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UnrealScript Game Programming Cookbook- [electronic resource]
UnrealScript Game Programming Cookbook- [electronic resource]
상세정보
- 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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■24510▼aUnrealScript Game Programming Cookbook▼h[electronic resource]
■260 ▼aBirmingham▼bPackt Pub▼c2013
■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
■650 0▼aComputer games▼xProgramming
■650 0▼aUnrealScript (Computer program language)
■650 7▼aCOMPUTERS / Programming / Microsoft Programming.▼2bisacsh
■655 4▼aElectronic books.
■77608▼iPrint version▼aVoyles, Dave▼tUnrealScript Game Programming Cookbook▼dBirmingham : Packt Publishing, c2013▼z9781849695565
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