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UnrealScript Game Programming Cookbook- [electronic resource]
UnrealScript Game Programming Cookbook- [electronic resource]

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자료유형  
 단행본
International Standard Book Number  
9781849695572 (electronic bk.)
International Standard Book Number  
1849695571 (electronic bk.)
International Standard Book Number  
9781849695565
Library of Congress Call Number  
QA76.76 .C672
Dewey Decimal Classification Number  
005.268
Main Entry-Personal Name  
Voyles, Dave.
Publication, Distribution, etc. (Imprint  
Birmingham : Packt Pub, 2013
Physical Description  
1 online resource (585 p)
General Note  
Benefits of NavMeshes.
Formatted Contents Note  
완전내용Table of Contents; UnrealScript Game Programming Cookbook; UnrealScript Game Programming Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Development Environments; Introduction; Integrated development environments; Using UnCodeX; Getting ready; How to do it ... ; There's more ...
Formatted Contents Note  
완전내용Dungeon Defenders to save the dayGetting ready; How to do it ... ; How it works ... ; See also; Unreal Script IDE; Getting ready; How to do it ... ; There's more ... ; nFringe; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Unreal X-Editor; Getting ready; How to do it ... ; There's more ... ; See also; Editing runtime values with Remote Control; Getting ready; How to do it ... ; There's more ... ; 2. Archetypes and Prefabs; Introduction; Prefabs; Constructing a leaking pipe prefab; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Adding particles to our prefab; Getting ready.
Formatted Contents Note  
완전내용How to do it ... How it works ... ; There's more ... ; Adding audio effects to our prefab; Getting ready; How to do it ... ; How it works ... ; See also; Creating a PointLight archetype; Getting ready; How to do it ... ; How it works ... ; Multiple deviations of an actor or object is necessary; Altering objects within the editor; Reduction of compile-time and load-time overhead; See also; Creating a subarchetype from an archetype; Getting ready; How to do it ... ; How it works ... ; 3. Scripting a Camera System; Introduction; Understanding the camera; The PlayerController class.
Formatted Contents Note  
완전내용Configuring the engine and editor for a custom cameraGetting ready; How to do it ... ; How it works ... ; Writing the TutorialCamera class; Getting ready; How to do it ... ; How it works ... ; Camera properties and archetypes; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a first person camera; Getting ready; How to do it ... ; How it works ... ; Creating a third person camera; Getting ready; How to do it ... ; How it works ... ; Creating a side-scrolling camera; Getting ready; How to do it ... ; How it works ... ; See also; Creating a top-down camera; Getting ready.
Formatted Contents Note  
완전내용How to do it ... How it works ... ; 4. Crafting Pickups; Introduction; Understanding AI; Pickups; Creating our first pickup; Getting ready; How to do it ... ; How it works ... ; Creating a base for our pickup to spawn from; Getting ready; How to do it ... ; How it works ... ; Animating our pickup; Getting ready; How to do it ... ; How it works ... ; Altering what our pickup does; Getting ready; How to do it ... ; How it works ... ; Allowing vehicles to use a pickup; Getting ready; How to do it ... ; How it works ... ; 5. AI and Navigation; Introduction; WayPoints; Benefits of WayPoints; NavMeshes.
Summary, Etc.  
요약Filled with a practical collection of recipes, the UnrealScript Game Programming Cookbook is full of clear step-by-step instructions that help you harness the powerful scripting language to supplement and add AAA quality to your very own projects. This essential Cookbook has been assembled with both the hobbyist and professional developer in mind. A solid foundation of object oriented programming knowledge will be required. All examples can be replicated and used by UDK and in some cases other software and tools - all of which are available for free - can be used too.
Subject Added Entry-Topical Term  
Application software Development
Subject Added Entry-Topical Term  
Computer graphics Mathematics
Subject Added Entry-Topical Term  
Computer games Programming
Subject Added Entry-Topical Term  
UnrealScript (Computer program language)
Subject Added Entry-Topical Term  
COMPUTERS / Programming / Microsoft Programming.
Additional Physical Form Entry  
Print version / Voyles, DaveUnrealScript Game Programming Cookbook. Birmingham : Packt Publishing, c2013. 9781849695565
Electronic Location and Access  
로그인을 한후 보실 수 있는 자료입니다.
Control Number  
joongbu:423001

MARC

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■300    ▼a1  online  resource  (585  p)
■500    ▼aBenefits  of  NavMeshes.
■5050  ▼aTable  of  Contents;  UnrealScript  Game  Programming  Cookbook;  UnrealScript  Game  Programming  Cookbook;  Credits;  About  the  Author;  About  the  Reviewers;  www.PacktPub.com;  Support  files,  eBooks,  discount  offers  and  more;  Why  Subscribe?;  Free  Access  for  Packt  account  holders;  Preface;  What  this  book  covers;  What  you  need  for  this  book;  Who  this  book  is  for;  Conventions;  Reader  feedback;  Customer  support;  Downloading  the  example  code;  Errata;  Piracy;  Questions;  1.  Development  Environments;  Introduction;  Integrated  development  environments;  Using  UnCodeX;  Getting  ready;  How  to  do  it  ...  ;  There's  more  ...
■5058  ▼aDungeon  Defenders  to  save  the  dayGetting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  See  also;  Unreal  Script  IDE;  Getting  ready;  How  to  do  it  ...  ;  There's  more  ...  ;  nFringe;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  There's  more  ...  ;  Unreal  X-Editor;  Getting  ready;  How  to  do  it  ...  ;  There's  more  ...  ;  See  also;  Editing  runtime  values  with  Remote  Control;  Getting  ready;  How  to  do  it  ...  ;  There's  more  ...  ;  2.  Archetypes  and  Prefabs;  Introduction;  Prefabs;  Constructing  a  leaking  pipe  prefab;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  There's  more  ...  ;  Adding  particles  to  our  prefab;  Getting  ready.
■5058  ▼aHow  to  do  it  ...  How  it  works  ...  ;  There's  more  ...  ;  Adding  audio  effects  to  our  prefab;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  See  also;  Creating  a  PointLight  archetype;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Multiple  deviations  of  an  actor  or  object  is  necessary;  Altering  objects  within  the  editor;  Reduction  of  compile-time  and  load-time  overhead;  See  also;  Creating  a  subarchetype  from  an  archetype;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  3.  Scripting  a  Camera  System;  Introduction;  Understanding  the  camera;  The  PlayerController  class.
■5058  ▼aConfiguring  the  engine  and  editor  for  a  custom  cameraGetting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Writing  the  TutorialCamera  class;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Camera  properties  and  archetypes;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  There's  more  ...  ;  See  also;  Creating  a  first  person  camera;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Creating  a  third  person  camera;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Creating  a  side-scrolling  camera;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  See  also;  Creating  a  top-down  camera;  Getting  ready.
■5058  ▼aHow  to  do  it  ...  How  it  works  ...  ;  4.  Crafting  Pickups;  Introduction;  Understanding  AI;  Pickups;  Creating  our  first  pickup;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Creating  a  base  for  our  pickup  to  spawn  from;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Animating  our  pickup;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Altering  what  our  pickup  does;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  Allowing  vehicles  to  use  a  pickup;  Getting  ready;  How  to  do  it  ...  ;  How  it  works  ...  ;  5.  AI  and  Navigation;  Introduction;  WayPoints;  Benefits  of  WayPoints;  NavMeshes.
■520    ▼aFilled  with  a  practical  collection  of  recipes,  the  UnrealScript  Game  Programming  Cookbook  is  full  of  clear  step-by-step  instructions  that  help  you  harness  the  powerful  scripting  language  to  supplement  and  add  AAA  quality  to  your  very  own  projects.  This  essential  Cookbook  has  been  assembled  with  both  the  hobbyist  and  professional  developer  in  mind.  A  solid  foundation  of  object  oriented  programming  knowledge  will  be  required.  All  examples  can  be  replicated  and  used  by  UDK  and  in  some  cases  other  software  and  tools  -  all  of  which  are  available  for  free  -  can  be  used  too.
■588    ▼aDescription  based  on  print  version  record.
■650  4▼aApplication  software▼xDevelopment
■650  4▼aComputer  graphics▼xMathematics
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■655  4▼aElectronic  books.
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