a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 /
First Statement of Responsibility
Joanna Lee.
.PUBLICATION, DISTRIBUTION, ETC
Place of Publication, Distribution, etc.
Birmingham, UK :
Name of Publisher, Distributor, etc.
Packt Publishing,
Date of Publication, Distribution, etc.
2016.
PHYSICAL DESCRIPTION
Specific Material Designation and Extent of Item
1 online resource (1 volume) :
Other Physical Details
illustrations.
SERIES
Series Title
Community experience distilled
GENERAL NOTES
Text of Note
Includes index.
CONTENTS NOTE
Text of Note
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of Unreal Engine; What goes into a game?; What is a game engine?; The history of Unreal Engine; Game development; Artists; Cinematic creators; Sound designers; Game designers; Programmers; The components of Unreal Engine 4; The sound engine; The physics engine; The graphics engine; Input and the Gameplay framework; Light and shadow; Post-process effects; Artificial intelligence; Online and multiplatform capabilities; Unreal Engine and its powerful editors
Text of Note
Adding Lightmass Importance VolumeApplying finishing touches to a room; Useful tip -- using the drag snap grid; Summary; Chapter 3: Game Objects -- More and Move; BSP Brush; Background; Brush type; Brush solidity; Static Mesh; BSP Brush versus Static Mesh; Making Static Mesh movable; Materials; Creating a Material in Unreal; Materials versus Textures; Texture/UV mapping; How to create and use a Texture Map; Multitexturing; A special form of texture maps -- Normal Maps; Level of detail; Collisions; Collision configuration properties; Simulation Generates Hit Events; Generate Overlap Events
Text of Note
Collision PresetsCollision Enabled; Object Type; Collision Responses; Collision hulls; Interactions; Static Mesh creation pipeline; Introducing volumes; Blocking Volume; Camera Blocking Volume; Trigger Volume; Nav Mesh Bounds Volume; Physics Volume; Pain Causing Volume; Kill Z Volume; Level Streaming Volume; Cull Distance Volume; Audio Volume; PostProcess Volume; Lightmass Importance Volume; Introducing Blueprint; Level Blueprint; Using the Trigger Volume to turn on/off light; Using Trigger Volume to toggle light on/off (optional); Summary; Chapter 4: Material and Light; Materials
Text of Note
Creating the ground using the BSP Box brushUseful tip -- selecting an object easily; Useful tip -- changing View Mode to aid visuals; Adding light to a level; Useful tip -- positioning objects in a level; Adding the sky to a level; Adding Player Start; Useful tip -- rotating objects in a level; Viewing a level that's been created; Saving a level; Configuring a map as a start level; Adding material to the ground; Adding a wall; Duplicating a wall; Creating an opening for a door; Adding materials to the walls; Sealing a room; Adding props or a static mesh to the room
Text of Note
Unreal EditorMaterial Editor; The Cascade particle system; The Persona skeletal mesh animation; Landscape -- building large outdoor worlds and foliage; Sound Cue Editor; Matinee Editor; The Blueprint visual scripting system; Unreal programming; Unreal objects; A beginner's guide to the Unreal Editor; The start menu; Project Browser; Content Browser; Toolbar; Viewport; Scene Outliner; Modes; Summary; Chapter 2: Creating Your First Level; Exploring preconfigured levels; Creating a new project; Navigating the viewport; Views; Control keys; Creating a level from a new blank map
0
8
8
8
8
ACQUISITION INFORMATION NOTE
Source for Acquisition/Subscription Address
Safari Books Online
Stock Number
CL0500000723
PARALLEL TITLE PROPER
Parallel Title
Step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4