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از ساعت 7 صبح تا 10 شب
ویرایش: 2
نویسندگان: Sharan Volin
سری:
ISBN (شابک) : 1788476247, 9781788476249
ناشر: Packt Publishing
سال نشر: 2018
تعداد صفحات: 456
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 66 مگابایت
در صورت تبدیل فایل کتاب Learning C++ by Building Games with Unreal Engine 4: A beginner's guide to learning 3D game development with C++ and UE4, 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 آموزش C++ با ساخت بازی با Unreal Engine 4: راهنمای مبتدیان برای یادگیری ساخت بازی سه بعدی با C++ و UE4، نسخه دوم 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.
آموزش C++ با ساخت بازی با Unreal Engine 4
Learning C++ by Building Games with Unreal Engine 4
Cover Title Page Copyright and Credits www.PacktPub.com Contributors Table of Contents Preface Chapter 1: Getting Started with C++17 Setting up our project Using Microsoft Visual Studio on Windows Downloading and Installing Visual Studio Starting a New Project in Visual Studio Using Xcode on a Mac Downloading and installing Xcode Starting a new project in Xcode Creating your first C++ program Semicolons Handling errors Warnings in C++ What is building and compiling? Example output Exercise - ASCII art Summary Chapter 2: Variables and Memory Variables Declaring variables – touching the silicon Reading and writing to your reserved spot in memory Numbers and math Numbers are everything More on variables Math in C++ Exercises Generalized variable syntax Primitive types Advanced variable topics Automatically detecting type Enums const variables Building more complex types Object types – struct Exercise – player Solution Pointers What can pointers do? Address of operator (&) Using nullptr Smart pointers Input and output The cin and cout objects The printf() function Exercise Solution Namespaces Summary Chapter 3: If, Else, and Switch Branching Controlling the flow of your program The == operator Coding if statements Coding else statements Testing for inequalities using other comparison operators (>, >=, <, <=, and !=) Using logical operators The not (!) operator Exercises Solutions The and (&&) operator The or (||) operator Exercise Solution Branching code in more than two ways The else if statement Exercise Solution The switch statement The switch statement versus the if statement Exercise Solution Bit-shifted enums Our first example with Unreal Engine Summary Chapter 4: Looping The while loop Infinite loops Exercises Solutions The do/while loop The for loop Exercises Solutions Looping with Unreal Engine Summary Chapter 5: Functions and Macros Functions An example of a library function – sqrt() Writing our own functions A sample program trace Exercise Solution Functions with arguments Functions that return values Exercises Solutions Initializer lists Variables revisited Global variables Local variables The scope of a variable Static local variables Const variables Const and functions Function prototypes .h and .cpp files prototypes.h funcs.cpp main.cpp extern variables Macros Macros with arguments Constexpr Summary Chapter 6: Objects, Classes, and Inheritance What is an object? The struct object Member functions The this keyword Are strings objects? Invoking a member function Exercises Solutions Privates and encapsulation Some people like it public The class keyword versus struct Getters and setters Getters Setters But what\'s the point of get/set operations? Constructors and destructors Class inheritance Derived classes Syntax of inheritance What does inheritance do? The is-a relationship Protected variables Virtual functions Purely virtual functions Multiple inheritance Private inheritance Putting your classes into headers Using .h and .cpp files Exercise Object-oriented programming design patterns Singletons Factories Object pools Static members Callable objects and invoke Summary Chapter 7: Dynamic Memory Allocation Constructors and destructors revisited Dynamic memory allocation The delete keyword Memory leaks Regular arrays The array syntax Exercise Solution C++ style dynamic size arrays (new[] and delete[]) Dynamic C-style arrays Vectors Summary Chapter 8: Actors and Pawns Actors versus pawns Creating a world to put your actors in The UE4 editor Editor controls Play mode controls Adding objects to the scene Starting a new level Adding light sources Collision volumes Adding collision volumes Adding the player to the scene Inheriting from UE4 GameFramework classes Associating a model with the Avatar class Downloading free models Loading the mesh Creating a blueprint from our C++ class Writing C++ code that controls the game\'s character Making the player an instance of the Avatar class Setting up controller input Exercise Solution Yaw and pitch Creating non-player character entities Displaying a quote from each NPC dialog box Displaying messages on the HUD Exercise Using TArrayExercise Triggering an event when the player is near an NPC Making the NPC display something to the HUD when the player is nearby Exercises Solutions Summary Chapter 9: Templates and Commonly-Used Containers Debugging the output in UE4 Templates and containers Your first template UE4\'s TArray An example that uses TArray Iterating a TArray The vanilla-for-loop-and-square-brackets notation Iterators Determining whether an element is in the TArray TSet Iterating a TSet Intersecting TSet arrays Unioning TSet arrays Finding in TSet arrays TMap A list of items for the player\'s inventory Iterating a TMap TLinkedList/TDoubleLinkedList C++ STL versions of commonly-used containers The C++ STL set Finding an element in a Exercise Solution The C++ STL map Finding an element in a