最新章節
- Index
- Summary
- Packaging a patch or DLC
- Packaging a release
- Project Launcher and DLCs
- Cooking the content
品牌:中圖公司
上架時間:2021-07-14 10:10:12
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Index 更新時間:2021-07-14 11:21:15
- Summary
- Packaging a patch or DLC
- Packaging a release
- Project Launcher and DLCs
- Cooking the content
- Packaging the game
- Adding different screens
- Platform settings
- Description settings
- Maps & Modes settings
- Packaging settings
- Preparing the project for building
- Chapter 14. Packaging the Game
- Summary
- Device Profiles
- The Device Manager
- The GPU visualizer
- The view modes and visualizers
- The FPS charts
- The console
- The Collision Analyzer
- The blueprint debugger
- Chapter 13. Profiling the Game Performance
- Summary
- Playing sound effects
- Audio volumes
- Sound cue editor
- Sound assets
- Importing audio files
- Chapter 12. Ear Candy
- Summary
- Reading from data tables
- C++ data structure
- Blueprint data structure
- Creating a data structure
- Creating the data table asset
- Data table sheets
- Chapter 11. Controlling Gameplay via Data Tables
- Summary
- Saving and loading game data in blueprints
- The *.sav file
- Saving and loading game data in C++
- Building the SaveGame class
- Chapter 10. Save the Game Progress
- Summary
- What else?
- Connecting the UI with the game logic
- Adding animations to the UI
- Constructing the UI
- UMG Designer
- The game UI widget
- UMG as Unreal's UI system
- Chapter 9. Implementing the Game UI
- Summary
- The animated fog
- Bellz cinematic
- Matinee actor (cinematic actor)
- Chapter 8. Cinematics and In-Game Cutscenes
- Summary
- The fog effects
- Reflection Capture
- The post process project settings
- Lightmass settings
- The ambient occlusion
- The Swarm Agent
- The lightmass
- Chapter 7. Enhancing the Visual Quality
- Summary
- Changing parameters at runtime
- Spawning particles
- Curve Editor
- The details panel
- The emitters panel
- The viewport panel
- Toolbar
- The particles editor
- Chapter 6. The Magic of Particles
- Summary
- Going forward
- Building the blueprint
- Making it collectable
- The coin class
- The base class
- The idea behind collectables
- Chapter 5. Adding Collectables
- Summary
- What else?
- Adding notifies
- Creating the blueprint
- Building the behavior tree
- Enemy
- EnemyAIController
- Building the C++ logic
- The animation blueprint
- The AI assets
- The overall idea
- Chapter 4. The Road to Thinkable AI
- Summary
- The navigation mesh
- Player Start
- Building lightmaps for a level
- The art of level design
- Chapter 3. Designing Your Playground
- Summary
- Adding the blueprint to the GameMode
- Building the blueprint
- Animation assets
- Compiling the code
- The Gladiator source (.cpp) file
- The Gladiator header (.h) file
- Editing and adding code
- Creating the C++ class
- The code project
- Chapter 2. Setting Up Your Warrior
- Summary
- Retargeting animations
- Using MarketPlace assets
- Migrating assets
- Mapping the inputs
- The editor settings
- The project settings
- Creating a C++ project
- Overview of the game
- Chapter 1. Preparing for a Big Project
- Customer support
- Reader feedback
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- eBooks discount offers and more
- www.PacktPub.com
- About the Reviewer
- Acknowledgments
- About the Author
- Credits
- 版權頁
- 封面
- 封面
- 版權頁
- Credits
- About the Author
- Acknowledgments
- About the Reviewer
- www.PacktPub.com
- eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Preparing for a Big Project
- Overview of the game
- Creating a C++ project
- The project settings
- The editor settings
- Mapping the inputs
- Migrating assets
- Using MarketPlace assets
- Retargeting animations
- Summary
- Chapter 2. Setting Up Your Warrior
- The code project
- Creating the C++ class
- Editing and adding code
- The Gladiator header (.h) file
- The Gladiator source (.cpp) file
- Compiling the code
- Animation assets
- Building the blueprint
- Adding the blueprint to the GameMode
- Summary
- Chapter 3. Designing Your Playground
- The art of level design
- Building lightmaps for a level
- Player Start
- The navigation mesh
- Summary
- Chapter 4. The Road to Thinkable AI
- The overall idea
- The AI assets
- The animation blueprint
- Building the C++ logic
- EnemyAIController
- Enemy
- Building the behavior tree
- Creating the blueprint
- Adding notifies
- What else?
- Summary
- Chapter 5. Adding Collectables
- The idea behind collectables
- The base class
- The coin class
- Making it collectable
- Building the blueprint
- Going forward
- Summary
- Chapter 6. The Magic of Particles
- The particles editor
- Toolbar
- The viewport panel
- The emitters panel
- The details panel
- Curve Editor
- Spawning particles
- Changing parameters at runtime
- Summary
- Chapter 7. Enhancing the Visual Quality
- The lightmass
- The Swarm Agent
- The ambient occlusion
- Lightmass settings
- The post process project settings
- Reflection Capture
- The fog effects
- Summary
- Chapter 8. Cinematics and In-Game Cutscenes
- Matinee actor (cinematic actor)
- Bellz cinematic
- The animated fog
- Summary
- Chapter 9. Implementing the Game UI
- UMG as Unreal's UI system
- The game UI widget
- UMG Designer
- Constructing the UI
- Adding animations to the UI
- Connecting the UI with the game logic
- What else?
- Summary
- Chapter 10. Save the Game Progress
- Building the SaveGame class
- Saving and loading game data in C++
- The *.sav file
- Saving and loading game data in blueprints
- Summary
- Chapter 11. Controlling Gameplay via Data Tables
- Data table sheets
- Creating the data table asset
- Creating a data structure
- Blueprint data structure
- C++ data structure
- Reading from data tables
- Summary
- Chapter 12. Ear Candy
- Importing audio files
- Sound assets
- Sound cue editor
- Audio volumes
- Playing sound effects
- Summary
- Chapter 13. Profiling the Game Performance
- The blueprint debugger
- The Collision Analyzer
- The console
- The FPS charts
- The view modes and visualizers
- The GPU visualizer
- The Device Manager
- Device Profiles
- Summary
- Chapter 14. Packaging the Game
- Preparing the project for building
- Packaging settings
- Maps & Modes settings
- Description settings
- Platform settings
- Adding different screens
- Packaging the game
- Cooking the content
- Project Launcher and DLCs
- Packaging a release
- Packaging a patch or DLC
- Summary
- Index 更新時間:2021-07-14 11:21:15