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Game development and simulation with Unreal technology second edition.pdf

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[Alireza_Tavakkoli]_Game_Development_and_Simulatio(z-lib.org).pdf
Cover
Half Title
Title
Copyrights
Dedication
Contents
Preface
Contributors
Acknowledgments
Section I Unreal Technology Basics:Introductory DevelopmentTechniques
Chapter 1 Setting Up Unreal Project Templates
1.1 Introduction
1.2 Unreal Project Types
1.3 Blank Projects and Content Migration
1.4 First Person Projects
1.5 Third Person
1.6 Side Scroller
1.7 Top Down Templates
1.8 Summary
1.9 Exercises
Chapter 2 Introduction to Level Design in Unreal
2.1 Introduction and Objectives
2.2 Establishing the Geometry
2.2.1 Geometry Brush Overview
2.3 Improving the Level Aesthetics with Materials
2.4 Refining the Geometry and Adding Meshes
2.5 Refining the Level with Lighting
2.6 Adding Functionality
2.7 Summary
2.8 Exercises
Chapter 3 Unreal Blueprints
3.1 Introduction to Unreal Blueprints
3.2 A Tour of Unreal Blueprint Editor
3.2.1 Graph Editor
3.3 Types of Blueprints
3.3.1 Level Blueprints
3.3.2 Class Blueprint
3.3.3 Data-Only Blueprints
3.4 Variables, Functions, and Events
3.4.1 Events
3.4.2 Functions
3.4.3 Variables
3.5 Class Blueprints vs. Level blueprints
3.6 Construction Script
3.7 Components Mode
3.7.1 Components
3.7.2 Components Events and Functions
3.8 Creating Your Own Class blueprints
3.9 User Input and Interaction
3.9.1 Action Mappings
3.9.2 Axis Mappings
3.10 Summary
3.11 Exercises
Chapter 4 Materials in Unreal Technology
4.1 Introduction
4.2 What Is a Material?
4.2.1 Materials vs. Textures
4.2.2 Texture Coordinates (UVs)
4.3 Unreal Material Editor
4.3.1 The Toolbar
4.3.2 PreviewWindow
4.3.3 Graph Canvas
4.3.4 Details Panel
4.3.5 Expressions Palette
4.4 Physically Based Materials in Unreal Engine 4
4.5 Anatomy of an Unreal Engine 4 Material
4.5.1 Material Nodes
4.5.2 Material Channels
4.5.3 Material Shading Models
4.5.4 Material Domain
4.5.5 Material Blend Mode
4.6 Material Expressions in Unreal 4
4.6.1 Parameter vs. Non-Parameter Expressions
4.6.2 Commonly Used Material Expressions
4.6.2.1 Constant Expressions
4.6.2.2 Mathematical Expressions
4.6.2.3 Coordinate Expressions
4.6.2.4 Depth Expressions
4.6.2.5 Font Expressions
4.6.2.6 Parameter Expressions
4.6.2.7 Particle Expressions
4.6.2.8 Texture Expressions
4.6.2.9 Utility Expressions
4.6.2.10 Vector Expressions
4.7 Summary
4.8 Exercises
Section II Making Game Worlds Stand Out:Intermediate DevelopmentConcepts
Chapter 5 Advanced Material Concepts
5.1 Introduction
5.2 More about Unreal Engine’s Shading Models
5.2.1 Default Lit
5.2.2 Unlit
5.2.3 Subsurface
5.2.4 Preintegrated Skin
5.2.5 Clear Coat
5.2.6 Subsurface Profile
5.3 Material Blend Modes
5.3.1 Opaque Blend Mode
5.3.2 Masked Blend Mode
5.3.3 Translucent Blend Mode
5.3.4 Additive Blend Mode
5.3.5 Modulate Blend Mode
5.4 More Advanced Material Expressions
5.4.1 Parameter Expressions
5.4.2 Particle Expressions
5.5 Blends
5.6 Physically Based Materials in Unreal Engine 4
5.7 Material Functions in Unreal Engine 4
5.8 Material Attributes Expressions
5.9 Layered Materials
5.9.1 Material Layer Blend Types
5.10 Material Instances and Dynamic Material Modifications
5.11 Decals
5.11.1 Decal Blend Mode
5.12 Post Process Materials
5.13 Refraction and Reflection
5.14 Summary
Chapter 6 Visual Effects in Unreal Engine
6.1 Introduction
6.2 Anatomy of Visual Effects
6.2.1 Particles
6.2.2 Particle System
6.2.3 Emitter Actor
6.2.4 Emitter
6.2.5 Module
6.2.6 Particle System Component
6.2.7 Distributions
6.3 Unreal Cascade Particle System Editor
6.3.1 Simulation Viewport
6.3.2 Emitters List
6.3.3 Details Panel
