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Game.Development.and.Simulation.with.Unreal.Technology.149870624....pdf

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List of Figures.....................................................................................
List of Tables......................................................................................
Preface.............................................................................................
Acknowledgments ....................................................................................
SECTION I
Chapter 1
Chapter 2
Chapter 3
Chapter 4
SECTION II
Chapter 5
Chapter 6
Chapter 7
SECTION III
Chapter 8
Chapter 9
Appendix A
Appendix B
Appendix C
References .........................................................................................
List of Figures
3 Unreal Visual Scripting with
Making Game Worlds Stand Out:
6 Visual Effects and Cascade in
Example Games: Advanced Game
A Material Expressions in Unreal
C The Curve Editor in Unreal
Cover
Dedication
This page intentionally left blank D I G I TA L G A M I N G A N D S I M U L AT I O N P R O G R A M D I R E C T O R U N I V E R S I T Y O F H O U S T O N - V I C T O R I A CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2016 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20150325 International Standard Book Number-13: 978-1-4987-0625-4 (eBook - PDF) 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 at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com Dedication This book is dedicated to my family, whose unconditional love and support have helped me through my academic and professional endeavors. This page intentionally left blank Contents List of Figures......................................................................................................... xv List of Tables.......................................................................................................xxvii Preface..................................................................................................................xxxi Acknowledgments ............................................................................................. xxxix 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............................................................ 19 1.8 Summary............................................................................... 24 1.9 Exercises ............................................................................... 25 Chapter 2 Introduction to Level Design in Unreal Technology ..................... 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.......................................... 68 2.6 Adding Functionality ............................................................ 71 2.7 Summary............................................................................... 82 2.8 Exercises ............................................................................... 83 vii viii Contents Chapter 3
Unreal Visual Scripting with Blueprints........................................ 85 3.1 Introduction to Unreal Blueprints......................................... 85 3.2 A Tour of Unreal Blueprint Editor........................................ 85 3.2.1 Graph Editor............................................................. 85 3.3 Types of Blueprints............................................................... 86 3.3.1 Level Blueprint ........................................................ 86 3.3.2 Class Blueprint......................................................... 87 3.3.3 Data-Only Blueprint................................................. 87 3.4 Variables, Functions, and Events .......................................... 92 3.4.1 Events....................................................................... 93 3.4.2 Functions.................................................................. 93 3.4.3 Variables................................................................... 93 3.5 Class Blueprints vs. Level Blueprints................................... 94
3.6 Construction Script ............................................................... 97 3.7 Components Mode................................................................ 98 3.7.1 Components ............................................................. 98 3.7.2 Component Events and Functions ........................... 98 3.8 Creating Your Own Class Blueprints.................................. 106 3.9 User Input and Interaction .................................................. 111 3.9.1 Action Mappings.................................................... 111 3.9.2 Axis Mappings ....................................................... 111 3.10 Summary............................................................................. 123 3.11 Exercises ............................................................................. 123 Chapter 4 Materials in Unreal Engine.......................................................... 125 4.1 Introduction......................................................................... 125 4.2 Anatomy of a Material........................................................ 125 4.2.1
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