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ویرایش:
نویسندگان: Oleksandr Lozitskiy
سری:
ناشر: Independently Published
سال نشر: 2022
تعداد صفحات: 862
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 7 مگابایت
در صورت تبدیل فایل کتاب Game Programming with Open 3D Engine 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 برنامه نویسی بازی با Open 3D Engine 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.
Game Programming with Open 3D Engine Table of Contents Introduction Copyright My Mindset for this Book Intended Audience Source Code for this Book Comparing GitHub Branches Use of PowerShell throughout the Book Making PowerShell Your Development Console Part I. Getting Started Chapter 1. Installing Open 3D Engine on Windows Introduction Preparing Visual Studio Acquiring O3DE Running the Installer Chapter 2. Creating a New Project Introduction O3DE Command Line Interface Linking Projects and O3DE Building with CMake and Visual Studio Asset Processor Create a Level Summary Part II. Entities and Components Chapter 3. Introduction to Entities and Components Introduction O3DE Components Transform Component "Child" Entities Mesh Component Composing Objects with Entities Summary Chapter 4. Writing Your Own Components Introduction to Game Project Files Basic Structure of a New Project myproject_files.cmake MyProjectModule.cpp Creating Your Own Component MyComponent.h MyComponent.cpp myproject_files.cmake MyProjectModule.cpp Re-compile the Project Building from Command Line Building from Visual Studio Summary Part III. Introduction to Component Communication Chapter 5. What is FindComponent? Introduction An Example Adding a Library Reference Declaring Dependencies between Components Summary Chapter 6. What is AZ::Interface? Introduction Level Components Defining an AZ::Interface Summary Chapter 7. What is an AZ::Event? Introduction Example Summary Chapter 8. What is an AZ::EBus? Introduction The Basic Idea of an EBus Example of an EBus: TransformBus What is an AZ::EntityId? EBus on the Same Entity EBus to the Parent Entity EBus to a child Entity EBus Event versus EventResult Chapter 9. Using AZ::TickBus Introduction to AZ::TickBus OscillatorComponent Inheriting from an EBus Handler AZ::Component Overrides Override EBus Events Dependency Declaration Implementing Oscillator Component The Design of OscillatorComponent Activation of OscillatorComponent Handling OnTick Event Summary Part IV. Introduction to Component Reflection and Prefabs Chapter 10. Configuring Components in the Editor Introduction Component Properties in the Editor Layers of Reflection SerializeContext EditContext Configurable Fields in the Editor Field DataElement Summary Chapter 11. Introduction to Prefabs Introduction What are Prefabs? Creating a Prefab Editing Prefabs Prefab is also a File Spawning Prefabs Spawning Prefabs from C++ MySpawnerComponent Summary Part V. Modularity in O3DE Chapter 12. What is a Gem? Introduction Creating a New Gem Adding Gem to the Project Where Does a Project List the Gems It Uses? File Structure of a Gem Gem's C++ Code Public Interface of a Gem Internal Gem Code Summary Chapter 13. Gem: Set Window Position Introduction and Motivation Create WindowPosition Gem Console Subsystem Console Command Callback Conclusion and Source Code WindowConsoleCommand.cpp Chapter 14. Enabling NvCloth Gem Introduction Adding NvCloth Gem Using NvCloth Gem Adding Your Assets to Gems Summary Part VI. Unit Tests in O3DE Chapter 15. Writing Unit Tests for Components Introduction Unit Test Build Target Unit Tests Running Unit Tests Structure of a Unit Test Memory Allocator Setup Registering Components Adding Components to an Entity Activate the Entity Test Body Unit Test Hook Output Source Code Chapter 16. Unit Tests with Mock Components Testing with Mocks Mocking TransformComponent Mocking Virtual Methods Setting Up Entity with Mock Components Setting Expectations on Interface Calls Summary Part VII. Character Controller Chapter 17. Player Input Introduction Starting Point Input Gem Adding Input Mapping Linking Against Starting Point Input Gem