Mastering Game Development with Unreal Engine 4: Build high-performance AAA games with UE 4, 2nd Edition
暫譯: 精通 Unreal Engine 4 遊戲開發:使用 UE 4 建立高效能 AAA 遊戲(第二版)

Matt Edmonds

  • 出版商: Packt Publishing
  • 出版日期: 2018-09-28
  • 售價: $1,880
  • 貴賓價: 9.5$1,786
  • 語言: 英文
  • 頁數: 356
  • 裝訂: Paperback
  • ISBN: 1788991443
  • ISBN-13: 9781788991445
  • 相關分類: Unreal
  • 海外代購書籍(需單獨結帳)

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商品描述

A comprehensive guide with coverage on AudioFX, Particle system, shaders, sequencers, and the latest features of Unreal 4.19 that will take your game development skills to the next level

Key Features

  • Create a high-performance Combat game using the essential features of Unreal Engine 4.18+.
  • Master the complex competitive features needed in modern games such as Volumetric Lightmaps and Precomputed Lighting on Volumetric Fog, and build an impressive UI.
  • Experience not only VR support for your game but also the inbuilt support of Apple's ARKit and Google's ARCore with UE4's newly released support for these platforms.

Book Description

To make a basic combat game from scratch, you will quickly override existing UE4 classes, and add and implement simple C++ functions while running and building them. These are all discussed as a short summary for new developers and as a quick refresher for experienced developers. Next, you will build a combat player character with expanded controls, create logic for a character, swap weapons, attack and move, bridge over scene changes and transitions, retain data between scenes, and manage the scene-change process.

You will then build an intelligent enemy AI and add physics based particles for weapon impacts. You will also get acquainted with cutting-edge features such as Volumetric Lightmaps for precomputed lighting, and Atmospheric and Volumetric Fog, to build advanced visuals in our ongoing GitHub project.

Moving on, you will explore the tools required to build an in-game cut-scene for a more professional gameplay experience and story direction.

Along the way, you will implement a solid game UI, including writing a full in-game load and save system that will enable players to resume their game from any point. You will also prepare, build, and work on VR and AR taking them from editor to real-world, building two new projects one in each of these brand new areas of UE4 and integrate classes from the main project into AR!

By the end of the book, you will have mastered all major UE features and will be able to bring self-imagined games to life through Unreal Engine 4.18+.

What you will learn

  • The fundamentals of a combat-based game that will let you build and work all other systems from the core gameplay: the input, inventory, A.I. enemies, U.I., and audio
  • Manage performance tools and branching shaders based on platform capabilities in the Material Editor
  • Explore scene or level transitions and management strategies
  • Improve visuals using UE4 systems such as Volumetric Lightmaps, Precomputed Lighting, and Cutscenes
  • Implement audio-to-animation timelines and trigger them from visual FX
  • Integrate Augmented Reality into a game with UE4's brand new ARKit and ARCore support
  • Perform almost any game logic needed via Blueprint Visual Scripting, and know when to implement it in Blueprint as opposed to C++

Who this book is for

This book is for game developers who want to build high-performance games with amazing UIs. Experience with C++ is required and some knowledge of working with Unreal Engine 4 would be an advantage.

Table of Contents

  1. Making a C++ Project for a First-person Shooter
  2. Inventory and Weapons for the Player
  3. Blueprint Review and When to Use BP Scripting
  4. U.I. Necessities, Menus, HUD, and Load/Save
  5. Adding Enemies!
  6. Changing Levels, Streaming, and Retaining Data
  7. Getting Audio in Your Game
  8. Shader Editing and Optimization Tips
  9. Adding an In-Game Cutscene with Sequencer
  10. Packaging the Game (PC, Mobile)
  11. Volumetric Lightmaps, Fog, and Precomputing
  12. In-scene Video and Visual Effects
  13. Virtual Reality and Augmented Reality in UE4

商品描述(中文翻譯)

一本全面的指南,涵蓋 AudioFX、粒子系統、著色器、序列器,以及 Unreal 4.19 的最新功能,將提升您的遊戲開發技能至新高度

主要特點



  • 使用 Unreal Engine 4.18+ 的基本功能創建高性能的戰鬥遊戲。

  • 掌握現代遊戲中所需的複雜競技功能,如體積光光照圖(Volumetric Lightmaps)和體積霧的預計算光照(Precomputed Lighting),並構建令人印象深刻的用戶介面(UI)。

  • 不僅體驗遊戲的 VR 支援,還能利用 UE4 新釋出的對 Apple 的 ARKit 和 Google 的 ARCore 的內建支援。

書籍描述


要從零開始製作一個基本的戰鬥遊戲,您將快速覆蓋現有的 UE4 類別,並在運行和構建它們的同時添加和實現簡單的 C++ 函數。這些內容將作為新開發者的簡短總結,以及對經驗豐富的開發者的快速複習。接下來,您將構建一個具有擴展控制的戰鬥玩家角色,創建角色邏輯,切換武器、攻擊和移動,處理場景變更和過渡,保留場景之間的數據,並管理場景變更過程。


然後,您將構建一個智能的敵方 AI,並為武器衝擊添加基於物理的粒子。您還將熟悉尖端功能,如用於預計算光照的體積光光照圖(Volumetric Lightmaps)和大氣及體積霧,以在我們持續的 GitHub 項目中構建先進的視覺效果。


接下來,您將探索構建遊戲內過場動畫所需的工具,以提供更專業的遊戲體驗和故事方向。


在此過程中,您將實現一個穩固的遊戲 UI,包括編寫完整的遊戲內加載和保存系統,讓玩家能夠從任何點恢復遊戲。您還將準備、構建並處理 VR 和 AR,將它們從編輯器帶入現實世界,並在這兩個全新領域中各自構建一個新項目,並將主項目的類別整合到 AR 中!


到書籍結束時,您將掌握所有主要的 UE 功能,並能夠通過 Unreal Engine 4.18+ 將自己想像的遊戲變為現實。

您將學到的內容



  • 戰鬥型遊戲的基本原理,讓您能夠從核心遊戲玩法構建和運作所有其他系統:輸入、庫存、AI 敵人、UI 和音頻。

  • 在材質編輯器中管理性能工具和基於平台能力的分支著色器。

  • 探索場景或關卡過渡和管理策略。

  • 使用 UE4 系統(如體積光光照圖、預計算光照和過場動畫)改善視覺效果。

  • 實現音頻到動畫的時間軸,並從視覺特效觸發它們。

  • 將增強現實整合到遊戲中,利用 UE4 全新的 ARKit 和 ARCore 支援。

  • 通過 Blueprint 視覺腳本執行幾乎所有所需的遊戲邏輯,並了解何時在 Blueprint 中實現它,而不是 C++。

本書適合誰


本書適合希望構建高性能遊戲並擁有驚人 UI 的遊戲開發者。需要具備 C++ 經驗,並且對 Unreal Engine 4 有一定了解者將更具優勢。

目錄



  1. 為第一人稱射擊遊戲創建 C++ 項目

  2. 玩家的庫存和武器

  3. Blueprint 檢閱及何時使用 BP 腳本

  4. UI 必需品、菜單、HUD 和加載/保存

  5. 添加敵人!

  6. 更改關卡、串流和保留數據

  7. 在遊戲中獲取音頻

  8. 著色器編輯和優化技巧

  9. 使用序列器添加遊戲內過場動畫

  10. 打包遊戲(PC、移動設備)

  11. 體積光光照圖、霧和預計算

  12. 場景中的視頻和視覺效果

  13. UE4 中的虛擬現實和增強現實