Learning Unreal Engine game development :: a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 /
A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 About This Book Learn about game development and the building blocks that go into creating a game A simple tutorial for beginners to get acquainted with the Unreal Engine architecture Learn about the features...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham, UK :
Packt Publishing,
2016.
|
Schriftenreihe: | Community experience distilled.
|
Schlagworte: | |
Online-Zugang: | DE-862 DE-863 |
Zusammenfassung: | A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 About This Book Learn about game development and the building blocks that go into creating a game A simple tutorial for beginners to get acquainted with the Unreal Engine architecture Learn about the features and functionalities of Unreal Engine 4 and how to use them to create your own games Who This Book Is For If you are new to game development and want to learn how games are created using Unreal Engine 4, this book is the right choice for you. You do not need prior game development experience, but it is expected that you have played games before. Knowledge of C++ would prove to be useful. What You Will Learn Learn what a game engine is, the history of Unreal Engine, and how game studios create games Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level Understand the basic structures of objects in a game, such as the differences between BSP and static meshes Make objects interactive using level blueprints Learn more about computer graphics rendering; how materials and light are rendered in your game Get acquainted with the Material Editor to create materials and use different types of lights in the game levels Utilize the various editors, tools, and features such as UI, the particle system, audio, terrain manipulation, and cinematics in Unreal Engine 4 to create game levels In Detail Unreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a game? Unreal Engine technology powers hundreds of games, and thousands of individuals have built careers and companies around skills developed using this engine. Learning Unreal Engine 4 Game Development starts with small, simple game ideas and playable projects that you can actually finish. The book first teaches you the basics of using Unreal Engine to create a simple game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. The complexity will increase over the chapters and the examples chosen will help you learn a wide variety of game development techniques. This book aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this book, you'll have learnt abou... |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource (1 volume) : illustrations. |
ISBN: | 9781784395964 178439596X 1784398152 9781784398156 |
Internformat
MARC
LEADER | 00000cam a2200000 i 4500 | ||
---|---|---|---|
001 | ZDB-4-EBA-ocn945637661 | ||
003 | OCoLC | ||
005 | 20250103110447.0 | ||
006 | m o d | ||
007 | cr unu|||||||| | ||
008 | 160328s2016 enka o 001 0 eng d | ||
040 | |a UMI |b eng |e rda |e pn |c UMI |d OCLCF |d N$T |d KSU |d COO |d DEBBG |d VT2 |d UOK |d CEF |d NLE |d INT |d OCLCQ |d UKMGB |d AGLDB |d IGB |d UKAHL |d RDF |d QGK |d OCLCO |d OCLCQ |d OCLCA |d OCL |d OCLCA |d OCLCO |d OCLCL |d OCLCQ | ||
015 | |a GBB6G3351 |2 bnb | ||
016 | 7 | |a 018007250 |2 Uk | |
019 | |a 1259157868 | ||
020 | |a 9781784395964 |q (electronic bk.) | ||
020 | |a 178439596X |q (electronic bk.) | ||
020 | |z 9781784398156 | ||
020 | |a 1784398152 | ||
020 | |a 9781784398156 | ||
035 | |a (OCoLC)945637661 |z (OCoLC)1259157868 | ||
037 | |a CL0500000723 |b Safari Books Online | ||
050 | 4 | |a QA76.76.C672 | |
072 | 7 | |a GAM |x 001000 |2 bisacsh | |
082 | 7 | |a 794.81526 |2 23 | |
049 | |a MAIN | ||
100 | 1 | |a Lee, Joanna, |e author. | |
245 | 1 | 0 | |a Learning Unreal Engine game development : |b a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / |c Joanna Lee. |
246 | 3 | 0 | |a Step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 |
264 | 1 | |a Birmingham, UK : |b Packt Publishing, |c 2016. | |
300 | |a 1 online resource (1 volume) : |b illustrations. | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file | ||
490 | 1 | |a Community experience distilled | |
588 | |a Description based on online resource; title from cover page (Safari, viewed March 24, 2016). | ||
500 | |a Includes index. | ||
505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of Unreal Engine; What goes into a game?; What is a game engine?; The history of Unreal Engine; Game development; Artists; Cinematic creators; Sound designers; Game designers; Programmers; The components of Unreal Engine 4; The sound engine; The physics engine; The graphics engine; Input and the Gameplay framework; Light and shadow; Post-process effects; Artificial intelligence; Online and multiplatform capabilities; Unreal Engine and its powerful editors | |
