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Blueprints visual scripting for unreal engine : build professional 3D games with unreal engine 4's visual scripting system / / Brenden Sewell
Blueprints visual scripting for unreal engine : build professional 3D games with unreal engine 4's visual scripting system / / Brenden Sewell
Autore Sewell Brenden
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England ; ; Mumbai, [India] : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (188 p.)
Disciplina 794.8
Collana Community Experience Distilled
Soggetto topico Blueprints
Engineering drawings
ISBN 1-78528-509-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""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 hit""""Swapping 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 ability""""Animating 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 stamina""""Making 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 HUD""""Creating 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""
""Giving the enemy sight with Pawn Sensing""
Record Nr. UNINA-9910797321103321
Sewell Brenden  
Birmingham, England ; ; Mumbai, [India] : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blueprints visual scripting for unreal engine : build professional 3D games with unreal engine 4's visual scripting system / / Brenden Sewell
Blueprints visual scripting for unreal engine : build professional 3D games with unreal engine 4's visual scripting system / / Brenden Sewell
Autore Sewell Brenden
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, England ; ; Mumbai, [India] : , : Packt Publishing, , 2015
Descrizione fisica 1 online resource (188 p.)
Disciplina 794.8
Collana Community Experience Distilled
Soggetto topico Blueprints
Engineering drawings
ISBN 1-78528-509-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""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 hit""""Swapping 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 ability""""Animating 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 stamina""""Making 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 HUD""""Creating 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""
""Giving the enemy sight with Pawn Sensing""
Record Nr. UNINA-9910809673703321
Sewell Brenden  
Birmingham, England ; ; Mumbai, [India] : , : Packt Publishing, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Piping and instrumentation diagram development / / Moe Toghraei
Piping and instrumentation diagram development / / Moe Toghraei
Autore Toghraei Moe <1968->
Pubbl/distr/stampa Hoboken, New Jersey : , : Wiley : , : AIChE, , 2019
Descrizione fisica 1 online resource (1,017 pages)
Disciplina 621.86720222
Soggetto topico Blueprints
Chemical apparatus
Chemical plants - Piping
Soggetto genere / forma Electronic books.
ISBN 1-119-32934-5
1-119-32950-7
1-119-32983-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto What is P&ID -- Management of P&ID development -- Anatomy of a P&ID sheet -- General rules in drawing of P&ID's -- Principles of P&ID development -- Pipes -- Manual valves & automatic valves -- Provisions for ease of maintenance -- Containers -- Pumps & compressors -- Heat transfer units -- Pressure relief devices -- Fundamentals of instrumentation & control -- Application of control architectures -- Plant process control -- Plant interlock & alarm -- Utilities -- Ancillary systems and additional considerations -- General procedures -- Examples.
Record Nr. UNINA-9910554876003321
Toghraei Moe <1968->  
Hoboken, New Jersey : , : Wiley : , : AIChE, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Piping and instrumentation diagram development / / Moe Toghraei
Piping and instrumentation diagram development / / Moe Toghraei
Autore Toghraei Moe <1968->
Pubbl/distr/stampa Hoboken, New Jersey : , : Wiley : , : AIChE, , 2019
Descrizione fisica 1 online resource (1,017 pages)
Disciplina 621.86720222
Soggetto topico Blueprints
Chemical apparatus
Chemical plants - Piping
ISBN 1-119-32934-5
1-119-32950-7
1-119-32983-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto What is P&ID -- Management of P&ID development -- Anatomy of a P&ID sheet -- General rules in drawing of P&ID's -- Principles of P&ID development -- Pipes -- Manual valves & automatic valves -- Provisions for ease of maintenance -- Containers -- Pumps & compressors -- Heat transfer units -- Pressure relief devices -- Fundamentals of instrumentation & control -- Application of control architectures -- Plant process control -- Plant interlock & alarm -- Utilities -- Ancillary systems and additional considerations -- General procedures -- Examples.
Record Nr. UNINA-9910830362103321
Toghraei Moe <1968->  
Hoboken, New Jersey : , : Wiley : , : AIChE, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Qt 5 blueprints : design, build, and deploy cross-platform GUI projects using the amazingly powerful Qt 5 framework / / Symeon Huang
Qt 5 blueprints : design, build, and deploy cross-platform GUI projects using the amazingly powerful Qt 5 framework / / Symeon Huang
Autore Huang Symeon
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , [2015]
Descrizione fisica 1 online resource (272 p.)
