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ویرایش: [2 ed.] نویسندگان: Goncalo Marques, Devin Sherry, David Pereira, Hammad Fozi سری: ISBN (شابک) : 1803239867, 9781803239866 ناشر: Packt Publishing سال نشر: 2022 تعداد صفحات: 760 زبان: English فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 28 Mb
در صورت تبدیل فایل کتاب Elevating Game Experiences with Unreal Engine 5: Bring your game ideas to life using the new Unreal Engine 5 and C++, 2nd Edition به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب ارتقاء تجربه بازی با Unreal Engine 5: ایده های بازی خود را با استفاده از Unreal Engine 5 و C++ جدید، نسخه دوم زنده کنید. نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
برای ساختن پروژه بازی با استفاده از آخرین نسخه Unreal Engine و C، دو تا از پرکاربردترین ابزارها در صنعت بازی، از ابزارها و تکنیکهای توسعه بازی استفاده کنید.
< h4>ویژگی های کلیدیبا این کتاب که توسط چهار متخصص بسیار با تجربه صنعت با سالها تجربه ترکیبی با Unreal Engine نوشته شده است، خود را در پروژه های بازی Unreal غرق کنید. بالا بردن تجربههای بازی با Unreal Engine 5 شما را با آخرین نسخه Unreal Engine آشنا میکند و به شما کمک میکند تا با پروژههای ساخت بازی به صورت عملی دست به کار شوید.
کتاب با یک مقدمه شروع میشود. به ویرایشگر Unreal و مفاهیم کلیدی مانند بازیگران، طرحهای اولیه، انیمیشنها، وراثت و ورودی بازیکن. سپس به سراغ اولین پروژه از سه پروژه خواهید رفت، ساخت یک بازی دجبال، که در آن مفاهیم ردیابی خط، برخورد، پرتابه، رابط کاربری و جلوه های صوتی را یاد خواهید گرفت. شما همچنین خواهید فهمید که چگونه این مفاهیم را برای نشان دادن مهارت های جدید خود ترکیب کنید. پروژه دوم، یک بازی اسکرول جانبی، به شما کمک می کند مفاهیمی مانند ترکیب انیمیشن، هوش مصنوعی دشمن، اشیاء تخم ریزی و کلکسیون را پیاده سازی کنید. و در نهایت، هنگام کار بر روی پروژه سوم، یک بازی FPS، مفاهیم کلیدی ایجاد یک محیط چند نفره را پوشش خواهید داد.
در پایان این کتاب Unreal Engine، شما درک گسترده ای از نحوه استفاده از ابزارهایی که موتور بازی ارائه می دهد برای شروع ساخت بازی های خود خواهید داشت.
این کتاب برای توسعه دهندگان بازی است که به دنبال استفاده از Unreal Engine 5 برای پروژه های توسعه بازی خود هستند. هرکسی که قبلا از Unreal Engine استفاده کرده باشد و بخواهد مهارت های خود را تقویت کند، بهبود بخشد و به کار گیرد، این کتاب مفید خواهد بود. برای درک بهتر مفاهیم توضیح داده شده در این کتاب، دانش قبلی از مبانی C مانند متغیرها، توابع، کلاس ها، چندشکلی و اشاره گرها لازم است. برای سازگاری کامل با IDE استفاده شده در این کتاب، یک سیستم ویندوز توصیه می شود.
Get hands-on with game development tools and techniques to build game project using the latest version of Unreal Engine and C++, two of the most widely used tools in the games industry
Immerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects.
The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You'll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game.
By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.
This book is for game developers looking to get started with using Unreal Engine 5 for their game development projects. Anyone who has used Unreal Engine before and wants to consolidate, improve, and apply their skills will find this book useful. To better grasp the concepts explained in this book, prior knowledge of C++ basics such as variables, functions, classes, polymorphism, and pointers is required. For full compatibility with the IDE used in this book, a Windows system is recommended.
Cover Title Page Copyright and Credits Contributors Table of Contents Preface Chapter 1: Introduction to Unreal Engine Technical requirements Exercise 1.01 – creating an Unreal Engine 5 project Getting to know Unreal Engine Exploring editor windows Viewport navigation Manipulating Actors Exercise 1.02 – adding and removing Actors Understanding Blueprint Actors Exercise 1.03 – creating Blueprint Actors Exploring the Blueprint editor Exploring the Event Graph window Exercise 1.04 – creating Blueprint variables Exercise 1.05 – creating Blueprint functions Understanding the Multiply node Exploring the BeginPlay and Tick events Exercise 1.06 – offsetting the TestActor class on the Z-axis The ThirdPersonCharacter Blueprint class Exploring the usage of meshes and materials Meshes Materials Manipulating materials in UE5 Activity 1.01 – propelling TestActor on the Z-axis indefinitely Summary Chapter 2: Working with Unreal Engine Technical requirements Creating and setting up a blank C++ project Exercise 2.01 – creating an empty C++ project The Content folder’s structure in Unreal Engine Working with the Visual Studio solution Debugging code in Visual Studio Exercise 2.02 – debugging the Third Person template code Importing the required assets Exercise 2.03 – importing a character FBX file The Unreal Game Mode class Game Mode default classes Gameplay events Networking GameModeBase versus Game Mode Understanding levels and the Level Blueprint The Unreal Pawn class The Unreal Player Controller class Exercise 2.04 – setting up the Game Mode, Player Controller, and Pawn classes Working with animations Animation Blueprints Event Graph The Anim Graph State Machines Transition Rules Blend Spaces Activity 2.01 – linking animations to a character Summary Chapter 3: Character Class Components and Blueprint Setup Technical requirements The Unreal Character class Extending the C++ class with Blueprints Summary Chapter 4: Getting Started with Player Input Technical requirements Understanding Input Actions and Contexts Exercise 4.01 – creating the movement and jump input actions Processing Player Input Exercise 4.02 – listening to movement and jump input actions Turning the camera around the character Activity 4.01 – adding walking logic to our character Summary Chapter 5: Query with Line Traces Technical requirements Introduction to collision Setting up your project Exercise 5.01: Converting DodgeballCharacter to a top-down perspective Understanding Line Traces Creating the EnemyCharacter C++ class Exercise 5.02: Creating the CanSeeActor function that executes Line Traces Visualizing the Line Trace Exercise 5.03: Creating the LookAtActor function Creating the EnemyCharacter Blueprint Class Sweep Traces Exercise 5.04: Executing a Sweep Trace Changing the Visibility Trace Response Multi Line Traces The Camera Trace Channel Exercise 5.05: Creating a custom EnemySight Trace Channel Activity 5.01: Creating the SightSource property Summary Chapter 6: Setting Up Collision Objects Technical requirements Understanding object collision in UE5 Understanding collision components Understanding collision events Understanding collision channels Exercise 6.01 – creating the Dodgeball class Creating Physical Materials Exercise 6.02 – adding a ProjectileMovementComponent to DodgeballProjectile Introducing timers Understanding how to spawn actors Exercise 6.03 – adding projectile-throwing logic to the EnemyCharacter class Creating the Wall classes Exercise 6.04 – creating Wall classes Creating the VictoryBox actor Exercise 6.05 – creating the VictoryBox class Exercise 6.06 – adding the ProjectileMovementComponent getter function to DodgeballProjectile Activity 6.01 – replacing the SpawnActor function with SpawnActorDeferred in EnemyCharacter Summary Chapter 7: Working with UE5 Utilities Technical requirements Good practices – loose coupling Blueprint Function Libraries Exercise 7.01 – moving the CanSeeActor function to the Blueprint Function Library Actor components Exercise 7.02 – creating the HealthComponent Actor component Exercise 7.03 – integrating the HealthComponent Actor component Exploring interfaces Blueprint native events Exercise 7.04 – creating the HealthInterface class Activity 7.01 – moving the LookAtActor logic to an Actor component Summary Chapter 8: Creating User Interfaces with UMG Technical requirements Game UI UMG basics Exercise 8.01 – creating a Widget Blueprint Introducing anchors Exercise 8.02 – editing UMG anchors Exercise 8.03 – creating the RestartWidget C++ class Exercise 8.04 – creating the logic for adding the RestartWidget class to the screen Exercise 8.05 – setting up the DodgeballPlayerController blueprint class Understanding progress bars Exercise 8.06 – creating the health bar C++ logic Activity 8.01 – improving the RestartWidget class Summary Chapter 9: Adding Audio-Visual Elements Technical requirements Audio in UE5 Exercise 9.01 – Importing an audio file Exercise 9.02 – Playing a sound when the dodgeball bounces off a surface Sound attenuation Exercise 9.03 – Turning the bounce sound into a 3D sound Exercise 9.04 – Adding background music to our game Understanding Particle Systems Exercise 9.05 – Spawning a Particle System when the dodgeball hits the player Activity 9.01 – Playing a sound when the dodgeball hits the player Exploring level design Exercise 9.06 – Building a level blockout Extra features Summary Chapter 10: Creating the SuperSideScroller Game Technical requirements Project breakdown The player character Converting the Third Person template into a side-scroller Exercise 10.01 – Creating the side-scroller project and using the Character Movement component Activity 10.01 – Making our character jump higher Exploring the features of our side-scroller game Enemy character Power-ups Collectibles Heads-Up Display (HUD) Exercise 10.02 – Exploring the Persona Editor and manipulating the default mannequin skeleton weights Activity 10.02 – Skeletal bone manipulation and animations Understanding animations in Unreal Engine 5 Skeletons Skeletal Meshes Animation sequences Exercise 10.03 – Importing and setting up the character and animation Activity 10.03 – Importing more custom animations to preview the character running Summary Chapter 11: Working with Blend Space 1D, Key Bindings, and State Machines Technical requirements Creating Blend Spaces Blend Space 1D versus normal Blend Space Exercise 11.01 – creating the CharacterMovement Blend Space 1D Activity 11.01 – adding the Walking and Running animations to the Blend Space The Main Character Animation Blueprint Animation Blueprints Exercise 11.02 – adding the Blend Space to the character Animation Blueprint What are velocity vectors? Exercise 11.03 – passing the character’s Speed variable into the Blend Space Activity 11.02 – previewing the Running animation in-game Enhanced input system Exercise 11.04 – adding input for sprinting Exercise 11.05 – reparenting the character Blueprint Exercise 11.06 – coding the character’s sprint functionality Activity 11.03 – implementing the throwing input Using Animation State Machines Exercise 11.07 – player character movement and jump state machine Transition rules Exercise 11.08 – adding states and transition rules to the state machine Exercise 11.09 – The Time Remaining Ratio function Activity 11.04 – finishing the Movement and Jumping state machines Summary Chapter 12: Animation Blending and Montages Technical requirements Animation blending, Anim Slots, and Animation Montages Exercise 12.01 – Setting up the Animation Montage Animation Montages Exercise 12.02 – Adding the Throw animation to the montage Anim Slot Manager Exercise 12.03 – Adding a new Anim Slot Save Cached Pose Exercise 12.04 – Save Cached Pose of the Movement State Machine Layered blend per bone Exercise 12.05 – Blending animation with the Upper Body Anim Slot Exercise 12.06 – Previewing the Throw animation The SuperSideScroller game enemy Exercise 12.07 – Creating the enemy base C++ class Exercise 12.08 – Creating and applying the enemy Animation Blueprint Materials and Material Instances Exercise 12.09 – Creating and applying the enemy Material Instance Activity 12.01 – Updating Blend Weights Summary Chapter 13: Creating and Adding the Enemy Artificial Intelligence Technical requirements Enemy AI AI Controller Auto Possess AI Exercise 13.01 – implementing AI Controllers Navigation Mesh Exercise 13.02 – implementing a Nav Mesh Volume for the AI enemy Recasting the Nav Mesh Exercise 13.03 – recasting Nav Mesh Volume parameters Activity 13.01 – creating a new level Behavior trees and Blackboards Tasks Decorators Services Exercise 13.04 – creating the AI behavior tree and Blackboard Exercise 13.05 – creating a new behavior tree task Exercise 13.06 – creating the behavior tree logic Activity 13.02 – AI moving to the player’s location Exercise 13.07 – creating the enemy patrol locations Vector Transformation Exercise 13.08 – selecting a