505 | 8 | |a Unreal EditorMaterial Editor; The Cascade particle system; The Persona skeletal mesh animation; Landscape -- building large outdoor worlds and foliage; Sound Cue Editor; Matinee Editor; The Blueprint visual scripting system; Unreal programming; Unreal objects; A beginner's guide to the Unreal Editor; The start menu; Project Browser; Content Browser; Toolbar; Viewport; Scene Outliner; Modes; Summary; Chapter 2: Creating Your First Level; Exploring preconfigured levels; Creating a new project; Navigating the viewport; Views; Control keys; Creating a level from a new blank map | |
505 | 8 | |a Creating the ground using the BSP Box brushUseful tip -- selecting an object easily; Useful tip -- changing View Mode to aid visuals; Adding light to a level; Useful tip -- positioning objects in a level; Adding the sky to a level; Adding Player Start; Useful tip -- rotating objects in a level; Viewing a level that's been created; Saving a level; Configuring a map as a start level; Adding material to the ground; Adding a wall; Duplicating a wall; Creating an opening for a door; Adding materials to the walls; Sealing a room; Adding props or a static mesh to the room | |
505 | 8 | |a Adding Lightmass Importance VolumeApplying finishing touches to a room; Useful tip -- using the drag snap grid; Summary; Chapter 3: Game Objects -- More and Move; BSP Brush; Background; Brush type; Brush solidity; Static Mesh; BSP Brush versus Static Mesh; Making Static Mesh movable; Materials; Creating a Material in Unreal; Materials versus Textures; Texture/UV mapping; How to create and use a Texture Map; Multitexturing; A special form of texture maps -- Normal Maps; Level of detail; Collisions; Collision configuration properties; Simulation Generates Hit Events; Generate Overlap Events | |
505 | 8 | |a Collision PresetsCollision Enabled; Object Type; Collision Responses; Collision hulls; Interactions; Static Mesh creation pipeline; Introducing volumes; Blocking Volume; Camera Blocking Volume; Trigger Volume; Nav Mesh Bounds Volume; Physics Volume; Pain Causing Volume; Kill Z Volume; Level Streaming Volume; Cull Distance Volume; Audio Volume; PostProcess Volume; Lightmass Importance Volume; Introducing Blueprint; Level Blueprint; Using the Trigger Volume to turn on/off light; Using Trigger Volume to toggle light on/off (optional); Summary; Chapter 4: Material and Light; Materials | |
520 | |a A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 About This Book Learn about game development and the building blocks that go into creating a game A simple tutorial for beginners to get acquainted with the Unreal Engine architecture Learn about the features and functionalities of Unreal Engine 4 and how to use them to create your own games Who This Book Is For If you are new to game development and want to learn how games are created using Unreal Engine 4, this book is the right choice for you. You do not need prior game development experience, but it is expected that you have played games before. Knowledge of C++ would prove to be useful. What You Will Learn Learn what a game engine is, the history of Unreal Engine, and how game studios create games Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level Understand the basic structures of objects in a game, such as the differences between BSP and static meshes Make objects interactive using level blueprints Learn more about computer graphics rendering; how materials and light are rendered in your game Get acquainted with the Material Editor to create materials and use different types of lights in the game levels Utilize the various editors, tools, and features such as UI, the particle system, audio, terrain manipulation, and cinematics in Unreal Engine 4 to create game levels In Detail Unreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a game? Unreal Engine technology powers hundreds of games, and thousands of individuals have built careers and companies around skills developed using this engine. Learning Unreal Engine 4 Game Development starts with small, simple game ideas and playable projects that you can actually finish. The book first teaches you the basics of using Unreal Engine to create a simple game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. The complexity will increase over the chapters and the examples chosen will help you learn a wide variety of game development techniques. This book aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this book, you'll have learnt abou... | ||
