE-588)103437396X gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s Spiel-Engine (DE-588)103437396X s DE-604 Unreal Engine 4 (DE-588)1119473012 s 1\p DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028404217&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Tavakkoli, Alireza Game development and simulation with unreal technology COMPUTERS / Programming / Games bisacsh Computer games Programming UnrealScript (Computer program language) COMPUTERS / Programming / Games Unreal Engine 4 (DE-588)1119473012 gnd Programmierung (DE-588)4076370-5 gnd Spiel-Engine (DE-588)103437396X gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)1119473012 (DE-588)4076370-5 (DE-588)103437396X (DE-588)4010457-6 |
title | Game development and simulation with unreal technology |
title_auth | Game development and simulation with unreal technology |
title_exact_search | Game development and simulation with unreal technology |
title_full | Game development and simulation with unreal technology Alireza Tavakkoli, digital gaming and simulation program director, University of Houston-Victoria |
title_fullStr | Game development and simulation with unreal technology Alireza Tavakkoli, digital gaming and simulation program director, University of Houston-Victoria |
title_full_unstemmed | Game development and simulation with unreal technology Alireza Tavakkoli, digital gaming and simulation program director, University of Houston-Victoria |
title_short | Game development and simulation with unreal technology |
title_sort | game development and simulation with unreal technology |
topic | COMPUTERS / Programming / Games bisacsh Computer games Programming UnrealScript (Computer program language) COMPUTERS / Programming / Games Unreal Engine 4 (DE-588)1119473012 gnd Programmierung (DE-588)4076370-5 gnd Spiel-Engine (DE-588)103437396X gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | COMPUTERS / Programming / Games Computer games Programming UnrealScript (Computer program language) Unreal Engine 4 Programmierung Spiel-Engine Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028404217&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT tavakkolialireza gamedevelopmentandsimulationwithunrealtechnology |