Collana Community experience distilled
Soggetto topico Blueprints
ISBN 1-78439-076-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Creating Your First Qt Application; Creating a new project; Changing the layout of widgets; Understanding the mechanism of signals and slots; Connecting two signals; Creating a Qt Quick application; Connecting C++ slots to QML signals; Summary; Chapter 2: Building a Beautiful Cross-platform Clock; Creating a basic digital clock; Tweaking the digital clock; Saving and restoring settings; Building on the Unix platforms; Summary
Chapter 3: Cooking an RSS Reader with Qt QuickUnderstanding model and view; Parsing RSS Feeds by XmlListModel; Tweaking the categories; Utilizing ScrollView; Adding BusyIndicator; Making a frameless window; Debugging QML; Summary; Chapter 4: Controlling Camera and Taking Photos; Accessing the camera in Qt; Controlling the camera; Displaying errors on the status bar; Permanent widgets in the status bar; Utilizing the menu bar; Using QFileDialog; QML camera; Summary; Chapter 5: Extending Paint Applications with Plugins; Drawing via QPainter; Writing static plugins; Writing dynamic plugins
Merging plugin and main program projectsCreating a C++ plugin for QML applications; Summary; Chapter 6: Getting Wired and Managing Downloads; Introducing Qt network programming; Utilizing QNetworkAccessManager; Making use of the progress bar; Writing multithreaded applications; Managing a system network session; Summary; Chapter 7: Parsing JSON and XML Documents to Use Online APIs; Setting up Qt for Android; Parsing JSON results; Parsing XML results; Building Qt applications for Android; Parsing JSON in QML; Summary; Chapter 8: Enabling Your Qt Application to Support Other Languages
Internationalization of Qt applicationsTranslating the Qt Widgets applications; Disambiguating identical texts; Changing languages dynamically; Translating the Qt Quick applications; Summary; Chapter 9: Deploying Applications on Other Devices; Releasing Qt applications on Windows; Creating an installer; Packaging the Qt applications on Linux; Deploying the Qt applications on Android; Summary; Chapter 10: Don't Panic When You Encounter These Issues; Commonly encountered issues; C++ syntax mistakes; Pointer and memory; Incompatible shared libraries; Doesn't run on Android!
Debugging the Qt applicationsDebugging Qt Quick applications; Useful resources; Summary; Index
Record Nr. UNINA-9910788007003321
Huang Symeon  
Birmingham : , : Packt Publishing, , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Qt 5 blueprints : design, build, and deploy cross-platform GUI projects using the amazingly powerful Qt 5 framework / / Symeon Huang
Qt 5 blueprints : design, build, and deploy cross-platform GUI projects using the amazingly powerful Qt 5 framework / / Symeon Huang
Autore Huang Symeon
Edizione [1st edition]
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , [2015]
Descrizione fisica 1 online resource (272 p.)
Collana Community experience distilled
Soggetto topico Blueprints
ISBN 1-78439-076-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Creating Your First Qt Application; Creating a new project; Changing the layout of widgets; Understanding the mechanism of signals and slots; Connecting two signals; Creating a Qt Quick application; Connecting C++ slots to QML signals; Summary; Chapter 2: Building a Beautiful Cross-platform Clock; Creating a basic digital clock; Tweaking the digital clock; Saving and restoring settings; Building on the Unix platforms; Summary
Chapter 3: Cooking an RSS Reader with Qt QuickUnderstanding model and view; Parsing RSS Feeds by XmlListModel; Tweaking the categories; Utilizing ScrollView; Adding BusyIndicator; Making a frameless window; Debugging QML; Summary; Chapter 4: Controlling Camera and Taking Photos; Accessing the camera in Qt; Controlling the camera; Displaying errors on the status bar; Permanent widgets in the status bar; Utilizing the menu bar; Using QFileDialog; QML camera; Summary; Chapter 5: Extending Paint Applications with Plugins; Drawing via QPainter; Writing static plugins; Writing dynamic plugins
Merging plugin and main program projectsCreating a C++ plugin for QML applications; Summary; Chapter 6: Getting Wired and Managing Downloads; Introducing Qt network programming; Utilizing QNetworkAccessManager; Making use of the progress bar; Writing multithreaded applications; Managing a system network session; Summary; Chapter 7: Parsing JSON and XML Documents to Use Online APIs; Setting up Qt for Android; Parsing JSON results; Parsing XML results; Building Qt applications for Android; Parsing JSON in QML; Summary; Chapter 8: Enabling Your Qt Application to Support Other Languages
Internationalization of Qt applicationsTranslating the Qt Widgets applications; Disambiguating identical texts; Changing languages dynamically; Translating the Qt Quick applications; Summary; Chapter 9: Deploying Applications on Other Devices; Releasing Qt applications on Windows; Creating an installer; Packaging the Qt applications on Linux; Deploying the Qt applications on Android; Summary; Chapter 10: Don't Panic When You Encounter These Issues; Commonly encountered issues; C++ syntax mistakes; Pointer and memory; Incompatible shared libraries; Doesn't run on Android!
Debugging the Qt applicationsDebugging Qt Quick applications; Useful resources; Summary; Index
Record Nr. UNINA-9910817743503321
Huang Symeon  
Birmingham : , : Packt Publishing, , [2015]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Spiele programmieren mit der Unreal Engine für Kids
Spiele programmieren mit der Unreal Engine für Kids
Autore Schumann Hans-Georg
Edizione [1st ed.]