630 | 0 | 0 | |a Android (Electronic resource) |0 http://id.loc.gov/authorities/names/n2009043077 |
630 | 0 | 7 | |a Android (Electronic resource) |2 fast |
650 | 0 | |a UnrealScript (Computer program language) |0 http://id.loc.gov/authorities/subjects/sh2006006642 | |
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 | 6 | |a UnrealScript (Langage de programmation) | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a Jeux vidéo |x Conception. | |
650 | 7 | |a GAMES / Board |2 bisacsh | |
650 | 7 | |a Computer games |x Design |2 fast | |
650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a UnrealScript (Computer program language) |2 fast | |
758 | |i has work: |a Learning Unreal Engine Game Development (Text) |1 https://id.oclc.org/worldcat/entity/E39PCXkcC3k6RGdKR97gD9yB8y |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | |z 1-78439-815-2 | ||
830 | 0 | |a Community experience distilled. |0 http://id.loc.gov/authorities/names/no2011030603 | |
966 | 4 | 0 | |l DE-862 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1193728 |3 Volltext |
966 | 4 | 0 | |l DE-863 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1193728 |3 Volltext |
938 | |a Askews and Holts Library Services |b ASKH |n BDZ0027122892 | ||
938 | |a EBSCOhost |b EBSC |n 1193728 | ||
994 | |a 92 |b GEBAY | ||
912 | |a ZDB-4-EBA | ||
049 | |a DE-862 | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn945637661 |
---|---|
_version_ | 1829095064272371712 |
adam_text | |
any_adam_object | |
author | Lee, Joanna |
author_facet | Lee, Joanna |
author_role | aut |
author_sort | Lee, Joanna |
author_variant | j l jl |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of Unreal Engine; What goes into a game?; What is a game engine?; The history of Unreal Engine; Game development; Artists; Cinematic creators; Sound designers; Game designers; Programmers; The components of Unreal Engine 4; The sound engine; The physics engine; The graphics engine; Input and the Gameplay framework; Light and shadow; Post-process effects; Artificial intelligence; Online and multiplatform capabilities; Unreal Engine and its powerful editors Unreal EditorMaterial Editor; The Cascade particle system; The Persona skeletal mesh animation; Landscape -- building large outdoor worlds and foliage; Sound Cue Editor; Matinee Editor; The Blueprint visual scripting system; Unreal programming; Unreal objects; A beginner's guide to the Unreal Editor; The start menu; Project Browser; Content Browser; Toolbar; Viewport; Scene Outliner; Modes; Summary; Chapter 2: Creating Your First Level; Exploring preconfigured levels; Creating a new project; Navigating the viewport; Views; Control keys; Creating a level from a new blank map Creating the ground using the BSP Box brushUseful tip -- selecting an object easily; Useful tip -- changing View Mode to aid visuals; Adding light to a level; Useful tip -- positioning objects in a level; Adding the sky to a level; Adding Player Start; Useful tip -- rotating objects in a level; Viewing a level that's been created; Saving a level; Configuring a map as a start level; Adding material to the ground; Adding a wall; Duplicating a wall; Creating an opening for a door; Adding materials to the walls; Sealing a room; Adding props or a static mesh to the room Adding Lightmass Importance VolumeApplying finishing touches to a room; Useful tip -- using the drag snap grid; Summary; Chapter 3: Game Objects -- More and Move; BSP Brush; Background; Brush type; Brush solidity; Static Mesh; BSP Brush versus Static Mesh; Making Static Mesh movable; Materials; Creating a Material in Unreal; Materials versus Textures; Texture/UV mapping; How to create and use a Texture Map; Multitexturing; A special form of texture maps -- Normal Maps; Level of detail; Collisions; Collision configuration properties; Simulation Generates Hit Events; Generate Overlap Events Collision PresetsCollision Enabled; Object Type; Collision Responses; Collision hulls; Interactions; Static Mesh creation pipeline; Introducing volumes; Blocking Volume; Camera Blocking Volume; Trigger Volume; Nav Mesh Bounds Volume; Physics Volume; Pain Causing Volume; Kill Z Volume; Level Streaming Volume; Cull Distance Volume; Audio Volume; PostProcess Volume; Lightmass Importance Volume; Introducing Blueprint; Level Blueprint; Using the Trigger Volume to turn on/off light; Using Trigger Volume to toggle light on/off (optional); Summary; Chapter 4: Material and Light; Materials |
