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|a 9781484263969
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|a QA76.76.C672
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|a Pv, Satheesh
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|a Beginning Unreal Engine 4 Blueprints visual scripting
|b using C++ : from beginner to pro
|c Satheesh Pv
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|a [Berkeley, CA]
|b Apress
|c 2021
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|a 1 online resource
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|a Chapter 1: Introduction to Unreal Engine 4 -- Chapter 2: Introduction to Blueprints -- Chapter 3: C++ and Unreal Engine -- Chapter 4: Gameplay Framework -- Chapter 5: Basic Physics and Raycasting -- Chapter 6: Importing Meshes, Textures, and Creating Materials -- Chapter 7: Project: Demo Game
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|a Computer programming / fast
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|a Jeux vidéo / Programmation
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|a Programmation (Informatique)
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|a Computer programming / http://id.loc.gov/authorities/subjects/sh85107310
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|a C++ (Langage de programmation)
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|a C++ (Computer program language) / http://id.loc.gov/authorities/subjects/sh87007505
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|a C++ (Computer program language) / fast
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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|a Video games / Programming / fast
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|a computer programming / aat
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|a eng
|2 ISO 639-2
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|b OREILLY
|a O'Reilly
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|a Includes index
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|a 10.1007/978-1-4842-6396-9
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|z 1484263952
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|z 9781484263969
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|z 1484263960
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|z 9781484263952
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|u https://learning.oreilly.com/library/view/~/9781484263969/?ar
|x Verlag
|3 Volltext
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|a 794.8/151
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|a Discover how Unreal Engine 4 allows you to create exciting games using C++ and Blueprints. This book starts with installing, launching, and examining the details of Unreal Engine. Next, you will learn about Blueprints and C++ and how to leverage them. The following chapters talk in detail about gameplay, basic physics, and ray-casting for game development in Unreal Engine. Furthermore, you'll create material, meshes, and textures. The last chapter brings all the concepts together by building a demo game. By the end of the book, you'll be equipped with the know-how and techniques needed to develop and deploy your very own game in Unreal Engine. You will: Discover Blueprints and how to apply them in Unreal Engine 4 Get started with C++ programming in Unreal Engine 4 Apply the concepts of physics and ray-casting Work with the Gameplay Framework
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