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Unreal Engine Virtual Reality Quick Start Guide
Withtheabilitytoputplayersdirectlyinthegame,virtualrealitygivesusersthechancetoexperiencedigitalworldsdirectly.Nevertheless,manydesignersareunsurewheretostartwhenworkingwiththisamazingtechnology.Withthisbook,youwilllearnuserexperiencedesignprocessesandcreateimmersivegameplayexperiencesdesignedforentertainmentandplayercomfort.UsingthepowerofUnrealEngine4’sBlueprintvisualscriptinglanguage,youwillbuildplayerinteractionandlocomotionsystemsfromscratchandusetheseflexiblesystemstocreateasamplegame,aswellasdevelopfunctional2Dand3Duserinterfacesforplayerstointeractwith.Andalsolearnthebestpracticesforcreatinggameartforvirtualreality.Finally,youwilllearnhowtotestyourapplicationwithyourtargetaudienceandfinalizeyourgamefordistribution.Bytheendofthisbook,youwillhavetheknowledgetobeabletomaketheleapfromtraditionalgamedevelopmenttocreatingimmersivevirtualrealityexperiencesusingUnrealEngine4.
目錄(100章)
倒序
- coverpage
- Title Page
- Copyright and Credits
- Unreal Engine Virtual Reality Quick Start Guide
- Dedication
- About Packt
- Why subscribe?
- Packt.com
- Contributors
- About the author
- About the reviewer
- Packt is searching for authors like you
- Preface
- Who this book is for
- What this book covers
- To get the most out of this book
- Download the example code files
- Download the color images
- Conventions used
- Get in touch
- Reviews
- Introducing VR Technology in Unreal Engine 4
- Why use Unreal Engine 4 for VR?
- What types of VR Technology are available to developers?
- Room-scale VR
- Seated VR
- Mobile VR
- Pros and cons of popular VR headsets
- HTC Vive
- Minimum hardware requirements
- Oculus Rift + Touch
- Minimum hardware requirements
- Windows Mixed Reality headset
- Minimum hardware requirements
- Samsung Gear VR
- Limitations of VR
- Introducing our sample project – Server 17
- Summary
- Locomotion Design and Starting Our Project
- The Human-Centered Design process
- Choosing our locomotion method
- Natural locomotion
- Artificial locomotion
- Cockpit locomotion
- Physical locomotion
- Setting up new game files in UE4
- Project setup
- Creating our custom Game Mode
- Creating a GameState
- Creating a custom PlayerPawn
- Programming our custom PlayerPawn
- Summary
- Exploring Riveting Gameplay in Virtual Reality
- What does VR bring to video games?
- Popular gameplay mechanics
- Shooter experiences
- Action/adventure experiences
- Vehicle experiences
- Physics-based experiences
- Puzzle experiences
- Rhythm experiences
- Educational experiences
- Designing the gameplay for Server 17
- Adding the hand functionality
- Building the teleportation
- The server – Building the puzzle box
- Building the first tool station
- Building the Timer
- Summary
- User Interface and User Experience inside VR
- What is UX design?
- User interfaces in VR
- Designing the UI elements for Server 17
- Displaying the level timer
- Redesigning the tool experience
- Summary
- Creating Optimized Game Art for VR in UE4
- Performance is key
- Artistic limitations in VR
- Static and skeletal mesh limitations
- Material limitations
- Lighting limitations
- Visual Effects (VFX) limitations
- Performance-boosting techniques
- Static and skeletal mesh techniques
- Material techniques
- Lighting techniques
- Visual effects techniques
- Measuring ingame performance
- Summary
- Finalizing Our VR Game and Next Steps
- The importance of game testing
- Collecting testing data
- Usability testing
- Card sorting
- Expert review
- Preparing for distribution
- Summary
- Other Books You May Enjoy
- Leave a review - let other readers know what you think 更新時(shí)間:2021-07-02 13:03:07
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