ctrlnum | (OCoLC)945637661 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>08502cam a2200721 i 4500</leader><controlfield tag="001">ZDB-4-EBA-ocn945637661</controlfield><controlfield tag="003">OCoLC</controlfield><controlfield tag="005">20250103110447.0</controlfield><controlfield tag="006">m o d </controlfield><controlfield tag="007">cr unu||||||||</controlfield><controlfield tag="008">160328s2016 enka o 001 0 eng d</controlfield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">UMI</subfield><subfield code="b">eng</subfield><subfield code="e">rda</subfield><subfield code="e">pn</subfield><subfield code="c">UMI</subfield><subfield code="d">OCLCF</subfield><subfield code="d">N$T</subfield><subfield code="d">KSU</subfield><subfield code="d">COO</subfield><subfield code="d">DEBBG</subfield><subfield code="d">VT2</subfield><subfield code="d">UOK</subfield><subfield code="d">CEF</subfield><subfield code="d">NLE</subfield><subfield code="d">INT</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">UKMGB</subfield><subfield code="d">AGLDB</subfield><subfield code="d">IGB</subfield><subfield code="d">UKAHL</subfield><subfield code="d">RDF</subfield><subfield code="d">QGK</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCA</subfield><subfield code="d">OCL</subfield><subfield code="d">OCLCA</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCL</subfield><subfield code="d">OCLCQ</subfield></datafield><datafield tag="015" ind1=" " ind2=" "><subfield code="a">GBB6G3351</subfield><subfield code="2">bnb</subfield></datafield><datafield tag="016" ind1="7" ind2=" "><subfield code="a">018007250</subfield><subfield code="2">Uk</subfield></datafield><datafield tag="019" ind1=" " ind2=" "><subfield code="a">1259157868</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781784395964</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">178439596X</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="z">9781784398156</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1784398152</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781784398156</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)945637661</subfield><subfield code="z">(OCoLC)1259157868</subfield></datafield><datafield tag="037" ind1=" " ind2=" "><subfield code="a">CL0500000723</subfield><subfield code="b">Safari Books Online</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">QA76.76.C672</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">GAM</subfield><subfield code="x">001000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="082" ind1="7" ind2=" "><subfield code="a">794.81526</subfield><subfield code="2">23</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">MAIN</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Lee, Joanna,</subfield><subfield code="e">author.</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Learning Unreal Engine game development :</subfield><subfield code="b">a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 /</subfield><subfield code="c">Joanna Lee.</subfield></datafield><datafield tag="246" ind1="3" ind2="0"><subfield code="a">Step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Birmingham, UK :</subfield><subfield code="b">Packt Publishing,</subfield><subfield code="c">2016.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (1 volume) :</subfield><subfield code="b">illustrations.</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="347" ind1=" " ind2=" "><subfield code="a">text file</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Community experience distilled</subfield></datafield><datafield tag="588" ind1=" " ind2=" "><subfield code="a">Description based on online resource; title from cover page (Safari, viewed March 24, 2016).</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes index.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of Unreal Engine; What goes into a game?; What is a game engine?; The history of Unreal Engine; Game development; Artists; Cinematic creators; Sound designers; Game designers; Programmers; The components of Unreal Engine 4; The sound engine; The physics engine; The graphics engine; Input and the Gameplay framework; Light and shadow; Post-process effects; Artificial intelligence; Online and multiplatform capabilities; Unreal Engine and its powerful editors</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Unreal EditorMaterial Editor; The Cascade particle system; The Persona skeletal mesh animation; Landscape -- building large outdoor worlds and foliage; Sound Cue Editor; Matinee Editor; The Blueprint visual scripting system; Unreal programming; Unreal objects; A beginner's guide to the Unreal Editor; The start menu; Project Browser; Content Browser; Toolbar; Viewport; Scene Outliner; Modes; Summary; Chapter 2: Creating Your First Level; Exploring preconfigured levels; Creating a new project; Navigating the viewport; Views; Control keys; Creating a level from a new blank map</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Creating the ground using the BSP Box brushUseful tip -- selecting an object easily; Useful tip -- changing View Mode to aid visuals; Adding light to a level; Useful tip -- positioning objects in a level; Adding the sky to a level; Adding Player Start; Useful tip -- rotating objects in a level; Viewing a level that's been created; Saving a level; Configuring a map as a start level; Adding material to the ground; Adding a wall; Duplicating a wall; Creating an opening for a door; Adding materials to the walls; Sealing a room; Adding props or a static mesh to the room</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Adding Lightmass Importance VolumeApplying finishing touches to a room; Useful tip -- using the drag snap grid; Summary; Chapter 3: Game Objects -- More and Move; BSP Brush; Background; Brush type; Brush solidity; Static Mesh; BSP Brush versus Static Mesh; Making Static Mesh movable; Materials; Creating a Material in Unreal; Materials versus Textures; Texture/UV mapping; How to create and use a Texture Map; Multitexturing; A special form of texture maps -- Normal Maps; Level of detail; Collisions; Collision configuration properties; Simulation Generates Hit Events; Generate Overlap Events</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Collision PresetsCollision Enabled; Object Type; Collision Responses; Collision hulls; Interactions; Static Mesh creation pipeline; Introducing volumes; Blocking Volume; Camera Blocking Volume; Trigger Volume; Nav Mesh Bounds Volume; Physics Volume; Pain Causing Volume; Kill Z Volume; Level Streaming Volume; Cull Distance Volume; Audio Volume; PostProcess Volume; Lightmass Importance Volume; Introducing Blueprint; Level Blueprint; Using the Trigger Volume to turn on/off light; Using Trigger Volume to toggle light on/off (optional); Summary; Chapter 4: Material and Light; Materials</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 About This Book Learn about game development and the building blocks that go into creating a game A simple tutorial for beginners to get acquainted with the Unreal Engine architecture Learn about the features and functionalities of Unreal Engine 4 and how to use them to create your own games Who This Book Is For If you are new to game development and want to learn how games are created using Unreal Engine 4, this book is the right choice for you. You do not need prior game development experience, but it is expected that you have played games before. Knowledge of C++ would prove to be useful. What You Will Learn Learn what a game engine is, the history of Unreal Engine, and how game studios create games Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level Understand the basic structures of objects in a game, such as the differences between BSP and static meshes Make objects interactive using level blueprints Learn more about computer graphics rendering; how materials and light are rendered in your game Get acquainted with the Material Editor to create materials and use different types of lights in the game levels Utilize the various editors, tools, and features such as UI, the particle system, audio, terrain manipulation, and cinematics in Unreal Engine 4 to create game levels In Detail Unreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a game? Unreal Engine technology powers hundreds of games, and thousands of individuals have built careers and companies around skills developed using this engine. Learning Unreal Engine 4 Game Development starts with small, simple game ideas and playable projects that you can actually finish. The book first teaches you the basics of using Unreal Engine to create a simple game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. The complexity will increase over the chapters and the examples chosen will help you learn a wide variety of game development techniques. This book aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this book, you'll have learnt abou...</subfield></datafield><datafield tag="630" ind1="0" ind2="0"><subfield code="a">Android (Electronic resource)</subfield><subfield code="0">http://id.loc.gov/authorities/names/n2009043077</subfield></datafield><datafield tag="630" ind1="0" ind2="7"><subfield code="a">Android (Electronic resource)</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">UnrealScript (Computer program language)</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh2006006642</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Programming.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh95003476</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Video games</subfield><subfield code="x">Design.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh2006004108</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">UnrealScript (Langage de programmation)</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Jeux vidéo</subfield><subfield code="x">Programmation.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Jeux vidéo</subfield><subfield code="x">Conception.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">GAMES / Board</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Computer games</subfield><subfield code="x">Design</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Video games</subfield><subfield code="x">Programming</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">UnrealScript (Computer program language)</subfield><subfield code="2">fast</subfield></datafield><datafield tag="758" ind1=" " ind2=" "><subfield code="i">has work:</subfield><subfield code="a">Learning Unreal Engine Game Development (Text)</subfield><subfield code="1">https://id.oclc.org/worldcat/entity/E39PCXkcC3k6RGdKR97gD9yB8y</subfield><subfield code="4">https://id.oclc.org/worldcat/ontology/hasWork</subfield></datafield><datafield tag="776" ind1=" " ind2=" "><subfield code="z">1-78439-815-2</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Community experience distilled.</subfield><subfield code="0">http://id.loc.gov/authorities/names/no2011030603</subfield></datafield><datafield tag="966" ind1="4" ind2="0"><subfield code="l">DE-862</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1193728</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="966" ind1="4" ind2="0"><subfield code="l">DE-863</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1193728</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">Askews and Holts Library Services</subfield><subfield code="b">ASKH</subfield><subfield code="n">BDZ0027122892</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBSCOhost</subfield><subfield code="b">EBSC</subfield><subfield code="n">1193728</subfield></datafield><datafield tag="994" ind1=" " ind2=" "><subfield code="a">92</subfield><subfield code="b">GEBAY</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-862</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-863</subfield></datafield></record></collection> |
id | ZDB-4-EBA-ocn945637661 |
illustrated | Illustrated |
indexdate | 2025-04-11T08:43:04Z |
institution | BVB |
isbn | 9781784395964 178439596X 1784398152 9781784398156 |
language | English |
oclc_num | 945637661 |
open_access_boolean | |
owner | MAIN DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
owner_facet | MAIN DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
physical | 1 online resource (1 volume) : illustrations. |
psigel | ZDB-4-EBA FWS_PDA_EBA ZDB-4-EBA |
publishDate | 2016 |
publishDateSearch | 2016 |
publishDateSort | 2016 |
publisher | Packt Publishing, |
record_format | marc |
series | Community experience distilled. |
series2 | Community experience distilled |
spelling | Lee, Joanna, author. Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / Joanna Lee. Step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 Birmingham, UK : Packt Publishing, 2016. 1 online resource (1 volume) : illustrations. text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Community experience distilled Description based on online resource; title from cover page (Safari, viewed March 24, 2016). Includes index. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of Unreal Engine; What goes into a game?; What is a game engine?; The history of Unreal Engine; Game development; Artists; Cinematic creators; Sound designers; Game designers; Programmers; The components of Unreal Engine 4; The sound engine; The physics engine; The graphics engine; Input and the Gameplay framework; Light and shadow; Post-process effects; Artificial intelligence; Online and multiplatform capabilities; Unreal Engine and its powerful editors Unreal EditorMaterial Editor; The Cascade particle system; The Persona skeletal mesh animation; Landscape -- building large outdoor worlds and foliage; Sound Cue Editor; Matinee Editor; The Blueprint visual scripting system; Unreal programming; Unreal objects; A beginner's guide to the Unreal Editor; The start menu; Project Browser; Content Browser; Toolbar; Viewport; Scene Outliner; Modes; Summary; Chapter 2: Creating Your First Level; Exploring preconfigured levels; Creating a new project; Navigating the viewport; Views; Control keys; Creating a level from a new blank map Creating the ground using the BSP Box brushUseful tip -- selecting an object easily; Useful tip -- changing View Mode to aid visuals; Adding light to a level; Useful tip -- positioning objects in a level; Adding the sky to a level; Adding Player Start; Useful tip -- rotating objects in a level; Viewing a level that's been created; Saving a level; Configuring a map as a start level; Adding material to the ground; Adding a wall; Duplicating a wall; Creating an opening for a door; Adding materials to the walls; Sealing a room; Adding props or a static mesh to the room Adding Lightmass Importance VolumeApplying finishing touches to a room; Useful tip -- using the drag snap grid; Summary; Chapter 3: Game Objects -- More and Move; BSP Brush; Background; Brush type; Brush solidity; Static Mesh; BSP Brush versus Static Mesh; Making Static Mesh movable; Materials; Creating a Material in Unreal; Materials versus Textures; Texture/UV mapping; How to create and use a Texture Map; Multitexturing; A special form of texture maps -- Normal Maps; Level of detail; Collisions; Collision configuration properties; Simulation Generates Hit Events; Generate Overlap Events Collision PresetsCollision Enabled; Object Type; Collision Responses; Collision hulls; Interactions; Static Mesh creation pipeline; Introducing volumes; Blocking Volume; Camera Blocking Volume; Trigger Volume; Nav Mesh Bounds Volume; Physics Volume; Pain Causing Volume; Kill Z Volume; Level Streaming Volume; Cull Distance Volume; Audio Volume; PostProcess Volume; Lightmass Importance Volume; Introducing Blueprint; Level Blueprint; Using the Trigger Volume to turn on/off light; Using Trigger Volume to toggle light on/off (optional); Summary; Chapter 4: Material and Light; Materials A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 About This Book Learn about game development and the building blocks that go into creating a game A simple tutorial for beginners to get acquainted with the Unreal Engine architecture Learn about the features and functionalities of Unreal Engine 4 and how to use them to create your own games Who This Book Is For If you are new to game development and want to learn how games are created using Unreal Engine 4, this book is the right choice for you. You do not need prior game development experience, but it is expected that you have played games before. Knowledge of C++ would prove to be useful. What You Will Learn Learn what a game engine is, the history of Unreal Engine, and how game studios create games Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level Understand the basic structures of objects in a game, such as the differences between BSP and static meshes Make objects interactive using level blueprints Learn more about computer graphics rendering; how materials and light are rendered in your game Get acquainted with the Material Editor to create materials and use different types of lights in the game levels Utilize the various editors, tools, and features such as UI, the particle system, audio, terrain manipulation, and cinematics in Unreal Engine 4 to create game levels In Detail Unreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a game? Unreal Engine technology powers hundreds of games, and thousands of individuals have built careers and companies around skills developed using this engine. Learning Unreal Engine 4 Game Development starts with small, simple game ideas and playable projects that you can actually finish. The book first teaches you the basics of using Unreal Engine to create a simple game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. The complexity will increase over the chapters and the examples chosen will help you learn a wide variety of game development techniques. This book aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this book, you'll have learnt abou... Android (Electronic resource) http://id.loc.gov/authorities/names/n2009043077 Android (Electronic resource) fast UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 UnrealScript (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. GAMES / Board bisacsh Computer games Design fast Video games Programming fast UnrealScript (Computer program language) fast has work: Learning Unreal Engine Game Development (Text) https://id.oclc.org/worldcat/entity/E39PCXkcC3k6RGdKR97gD9yB8y https://id.oclc.org/worldcat/ontology/hasWork 1-78439-815-2 Community experience distilled. http://id.loc.gov/authorities/names/no2011030603 |
