An Introduction to Unreal Engine 4 / / Andrew Sanders |
Autore | Sanders Andrew <1934-> |
Pubbl/distr/stampa | Boca Raton, FL : , : CRC Press, , [2017] |
Descrizione fisica | 1 online resource (270 pages) : color illustrations |
Disciplina | 794.8/1526 |
Soggetto topico |
Video games - Programming
UnrealScript (Computer program language) |
ISBN |
1-4987-6542-4
1-315-38255-5 1-4987-6510-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Project type selection and start-up -- 2. An overview of the level design process - 3. Blocking your first level -- 4. Finishing the blocking of your level -- 5. Exploring blueprints -- 6. Materials -- 7. Lighting concepts -- 8. Blueprint animation -- 9. Populating your level -- 10. Particle systems -- 11. Advanced blueprint techniques -- 12. Working with landscapes. |
Record Nr. | UNINA-9910136138403321 |
Sanders Andrew <1934->
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Boca Raton, FL : , : CRC Press, , [2017] | ||
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Lo trovi qui: Univ. Federico II | ||
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Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore |
Autore | Moore Richard J |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2011 |
Descrizione fisica | 1 online resource (244 p.) |
Disciplina |
006.37
794.81526 |
Collana | Learn by doing: less theory, more results |
Soggetto topico |
Computer games - Programming
UnrealScript (Computer program language) |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-30845-2
9786613308450 1-84969-053-7 |
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: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material? Time for action - creating a new material |
Record Nr. | UNINA-9910456679303321 |
Moore Richard J
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Birmingham, U.K., : Packt Pub., 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore |
Autore | Moore Richard J |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2011 |
Descrizione fisica | 1 online resource (244 p.) |
Disciplina |
006.37
794.81526 |
Collana | Learn by doing: less theory, more results |
Soggetto topico |
Video games - Programming
UnrealScript (Computer program language) |
ISBN |
1-283-30845-2
9786613308450 1-84969-053-7 |
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: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material? Time for action - creating a new material |
Record Nr. | UNINA-9910781789503321 |
Moore Richard J
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Birmingham, U.K., : Packt Pub., 2011 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore |
Autore | Moore Richard J |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2011 |
Descrizione fisica | 1 online resource (244 p.) |
Disciplina |
006.37
794.81526 |
Collana | Learn by doing: less theory, more results |
Soggetto topico |
Video games - Programming
UnrealScript (Computer program language) |
ISBN |
1-283-30845-2
9786613308450 1-84969-053-7 |
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: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material? Time for action - creating a new material |
Altri titoli varianti | Unreal development kit Three |
Record Nr. | UNINA-9910810978603321 |
Moore Richard J
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Birmingham, U.K., : Packt Pub., 2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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Unreal Engine 4 scripting with C++ cookbook : get the best out of your games by scripting them using UE4 / / William Sherif, Stephen Whittle |
Autore | Sherif William |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, England : , : Packt Publishing, , 2016 |
Descrizione fisica | 1 online resource (453 pages) : illustrations (some color) |
Disciplina | 794.81526 |
Soggetto topico |
Video games - Programming
UnrealScript (Computer program language) C++ (Computer program language) |
ISBN | 1-78588-468-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910148750603321 |
Sherif William
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Birmingham, England : , : Packt Publishing, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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