random point in an array Exercise 13.09 – referencing the patrol point actor Exercise 13.10 – updating BTTask_FindLocation Player projectile Exercise 13.11 – creating the player projectile Exercise 13.12 – initializing the PlayerProjectile class’s settings Activity 13.03 – creating the player projectile Blueprint Summary Chapter 14: Spawning the Player Projectile Anim Notifies and Anim Notify States Exercise 14.01 – creating a UAnimNotify class Exercise 14.02 – adding the new notify to the Throw Animation Montage Playing Animation Montages Playing Animation Montages in Blueprints Playing Animation Montages in C++ Exercise 14.03 – playing the Throw animation in C++ Exercise 14.04 – creating the projectile spawn socket Exercise 14.05 – preparing the SpawnProjectile() Function Exercise 14.06 – updating the Anim_ProjectileNotify class Destroying actors Exercise 14.07 – creating the DestroyEnemy() function Exercise 14.08 – destroying projectiles Activity 14.01 – Allow the projectile to destroy enemies Understanding and implementing visual and audio effects VFX Audio effects (SFX) Exercise 14.09 – adding effects when the enemy is destroyed Exercise 14.10 – adding effects to the player projectile Exercise 14.11 – adding VFX and SFX notifies Activity 14.02 – adding effects for when the projectile is destroyed Summary Chapter 15: Exploring Collectibles, Power-Ups, and Pickups Technical requirements Understanding URotatingMovementComponent Exercise 15.01 – creating the PickableActor_Base class and adding URotatingMovementComponent Activity 15.01 – player overlap detection and spawning effects in PickableActor_Base Activity 15.02 – finalizing the PickableActor_Collectable actor Logging variables using UE_LOG Exercise 15.03 – tracking the number of coins for the player Introducing Unreal Motion Graphics UI Understanding the Text widget Anchors Text formatting Exercise 15.04 – creating the Coin Counter UI HUD element Adding and creating UMG user widgets Exercise 15.05 – Adding Coin Counter UI to the player screen Using timers Exercise 15.06 – adding the potion power-up behavior to the player Activity 15.03 – creating the potion power-up actor Exercise 15.07 – creating the Brick class Exercise 15.08 – adding the Brick class’s C++ logic Summary Additional Challenges Chapter 16: Getting Started with Multiplayer Basics Technical requirements Introduction to multiplayer basics Understanding the server Dedicated server The listen server Understanding the client Exercise 16.01 – Testing the Third Person template in multiplayer Packaging the project Exploring connections and ownership Getting to know roles Actor spawned on the server Actor spawned on the client Player-owned pawn spawned on the server Player-owned pawn spawned on the client Exercise 16.02 – Implementing ownership and roles Output for the Server window Server Character Client 1 Character The OwnershipTest actor Output for the Client 1 window Understanding variable replication Replicated variables Exercise 16.03 – Replicating variables using Replicated, ReplicatedUsing, DOREPLIFETIME, and DOREPLIFETIME_CONDITION Output for the Server window Output for the Client 1 window Exploring 2D Blend Spaces Exercise 16.04 – Creating a movement 2D Blend Space Transforming (modifying) bones Exercise 16.05 – Creating a character that looks up and down Activity 16.01 – Creating the character for the multiplayer FPS project Summary Chapter 17: Using Remote Procedure Calls Technical requirements Understanding remote procedure calls Server RPC Multicast RPC Client RPC Important considerations when using RPCs Exercise 17.01 – Using remote procedure calls Exposing enumerations to the editor TEnumAsByte UMETA BlueprintType Exercise 17.02 – Using C++ enumerations in the editor Using array index wrapping Exercise 17.03 – Using array index wrapping to cycle between an enumeration Activity 17.01 – Adding weapons and ammo to the multiplayer FPS game Summary Chapter 18: Using Gameplay Framework Classes in Multiplayer Technical requirements Accessing Gameplay Framework Instances in Multiplayer Exercise 18.01 – Displaying the Gameplay Framework instance values Output for the Server window Output for the Client 1 window Game mode Player state Game State Useful built-in functionality Exercise 18.02 – Making a simple multiplayer pickup game Activity 18.01 – Adding death, respawning, a scoreboard, kill limit, and pickups to the multiplayer FPS game Summary Index Other Books You May Enjoy