Receiving Inputs in a C++ Component Source Code Chapter 18. Character Movement Introduction PhysX Character Controller Moving the Character Source Code Chapter 19. Turning using Mouse Input Introduction Customizing Input Event Groups Mouse Input Source Code Part VIII. Building Environment Chapter 20. Adding Physics to the World Introduction Create a Soccer Field Add a Static Mesh Collider Add a Soccer Ball Summary Chapter 21. Introduction to Materials and Lights Introduction Materials Spot Lights Disk Lights and Emissive Materials Changing Base Color of a Material Summary Part IX. Building Game Play Chapter 22. Introduction to User Interface Introduction Loading UI Creating a Canvas in UI Editor Drawing UI Canvas Summary Chapter 23. Interacting with UI in C++ Introduction Physical Triggers Sign up for Trigger Events Receiving Updates in UI Moving a Rigid Body Summary Chapter 24. Kicking the Ball Introduction The Root Cause of the Issue Trigger Shape on the Chicken Kicking Component Mass versus Impulse Source Code Chapter 25. Introduction to Animation Introduction to EMotionFX Simple Motion Component Anim Graph Component Building an Animation Graph Assign Preview Actor Test Motions Create a Motion Set Anim Graph Animation Blending Parameters Motion Adjustments Assigning the Anim Graph Driving Speed Parameter Source Code Chapter 26. Animation State Machine Introduction Adding Flapping Motion Adding Celebration Blend Tree Summary Chapter 27. Script Canvas Introduction Behavior Context Building a Canvas Summary Part X. Audio Effects (Wwise) Chapter 28. Wwise for O3DE Introduction Installing Wwise Building O3DE Installer with Wwise Setting up a Wwise Project Generating a Sound Bank Summary Chapter 29. Importing Wwise Project Import to O3DE Summary Chapter 30. Introduction to Audio Components Introduction Audio Trigger Component AudioTriggerComponentRequestBus Audio Proxy Component Audio Listener Component Summary Part XI. Multiplayer Chapter 31. Setting Up Multiplayer Introduction Enabling Multiplayer Code Generation Building Installer from Development Branch of O3DE Summary Chapter 32. Auto Components Introduction Code Generation Components and Controllers Overriding Components and Controllers Creating Your Own Controllers Overriding Components Summary Chapter 33. Multiplayer in the Editor Introduction Editor Server Multiplayer Components in the Level Summary Chapter 34. Simple Player Spawner Introduction Design Chicken Notification Bus Chicken Component Chicken Spawn Component Creating Player Prefab Summary Chapter 35. Multiplayer Input Controls Introduction Chicken Movement Component XML Definition Component Relation Archetype Property Network Input Create Input Process Input What is Find Component Input? Summary Chapter 36. Multiplayer Physics Introduction Network Ball Network Property Multiplayer Goal Detector Team as an Archetype Property Score Generate Event Bindings Entity Changes Summary Chapter 37. Removal and Spawning Introduction Ball Component Ball Spawner Component Removing Network Entities Spawning Network Entities Entity Changes Summary Chapter 38. Multiplayer Animation Introduction Changes to Chicken Movement Component Chicken Animation Component Listening for Velocity Changes Entity Changes Summary Chapter 39. Team Spawner Introduction Adding Team Value Adding More Chickens Create a Team Chicken Prefab Changes to Chicken Component Changes to Chicken Spawn Component Summary Chapter 40. Multiplayer Camera Introduction Autonomous Controllers Chicken Camera Component Entity Changes Summary Index Copyright Title Page Dedication Contents Chapter 1: ‘I’m thinking’ – Oh, but are you? Chapter 2: Renegade perception Chapter 3: The Pushbacker sting Chapter 4: ‘Covid’: The calculated catastrophe Chapter 5: There is no ‘virus’ Chapter 6: Sequence of deceit Chapter 7: War on your mind Chapter 8: ‘Reframing’ insanity Chapter 9: We must have it? So what is it? Chapter 10: Human 2.0 Chapter 11: Who controls the Cult? Chapter 12: Escaping Wetiko Postscript Appendix: Cowan-Kaufman-Morell Statement on Virus Isolation Bibliography Index