Pubbl/distr/stampa Frechen : , : mitp, , 2017
Descrizione fisica 1 online resource (430 pages)
Collana mitp für Kids
Soggetto topico C++
programmieren
3D
Games
Unreal Engine
Game Development
Spiele entwickeln
Blueprints
ISBN 3-95845-526-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto Cover -- Titel -- Impressum -- Inhaltsverzeichnis -- Vorwort -- Einleitung -- Kapitel 1: Das erste Projekt -- Unreal Engine starten -- Kleiner Rundgang -- Ein Objekt einsetzen -- 2D oder 3D? -- Komponenten -- Unreal beenden -- Zusammenfassung -- Ein paar Fragen ... -- ... und eine Aufgabe -- Kapitel 2: Einsatz einer Spielfigur -- Projekt-Verwaltung -- Vom Actor zum Character -- Der richtige Input -- Ein Blueprint für den Player -- Knoten knüpfen -- Game Mode -- Zusammenfassung -- Ein paar Fragen ... -- ... und eine Aufgabe -- Kapitel 3: Blueprints -- Ereignisse und Aktionen -- Springen ... -- ... und Ducken -- Die Sache mit der Maus -- Rotations-Kontrolle -- Kamera-Einstellung -- Gehen oder Laufen? -- Zusammenfassung -- Ein paar Fragen ... -- ... und eine Aufgabe -- Kapitel 4: Textur, Material, Mesh -- Eine neue Spielszene -- Material und Texturen -- Material-Einsatz -- Mapping -- 1st oder 3rd? -- Import-Figur -- Das passende Mesh -- Eigener oder fremder Player? -- Zusammenfassung -- Ein paar Fragen ... -- ... und eine Aufgabe -- Kapitel 5: Landschaften -- Von der Ebene zur Landschaft -- Ein Gelände gestalten -- Texturen-Sammlung -- Layer Blending -- Feinschliff -- Landschaftspflege -- Zusammenfassung -- Ein paar Fragen ... -- ... aber keine Aufgabe -- Kapitel 6: Vegetation und Wasser -- Open World -- Speed Trees -- Bäume pflanzen -- Wind und Wasser -- Material aus dem Starter Content -- Unter Wasser -- Grenzkontrollen -- Entschlackungskur -- Zusammenfassung -- Ein paar Fragen ... -- ... und eine Aufgabe -- Kapitel 7: Bauwerke -- Grenzmauern -- Baumaterial -- Plattenlegen -- Dach-Varianten -- Lichtverhältnisse -- Treppen -- Zusammenfassung -- Ein paar Fragen ... -- ... und ein paar Aufgaben -- Kapitel 8: Klettern und Schwimmen -- Ein Kletter-Trigger -- Ereignis-Steuerung -- Mehr Input -- Migration -- Auf- und Abtauchen -- Zusammenfassung -- Ein paar Fragen ....
... und ein paar Aufgaben -- Kapitel 9: Ein neues Feindbild -- Ein Mannequin muss her -- Hautwechsel -- Animationen -- State Machines -- Ein eigenes Animation-Blueprint -- Zusammenfassung -- Ein paar Fragen ... -- ... aber keine Aufgabe -- Kapitel 10: Künstliche Intelligenz -- Intelligenz-Kontrolle -- Den Feind sensibilisieren -- Die passende Animation -- Geschwindigkeitsregelung -- Ein eigenes Blendspace-Element -- Zusammenfassung -- Ein paar Fragen ... -- ... und eine Aufgabe -- Kapitel 11: Spiel mir das Lied vom Tod -- Der Enemy wird gefährlich -- Attacke -- Distanzmessung -- On-Off -- »Fremder« Exkurs -- Zusammenfassung -- Ein paar Fragen ... -- ... und eine Aufgabe -- Kapitel 12: Partikelsysteme -- Brenzliges Material -- Emitter -- Einsatz des Todesstrahls -- Auf Kollisionskurs -- True oder False -- Gesundheitszustand -- Zusammenfassung -- Ein paar Fragen ... -- ... und ein paar Aufgaben -- Kapitel 13: Sound -- Geräusche -- Schritt für Schritt -- Sound-Module -- Gedämpfte Schritte -- Sequenz-Knoten -- Umgebungsmusik -- Zusammenfassung -- Zwei Fragen ... -- ... und eine Aufgabe -- Kapitel 14: User Interface -- Gesundheits-Balken -- Energiekontrolle für den Player -- Widgets sichtbar machen -- Game Over -- Zusammenfassung -- Zwei Fragen ... -- ... und zwei Aufgaben -- Kapitel 15: Game Tuning -- Aufmarsch der Gegner -- Todes-Trigger -- Enemy is Dying -- Der Feind wird besiegbar -- Play the Game -- Zusammenfassung -- Ein paar Fragen ... -- ... und ein paar Aufgaben -- Anhang A -- Für Eltern ... -- ... und für Lehrer -- Anhang B -- Unreal installieren -- Anhang C -- Debugging (Values) -- Debugging (Breakpoints) -- Stichwortverzeichnis.
Record Nr. UNINA-9910159363103321
Schumann Hans-Georg  
Frechen : , : mitp, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui