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دانلود 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

دانلود کتاب آموزش C++ با ساخت بازی با Unreal Engine 4: راهنمای مبتدیان برای یادگیری ساخت بازی سه بعدی با C++ و UE4، نسخه دوم

Learning C++ by Building Games with Unreal Engine 4: A beginner's guide to learning 3D game development with C++ and UE4, 2nd Edition

مشخصات 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

ویرایش: 2 
نویسندگان:   
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 

قیمت کتاب (تومان) : 42,000



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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.


توضیحاتی در مورد کتاب آموزش C++ با ساخت بازی با Unreal Engine 4: راهنمای مبتدیان برای یادگیری ساخت بازی سه بعدی با C++ و UE4، نسخه دوم

آموزش C++ با ساخت بازی با Unreal Engine 4


توضیحاتی درمورد کتاب به خارجی

Learning C++ by Building Games with Unreal Engine 4



فهرست مطالب

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 TArray
			Exercise
		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 
			Exercise
			Solution
		C++ STL Vector
	Summary
Chapter 10: Inventory System and Pickup Items
	Declaring the backpack
		Forward declaration
		Importing assets
		Attaching an action mapping to a key
	The PickupItem base class
		The root component
			Getting the avatar
			Getting the player controller
			Getting the HUD
	Drawing the player inventory
		Using HUD::DrawTexture()
			Exercise
		Detecting inventory item clicks
			Dragging elements
			Exercises
	Putting things together
	Summary
Chapter 11: Monsters
	Landscape
		Sculpting the landscape
	Creating Monsters
		Basic monster intelligence
			Moving the monster – steering behavior
			The discrete nature of monster motion
			Monster SightSphere
	Monster attacks on the player
		Melee attacks
			Defining a melee weapon
				Coding for a melee weapon in C++
				Downloading a sword
				Creating a blueprint for your melee weapon
		Sockets
			Creating a skeletal mesh socket in the monster\'s hand
			Attaching the sword to the model
			Code to equip the player with a sword
			Triggering the attack animation
				Blueprint basics
				Modifying the animation blueprint for Mixamo Adam
				Code to swing the sword
		Projectile or ranged attacks
			Bullet physics
			Adding bullets to the monster class
		Player knockback
	Summary
Chapter 12: Building Smarter Monsters with Advanced AI
	Navigation – pathfinding and the NavMesh
		What is pathfinding?
		What is A*?
		Using a NavMesh
		Creating an AIController class
	Behavior Tree
		Setting up the Behavior Tree
		Setting up Blackboard values
		Setting up a BTTask
		Setting Up the Behavior Tree itself
		Updating the MonsterAIController
		Updating the Monster class
	Environment Query Systems
	Flocking
	Introduction to machine learning and neural networks
	Genetic algorithms
	Summary
Chapter 13: Spell Book
	What is a spell?
	Setting up particle systems
		Changing particle properties
		Settings for the blizzard spell
	Spell class actor
		Blueprinting our spells
		Picking up spells
			Creating blueprints for PickupItems that Cast Spells
	Attaching right mouse click to CastSpell
		Writing the avatar\'s CastSpell function
			Instantiating the spell – GetWorld()->SpawnActor()
			if(spell)
			spell->SetCaster(this)
		Writing AMyHUD::MouseRightClicked()
			Activating right mouse button clicks
	Creating other spells
		The fire spell
		Exercises
	Summary
Chapter 14: Improving UI Feedback with UMG and Audio
	What is UMG?
	Updating the inventory window
		The WidgetBase class
		The InventoryWidget class
		Setting up the widget blueprint
		AMyHUD changes
		AAvatar changes
		A note on OnClicked
	Laying out your UI
	Updating your HUD and adding health bars
		Creating a HUD class
		Adding health bars
	Playing audio
	Summary
Chapter 15: Virtual Reality and Beyond
	Getting ready for VR
		Using VR Preview and VR Mode
		Controls in VR
		Tips on VR development
	AR
	Procedural programming
	Extending functionality with plugins and add-ons
	Mobile, console, and other platforms
	Summary
Other Books You May Enjoy
Index




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