6.3.4 Curve Editor
6.4 Particle Specific Materials Setup
6.4.1 Particle Expressions
6.5 CPU-Based Sprite Emitters
6.6 GPU-Based Sprite Emitters
6.6.1 GPU vs. CPU Particles
6.7 Working with Sub UVs
6.8 Particle Type Data Modules
6.8.1 GPU Sprites Type Data
6.8.2 Beam Type Data
6.8.3 Mesh Type Data
6.8.4 Ribbon Type Data
6.9 Summary
6.10 Exercises
Chapter 7 Designing Terrains and Outdoor Environments
7.1 Introduction to Landscapes
7.2 Landscape Setup
7.2.1 Creating A Landscape
7.2.2 The LandscapeManage Tab (Creation Mode)
7.3 Landscape Materials
7.3.1 How Landscape Materials Blend
7.3.2 LandscapeMaterial Expressions
7.4 Editing Landscapes
7.4.1 Landscape Sculpt Mode
7.4.2 Landscape Paint Mode
7.4.3 Manage Mode
7.5 Landscape Splines
7.5.1 Creating Splines
7.5.2 Joining Splines
7.5.3 Splitting Splines
7.5.4 Assigning Static Mesh Actors to Splines
7.5.5 Editing Splines
7.5.6 Applying Splines to a Landscape
7.6 Foliage and Foliage Editor
7.6.1 Foliage Tools
7.6.2 Culling Instances
7.7 Water in the Landscape
7.8 Summary
7.9 Exercises
Section III Example Games: Advanced GameDevelopment Concepts
Chapter 8 Advanced Blueprint Concepts
8.1 Introduction
8.2 Communication between Blueprints
8.2.1 Direct Blueprint Communication
8.2.2 Blueprint Casting
8.2.3 Event Dispatchers
8.2.4 Blueprint Interfaces
8.3 Chapter Synopsis
8.4 Creating The HUD
8.5 Saving and Loading Game Data
8.6 Summary
Chapter 9 A Top-Down Game with Blueprints
9.1 Synopsis
9.2 Setting Up the Level
9.3 Character, Controller, and Game Mode Blueprints
9.4 Character Movement and User Input
9.5 Projectile Class Blueprint and Functionality
9.5.1 Firing Mechanism
9.5.2 Setting Up Collisions
9.6 Creating the Enemy Class and Implementing Damage
9.6.1 Enemy Damage Implementation
9.6.2 Implementing the Player Damage
9.7 Implementing Game Over!!!
9.8 AI and Enemy Spawning
9.8.1 Spawning Enemies
9.8.2 Setting Up Enemy Artificial Intelligence
9.9 Particle Systems and Visual Effects
9.9.1 Destruction Visual Effects
9.9.2 Hit Visual Effects
9.10 Summary
Appendix A Unreal Engine 4 Material Expressions Reference
Appendix A
A.1 Introduction
A.2 Atmosphere Expressions
A.3 Color
A.4 Constant Expressions
A.5 Coordinate Expressions
A.6 Depth Expressions
A.7 Font Expressions
A.8 Function
A.9 Material Attributes Expressions
A.10 Math Expression
A.11 Parameters Expressions
A.12 Particles
A.12.1 Particle Macro UV:
A.13 Landscape
A.14 Texture
A.15 Utility
A.16 Vector Operations
A.17 Vector Expressions
Appendix B Distributions in Unreal Engine 4
Appendix B
B.1 Introduction
B.2 Float Distributions
B.2.1 DistributionFloatConstant
B.2.2 DistributionFloatUniform
B.2.3 DistributionFloatConstantCurve
B.2.4 DistributionFloatUniformCurve
B.2.5 DistributionFloatParticleParam
B.3 Vector Distributions
B.3.1 DistributionVectorConstant
B.3.2 DistributionVectorUniform
B.3.3 DistributionVectorConstantCurve
B.3.4 DistributionVectorUniformCurve
B.3.5 DistributionVectorParticleParam
Appendix C The Curve Editor in Unreal Engine 4
Appendix C
C.1 Introduction
C.2 Curve Editor Layout
C.3 Curve Editor Controls
C.3.1 Mouse Controls
C.3.2 Keyboard Controls
C.3.3 Shortcuts
C.4 InterpolationModes
C.4.1 Auto
C.4.2 Auto Clamped
C.4.3 User
C.4.4 Break
C.4.5 Linear
C.4.6 Constant
References
Index
Untitled
Game Development and Simulation with Unreal Technology
Game Development and Simulation with Unreal TechnologyByAlireza Tavakkoli
