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دانلود کتاب Elevating Game Experiences with Unreal Engine 5: Bring your game ideas to life using the new Unreal Engine 5 and C++, 2nd Edition

دانلود 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.

Elevating Game Experiences with Unreal Engine 5: Bring your game ideas to life using the new Unreal Engine 5 and C++, 2nd Edition

مشخصات کتاب

Elevating Game Experiences with Unreal Engine 5: Bring your game ideas to life using the new Unreal Engine 5 and C++, 2nd Edition

ویرایش: [2 ed.] 
نویسندگان: , , ,   
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 

قیمت کتاب (تومان) : 42,000



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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.


توضیحاتی در مورد 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.



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 کلیدی
  • با یادگیری ساخت بازی با Unreal Engine 5 و C، حرفه خود را شروع کنید یا یک سرگرمی جدید ایجاد کنید < /span>
  • تکنیک‌هایی را برای نمونه‌سازی و توسعه ایده‌های خود با تصاویر کلیدی که به صورت رنگی چاپ شده‌اند بیاموزید
  • < span>با ساخت یک سری بازی از ابتدا مهارت های خود را با یادگیری پروژه محور تقویت کنید

توضیحات کتاب

با 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.

آنچه خواهید آموخت

  • یک شخصیت سوم شخص و دشمنان کاملا کاربردی ایجاد کنید
  • پیاده‌سازی با صفحه کلید، ماوس و گیم پد
  • منطق برنامه و مکانیک بازی با اثرات برخورد و ذرات
  • < span>کاوش هوش مصنوعی برای بازی‌ها با تخته سیاه و درختان رفتار
  • با طرح‌های انیمیشن و مونتاژ انیمیشن‌های شخصیت بسازید
  • بازی خود را با جلوه های بصری و صوتی خیره کننده لهستانی کنید
  • اصولات رابط کاربری بازی را کاوش کنید با استفاده از نمایشگر هدآپ
  • نحوه پیاده سازی چند نفره در بازی های خود را بیابید

این کتاب برای چه کسانی است

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.

فهرست محتوا

  1. مقدمه ای بر Unreal Engine
  2. کار با Unreal Engine
  3. اجزای کلاس کاراکتر و تنظیم طرح اولیه
  4. شروع به کار با ورودی پخش کننده
  5. پرس و جو با ردیابی خط
  6. تنظیم اشیاء برخورد
  7. کار با UE5 Utilities
  8. ایجاد رابط کاربری با UMG< li>افزودن عناصر صوتی و تصویری
  9. ایجاد بازی SuperSideScroller
  10. کار با Blend Space 1D، Key Bindings و State Machines
  11. ترکیب و مونتاژ انیمیشن
  12. ایجاد و افزودن هوش مصنوعی دشمن
  13. تولید پرتابه بازیکن< /span>
  14. کاوش در مجموعه‌ها. Power-Ups و Pickup
  15. شروع به کار با مبانی چند نفره
  16. استفاده از تماس‌های رویه از راه دور
  17. استفاده از کلاس‌های چارچوب بازی در چند نفره

توضیحاتی درمورد کتاب به خارجی

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

Key Features

  • Kickstart your career or develop a new hobby by learning game development with Unreal Engine 5 and C++
  • Learn techniques to prototype and develop your own ideas with key images printed in color
  • Reinforce your skills with project-based learning by building a series of games from scratch

Book Description

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.

What you will learn

  • Create a fully functional third-person character and enemies
  • Implement navigation with keyboard, mouse, and gamepad
  • Program logic and game mechanics with collision and particle effects
  • Explore AI for games with Blackboards and behavior trees
  • Build character animations with animation blueprints and montages
  • Polish your game with stunning visual and sound effects
  • Explore the fundamentals of game UI using a heads-up display
  • Discover how to implement multiplayer in your games

Who this book is for

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.

Table of Contents

  1. Introduction to Unreal Engine
  2. Working with Unreal Engine
  3. Character Class Components and Blueprint Setup
  4. Getting Started with Player Input
  5. Query with Line Traces
  6. Setting Up Collision Objects
  7. Working with UE5 Utilities
  8. Creating User Interfaces with UMG
  9. Adding Audio-Visual Elements
  10. Creating the SuperSideScroller Game
  11. Working with Blend Space 1D, Key Bindings, and State Machines
  12. Animation Blending and Montages
  13. Creating and Adding the Enemy Artificial Intelligence
  14. Spawning the Player Projectile
  15. Exploring Collectibles. Power-Ups, and Pickups
  16. Getting Started with Multiplayer Basics
  17. Using Remote Procedure Calls
  18. Using Gameplay Framework Classes in Multiplayer


فهرست مطالب

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
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