Blueprints Visual Scripting for Unreal Engine :: build professional 3D games with Unreal Engine 4's Visual Scripting system /
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 experien...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2015.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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! |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource (1 volume) : illustrations |
ISBN: | 9781785285097 1785285092 1785286013 9781785286018 |
Internformat
MARC
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245 | 1 | 0 | |a Blueprints Visual Scripting for Unreal Engine : |b build professional 3D games with Unreal Engine 4's Visual Scripting system / |c Brenden Sewell. |
246 | 3 | 0 | |a Build professional 3D games with Unreal Engine 4's Visual Scripting system |
246 | 3 | |a Build professional three D games with Unreal Engine 4's Visual Scripting system | |
246 | 3 | |a Build professional three dimensional games with Unreal Engine 4's Visual Scripting system | |
264 | 1 | |a Birmingham, UK : |b Packt Publishing, |c 2015. | |
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505 | 0 | |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 | |
505 | 8 | |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 | |
505 | 8 | |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 | |
505 | 8 | |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 | |
505 | 8 | |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 | |
520 | |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! | ||
546 | |a English. | ||
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Video games |x Design. |0 http://id.loc.gov/authorities/subjects/sh2006004108 | |
650 | 0 | |a UnrealScript (Computer program language) |0 http://id.loc.gov/authorities/subjects/sh2006006642 | |
650 | 0 | |a Computer animation. |0 http://id.loc.gov/authorities/subjects/sh85029478 | |
650 | 0 | |a Three-dimensional modeling. |0 http://id.loc.gov/authorities/subjects/sh2013001942 | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
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650 | 7 | |a UnrealScript (Computer program language) |2 fast | |
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 |
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author | Sewell, Brenden |
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author_role | aut |
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contents | 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 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 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 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 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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dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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indexdate | 2024-11-27T13:26:45Z |
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language | English |
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series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Sewell, Brenden, author. Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / Brenden Sewell. Build professional 3D games with Unreal Engine 4's Visual Scripting system Build professional three D games with Unreal Engine 4's Visual Scripting system Build professional three dimensional games with Unreal Engine 4's Visual Scripting system Birmingham, UK : Packt Publishing, 2015. 1 online resource (1 volume) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Community experience distilled Online resource; title from cover (Safari, viewed August 13, 2015). Includes index. 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 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 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 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 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 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! English. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Three-dimensional modeling. http://id.loc.gov/authorities/subjects/sh2013001942 Jeux vidéo Programmation. Jeux vidéo Conception. UnrealScript (Langage de programmation) Animation par ordinateur. Modélisation tridimensionnelle. computer animation. aat GAMES Board. bisacsh Computer animation fast Computer games Design fast Video games Programming fast Three-dimensional modeling fast UnrealScript (Computer program language) fast Print version: Sewell, Brenden. Blueprints visual scripting for unreal engine : build professional 3D games with unreal engine 4's visual scripting system. Birmingham, England ; Mumbai, [India] : Packt Publishing, ©2015 ix, 166 pages Community experience distilled. 9781785286018 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1045695 Volltext |
spellingShingle | Sewell, Brenden Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / Community experience distilled. 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 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 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 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 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 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Three-dimensional modeling. http://id.loc.gov/authorities/subjects/sh2013001942 Jeux vidéo Programmation. Jeux vidéo Conception. UnrealScript (Langage de programmation) Animation par ordinateur. Modélisation tridimensionnelle. computer animation. aat GAMES Board. bisacsh Computer animation fast Computer games Design fast Video games Programming fast Three-dimensional modeling fast UnrealScript (Computer program language) fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 http://id.loc.gov/authorities/subjects/sh2006004108 http://id.loc.gov/authorities/subjects/sh2006006642 http://id.loc.gov/authorities/subjects/sh85029478 http://id.loc.gov/authorities/subjects/sh2013001942 |
title | Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / |
title_alt | Build professional 3D games with Unreal Engine 4's Visual Scripting system Build professional three D games with Unreal Engine 4's Visual Scripting system Build professional three dimensional games with Unreal Engine 4's Visual Scripting system |
title_auth | Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / |
title_exact_search | Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / |
title_full | Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / Brenden Sewell. |
title_fullStr | Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / Brenden Sewell. |
title_full_unstemmed | Blueprints Visual Scripting for Unreal Engine : build professional 3D games with Unreal Engine 4's Visual Scripting system / Brenden Sewell. |
title_short | Blueprints Visual Scripting for Unreal Engine : |
title_sort | blueprints visual scripting for unreal engine build professional 3d games with unreal engine 4 s visual scripting system |
title_sub | build professional 3D games with Unreal Engine 4's Visual Scripting system / |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Three-dimensional modeling. http://id.loc.gov/authorities/subjects/sh2013001942 Jeux vidéo Programmation. Jeux vidéo Conception. UnrealScript (Langage de programmation) Animation par ordinateur. Modélisation tridimensionnelle. computer animation. aat GAMES Board. bisacsh Computer animation fast Computer games Design fast Video games Programming fast Three-dimensional modeling fast UnrealScript (Computer program language) fast |
topic_facet | Video games Programming. Video games Design. UnrealScript (Computer program language) Computer animation. Three-dimensional modeling. Jeux vidéo Programmation. Jeux vidéo Conception. UnrealScript (Langage de programmation) Animation par ordinateur. Modélisation tridimensionnelle. computer animation. GAMES Board. Computer animation Computer games Design Video games Programming Three-dimensional modeling |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1045695 |
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