LEADER 05296nam 2200625 a 450 001 9910790193803321 005 20200520144314.0 010 $a1-280-11912-8 010 $a9786613523358 010 $a1-84969-181-9 035 $a(CKB)2670000000160427 035 $a(EBL)934507 035 $a(OCoLC)787844576 035 $a(SSID)ssj0000648046 035 $a(PQKBManifestationID)12240614 035 $a(PQKBTitleCode)TC0000648046 035 $a(PQKBWorkID)10593957 035 $a(PQKB)11232167 035 $a(MiAaPQ)EBC934507 035 $a(Au-PeEL)EBL934507 035 $a(CaPaEBR)ebr10537865 035 $a(CaONFJC)MIL352335 035 $a(PPN)228019591 035 $a(EXLCZ)992670000000160427 100 $a20120316d2012 uy 0 101 0 $aeng 135 $aurunu||||| 181 $ctxt 182 $cc 183 $acr 200 10$aUnreal development kit game design cookbook$b[electronic resource] $eover 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] /$fThomas Mooney 210 $aOlton Birmingham [England] $cPackt Pub.$d2012 215 $a1 online resource (544 p.) 300 $aIncludes index. 311 $a1-84969-180-0 327 $aCover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging 327 $aChapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation 327 $aImporting Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes 327 $aSetting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions 327 $aUnderstanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn 327 $aWays to stop a recurring loop 330 $aWritten in cookbook style, this book offers many recipes to learn game design with UDK. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order. This book is meant for game artists who are getting used to UDK but may feel the need for guidance on matters of implementation. It also targets brave beginners who are struggling to find an all in one package for getting started with UDK 606 $aVideo games$xDesign$vHandbooks, manuals, etc 606 $aComputer simulation$vHandbooks, manuals, etc 615 0$aVideo games$xDesign 615 0$aComputer simulation 676 $a794.81 700 $aMooney$b Thomas$01465611 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910790193803321 996 $aUnreal development kit game design cookbook$93763977 997 $aUNINA