Unreal Engine 4 Scripting with C++ Cookbook
暫譯: Unreal Engine 4 C++ 腳本食譜
William Sherif, Stephen Whittle
- 出版商: Packt Publishing
- 出版日期: 2016-10-24
- 售價: $2,210
- 貴賓價: 9.5 折 $2,100
- 語言: 英文
- 頁數: 408
- 裝訂: Paperback
- ISBN: 1785885545
- ISBN-13: 9781785885549
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相關分類:
C++ 程式語言、Unreal
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其他版本:
Unreal Engine 4.X Scripting with C++ Cookbook - Second Edition
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商品描述
Key Features
- A straightforward and easy-to-follow format
- A selection of the most important tasks and problems
- Carefully organized instructions to solve problems efficiently
- Clear explanations of what you did
- Solutions that can be applied to solve real-world problems
Book Description
Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
What you will learn
- Build function libraries (Blueprints) containing reusable code to reduce upkeep
- Move low-level functions from Blueprint into C++ to improve performance
- Abstract away complex implementation details to simplify designer workflows
- Incorporate existing libraries into your game to add extra functionality such as hardware integration
- Implement AI tasks and behaviors in Blueprints and C++
- Generate data to control the appearance and content of UI elements
About the Author
William Sherif is a C++ programmer with more than eight years of experience in the programming world, ranging from game programming to web programming. He also worked as a university course instructor (sessional) for seven years. Additionally, he released several apps on the iTunes store, including Strum and MARSHALL OF THE ELITE SQUADRON. In the past, he has won acclaim for delivering course material in an easy-to-understand manner.
Stephen Whittle is a game developer and educator with nearly 10 years of development experience, most of which has been done using Unreal Engine. He is a community contributor to the engine, with features or bug fixes included in almost every major version of the engine since its public release.
Table of Contents
- UE4 Development Tools
- Creating Classes
- Memory Management and Smart Pointers
- Actors and Components
- Handling Events and Delegates
- Input and Collision
- Communication between Classes and Interfaces
- Integrating C++ and the Unreal Editor
- User Interfaces UI and UMG
- AI for Controlling NPCs
- Custom Materials and Shaders
- Working with UE4 APIs
商品描述(中文翻譯)
**主要特點**
- 簡單易懂的格式
- 精選最重要的任務和問題
- 精心組織的指導,以有效解決問題
- 清晰的解釋您所做的事情
- 可應用於解決現實世界問題的解決方案
**書籍描述**
Unreal Engine 4 (UE4) 是一套完整的遊戲開發工具,由遊戲開發者為遊戲開發者所製作。本書包含超過 100 個實用的配方,作為指導,展示了在使用 UE4 開發遊戲時如何利用 C++ 腳本的力量。書中將從在 Unreal 編輯器中添加和編輯 C++ 類開始,深入探討 Unreal 的主要優勢之一,即設計師能夠自定義程序員開發的角色和組件。它將幫助您理解何時以及如何使用 C++ 作為腳本工具的好處。這本書結合了以任務為導向的配方,提供了有關使用 UE4 腳本編寫遊戲以及使用 C++ 操控遊戲和開發環境的可行資訊。在書的最後,您將能夠成為一名出色的開發者,使用 C++ 作為腳本語言來駕馭 Unreal Engine 4。
**您將學到的內容**
- 建立包含可重用代碼的功能庫(Blueprints),以減少維護工作
- 將低級功能從 Blueprint 移至 C++ 以提高性能
- 抽象化複雜的實現細節,以簡化設計師的工作流程
- 將現有庫整合到您的遊戲中,以增加額外功能,例如硬體整合
- 在 Blueprints 和 C++ 中實現 AI 任務和行為
- 生成數據以控制 UI 元素的外觀和內容
**關於作者**
**William Sherif** 是一名 C++ 程式設計師,擁有超過八年的程式設計經驗,涵蓋遊戲程式設計到網頁程式設計。他還擔任了七年的大學課程講師(臨時)。此外,他在 iTunes 商店發布了幾個應用程式,包括 Strum 和 MARSHALL OF THE ELITE SQUADRON。在過去,他因以易於理解的方式傳遞課程材料而獲得讚譽。
**Stephen Whittle** 是一名遊戲開發者和教育者,擁有近 10 年的開發經驗,大部分時間使用 Unreal Engine。他是該引擎的社區貢獻者,自公開發布以來,幾乎每個主要版本中都包含了他的功能或錯誤修正。
**目錄**
1. UE4 開發工具
2. 創建類別
3. 記憶體管理與智能指標
4. 角色與組件
5. 事件與委託處理
6. 輸入與碰撞
7. 類別與介面之間的通信
8. 整合 C++ 與 Unreal 編輯器
9. 使用者介面 UI 和 UMG
10. 控制 NPC 的 AI
11. 自訂材質與著色器
12. 使用 UE4 API 進行開發