spellingShingle | Lee, Joanna Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / Community experience distilled. Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of Unreal Engine; What goes into a game?; What is a game engine?; The history of Unreal Engine; Game development; Artists; Cinematic creators; Sound designers; Game designers; Programmers; The components of Unreal Engine 4; The sound engine; The physics engine; The graphics engine; Input and the Gameplay framework; Light and shadow; Post-process effects; Artificial intelligence; Online and multiplatform capabilities; Unreal Engine and its powerful editors Unreal EditorMaterial Editor; The Cascade particle system; The Persona skeletal mesh animation; Landscape -- building large outdoor worlds and foliage; Sound Cue Editor; Matinee Editor; The Blueprint visual scripting system; Unreal programming; Unreal objects; A beginner's guide to the Unreal Editor; The start menu; Project Browser; Content Browser; Toolbar; Viewport; Scene Outliner; Modes; Summary; Chapter 2: Creating Your First Level; Exploring preconfigured levels; Creating a new project; Navigating the viewport; Views; Control keys; Creating a level from a new blank map Creating the ground using the BSP Box brushUseful tip -- selecting an object easily; Useful tip -- changing View Mode to aid visuals; Adding light to a level; Useful tip -- positioning objects in a level; Adding the sky to a level; Adding Player Start; Useful tip -- rotating objects in a level; Viewing a level that's been created; Saving a level; Configuring a map as a start level; Adding material to the ground; Adding a wall; Duplicating a wall; Creating an opening for a door; Adding materials to the walls; Sealing a room; Adding props or a static mesh to the room Adding Lightmass Importance VolumeApplying finishing touches to a room; Useful tip -- using the drag snap grid; Summary; Chapter 3: Game Objects -- More and Move; BSP Brush; Background; Brush type; Brush solidity; Static Mesh; BSP Brush versus Static Mesh; Making Static Mesh movable; Materials; Creating a Material in Unreal; Materials versus Textures; Texture/UV mapping; How to create and use a Texture Map; Multitexturing; A special form of texture maps -- Normal Maps; Level of detail; Collisions; Collision configuration properties; Simulation Generates Hit Events; Generate Overlap Events Collision PresetsCollision Enabled; Object Type; Collision Responses; Collision hulls; Interactions; Static Mesh creation pipeline; Introducing volumes; Blocking Volume; Camera Blocking Volume; Trigger Volume; Nav Mesh Bounds Volume; Physics Volume; Pain Causing Volume; Kill Z Volume; Level Streaming Volume; Cull Distance Volume; Audio Volume; PostProcess Volume; Lightmass Importance Volume; Introducing Blueprint; Level Blueprint; Using the Trigger Volume to turn on/off light; Using Trigger Volume to toggle light on/off (optional); Summary; Chapter 4: Material and Light; Materials Android (Electronic resource) http://id.loc.gov/authorities/names/n2009043077 Android (Electronic resource) fast UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 UnrealScript (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. GAMES / Board bisacsh Computer games Design fast Video games Programming fast UnrealScript (Computer program language) fast |
subject_GND | http://id.loc.gov/authorities/names/n2009043077 http://id.loc.gov/authorities/subjects/sh2006006642 http://id.loc.gov/authorities/subjects/sh95003476 http://id.loc.gov/authorities/subjects/sh2006004108 |
title | Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / |
title_alt | Step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 |
title_auth | Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / |
title_exact_search | Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / |
title_full | Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / Joanna Lee. |
title_fullStr | Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / Joanna Lee. |
title_full_unstemmed | Learning Unreal Engine game development : a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / Joanna Lee. |
title_short | Learning Unreal Engine game development : |
title_sort | learning unreal engine game development a step by step guide that paves the way for developing fantastic games with unreal engine 4 |
title_sub | a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 / |
topic | Android (Electronic resource) http://id.loc.gov/authorities/names/n2009043077 Android (Electronic resource) fast UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. http://id.loc.gov/authorities/subjects/sh2006004108 UnrealScript (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. GAMES / Board bisacsh Computer games Design fast Video games Programming fast UnrealScript (Computer program language) fast |
topic_facet | Android (Electronic resource) UnrealScript (Computer program language) Video games Programming. Video games Design. UnrealScript (Langage de programmation) Jeux vidéo Programmation. Jeux vidéo Conception. GAMES / Board Computer games Design Video games Programming |
work_keys_str_mv | AT leejoanna learningunrealenginegamedevelopmentastepbystepguidethatpavesthewayfordevelopingfantasticgameswithunrealengine4 AT leejoanna stepbystepguidethatpavesthewayfordevelopingfantasticgameswithunrealengine4 |