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|a 9781785285097
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|a 1785286013
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|a 1785285092
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|a QA76.76.C672
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|a Sewell, Brenden
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|a Blueprints Visual Scripting for Unreal Engine
|b build professional 3D games with Unreal Engine 4's Visual Scripting system
|c Brenden Sewell
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|a Build professional three dimensional games with Unreal Engine 4's Visual Scripting system
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|a Build professional three D games with Unreal Engine 4's Visual Scripting system
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|a Build professional 3D games with Unreal Engine 4's Visual Scripting system
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|a Birmingham, UK
|b Packt Publishing
|c 2015
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300 |
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|a 1 volume
|b illustrations
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|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
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|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
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|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
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|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
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|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
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|a UnrealScript (Langage de programmation)
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|a Jeux vidéo / Programmation
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|a Three-dimensional modeling / http://id.loc.gov/authorities/subjects/sh2013001942
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|a Video games / Design / http://id.loc.gov/authorities/subjects/sh2006004108
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|a Video games / Programming / fast
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|a Computer animation / fast
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|a UnrealScript (Computer program language) / http://id.loc.gov/authorities/subjects/sh2006006642
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|a GAMES / Board / bisacsh
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|a UnrealScript (Computer program language) / fast
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|a Animation par ordinateur
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|a Computer games / Design / fast
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|a Jeux vidéo / Conception
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|a Computer animation / http://id.loc.gov/authorities/subjects/sh85029478
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|a computer animation / aat
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|a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476
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|a Modélisation tridimensionnelle
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|a Three-dimensional modeling / fast
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|a eng
|2 ISO 639-2
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|b OREILLY
|a O'Reilly
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|a Community experience distilled
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|a Includes index
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|a GBB753689
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|z 9781785286018
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|z 9781785285097
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|z 1785285092
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|u https://learning.oreilly.com/library/view/~/9781785286018/?ar
|x Verlag
|3 Volltext
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|a 794.8
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|a 745.4
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|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!
|