CRC PressTaylor & Francis Group6000 Broken Sound Parkway NW, Suite 300Boca Raton, FL 33487-2742© 2019 by Taylor & Francis Group, LLCCRC Press is an imprint of Taylor & Francis Group, an Informa businessNo claim to original U.S. Government worksPrinted on acid-free paperVersion Date: 20181109International Standard Book Number-13: 978-1-138-09220-4 (Hardback)International Standard Book Number-13: 978-1-138-09219-8 (Paperback)This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint.Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged.Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.Visit the Taylor & Francis Web site athttp://www.taylorandfrancis.comand the CRC Press Web site athttp://www.crcpress.comLibrary of Congress Cataloging-in-Publication DataNames: Tavakkoli, Alireza, author.Title: Game development and simulation with Unreal technology/Alireza Tavakkoli.Description: Second edition. | Boca Raton : Taylor & Francis, CRC Press, 2018.| Includes bibliographical references.Identifiers: LCCN 2018023413| ISBN 9781138092198 (pbk. : alk. paper) |ISBN 9781138092204 (hardback : alk. paper)Subjects: LCSH: Computer games--Programming. | UnrealScript (Computer program language)Classification: LCC QA76.76.C672 T38 2018 | DDC 794.8/1525--dc23LC record available at https://lccn.loc.gov/2018023413
Dedication This book is dedicated to my family, whose unconditional love and support has helped me through my academic and professional endeavors.
Contents Preface...................................................................................................................... xv Contributor ............................................................................................................xxiii Acknowledgments.................................................................................................. xxv SECTION I Unreal Technology Basics: Introductory Development Techniques Chapter 1 Setting Up Unreal Project Templates .............................................. 3 1.1 Introduction............................................................................. 3 1.2 Unreal Project Types............................................................... 3 1.3 Blank Projects and Content Migration ................................... 4 1.4 First Person Projects ............................................................. 10 1.5 Third Person.......................................................................... 14 1.6 Side Scroller.......................................................................... 17 1.7 Top Down Templates ............................................................ 20 1.8 Summary............................................................................... 24 1.9 Exercises ............................................................................... 24 Chapter 2 Introduction to Level Design in Unreal ......................................... 27 2.1 Introduction and Objectives.................................................. 27 2.2 Establishing the Geometry.................................................... 27 2.2.1 Geometry Brush Overview ...................................... 33 2.3 Improving the Level Aesthetics with Materials.................... 55 2.4 Refining the Geometry and Adding Meshes......................... 60 2.5 Refining the Level with Lighting.......................................... 67 2.6 Adding Functionality ............................................................ 70 2.7 Summary............................................................................... 82 2.8 Exercises ............................................................................... 82 Chapter 3 Unreal Blueprints........................................................................... 85 3.1 Introduction to Unreal Blueprints......................................... 85 3.2 A Tour of Unreal Blueprint Editor........................................ 85 vii
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