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Unreal Development Kit Game Programming with UnrealScript:Beginner's Guide
最新章節(jié):
Index
Thisisastep-by-stepbookthatbuildsonyourknowledgebyaddingtoanexamplegameoverthecourseofeachchapter.Eachtopicusesexamplecodethatcanbecompiledandtestedtoshowhowthingsworkinsteadofjusttellingyou.Complicatedtasksarebrokendownintoeasytofollowstepswithclearexplanationsofwhateachlineofcodeisdoing.ThisbookiswrittenforbeginnerstoUnrealScript,whetherthisisyourfirstexperiencewithprogrammingoryou'recomingintoitfromanotherlanguageandwouldliketolearnhowUnrealScriptusesconceptsyou'realreadyfamiliarwith.IfyouwouldliketomakegameswiththeUnrealDevelopmentKit,thisbookisforyou.
最新章節(jié)
- Index
- Chapter 10 Odds and Ends
- Chapter 9 Debugging and Optimization
- Chapter 8 Creating Multiplayer Games
- Chapter 7 Working with Kismet
- Chapter 6 Using States to Control Behavior
品牌:中圖公司
上架時間:2021-08-27 11:51:21
出版社:Packt Publishing
本書數(shù)字版權(quán)由中圖公司提供,并由其授權(quán)上海閱文信息技術(shù)有限公司制作發(fā)行
- Index 更新時間:2021-08-27 11:59:41
- Chapter 10 Odds and Ends
- Chapter 9 Debugging and Optimization
- Chapter 8 Creating Multiplayer Games
- Chapter 7 Working with Kismet
- Chapter 6 Using States to Control Behavior
- Chapter 5 Using Functions
- Chapter 4 Making Custom Classes
- Chapter 3 Understanding the Class Tree
- Chapter 2 Storing and Manipulating Data
- Chapter 1 Project Setup and Test Environments
- Appendix A. Pop Quiz Answers
- Summary
- Final Thoughts
- Time for action – Using DLLBind
- DLLBind
- Time for action – Creating a toggleable flashlight
- Time for action – Components as variables
- Time for action – Component compiler error
- Time for action – Adding a Component to an Actor
- Using Components
- Chapter 10. Odds and Ends
- Summary
- Time for action – Using Clock and UnClock
- Time for action – Using the profiler
- Optimization
- Time for action – Debugging using the log
- Time for action – Setting up a scenario
- Time for action – Accessed None in function parameters
- Time for action – Fixing an Accessed None
- Time for action – Dealing with Accessed None
- Debugging
- Time for action – Other variable errors
- Time for action – Actor variable errors
- Time for action – Taking care of other function errors.
- Time for action – Mal-function
- Time for action – Setting up a twofer
- Time for action – Captain obvious to the rescue!
- Time for action – Misleading errors
- Time for action – Breaking some more code
- Time for action – Breaking the class itself
- Time for action – A new script package
- Time for action – Preparing for brokenness
- Compiler errors
- Chapter 9. Debugging and Optimization
- Summary
- Time for action – Using ReplicatedEvent
- Time for action – Replicating a variable
- Replicating variables
- Time for action – Checking the level's NetMode.
- Time for action – Respect my authority!
- Time for action – Examining Role and RemoteRole
- Role and authority
- Time for action – COMBO BREAKER!
- Time for action – Using simulated functions
- Time for action – Setting up the map
- Time for action – Using a server function
- Time for action – Using the client function
- Time for action – Setting up for the client function
- Replicating function calls
- Time for action – Bossing around
- Time for action – RUN AWAY!
- Time for action – Making the GameReplicationInfo
- Time for action – Unbreaking the game
- Time for action – Unbreaking the player
- Time for action – The client batch file
- Time for action – The server batch file
- Testing network code
- The server-client relationship
- Chapter 8. Creating Multiplayer Games
- Summary
- Time for action – Creating a latent action
- Latent actions
- Time for action – Creating a custom SupportedEvent
- Time for action – Using SupportedEvents
- Time for action – Setting the wave size
- Time for action – Moving functionality into Kismet
- Time for action – Our first Kismet event
- Time for action – The cleanup job
- Kismet events
- Time for action – What condition my condition was in
- Kismet conditions
- Time for action – Differentiating Kismet inputs
- Time for action – Using handler functions
- Time for action – Using variables in Kismet
- Time for action – Creating Kismet actions
- Kismet actions
- Time for action – Bug fixing time!
- Time for action – A more complex Kismet sequence
- Time for action – Using Kismet
- Overview of Kismet
- Chapter 7. Working with Kismet
- Summary
- Time for action – Rage mode activate
- Time for action – I like you I kill you last
- Time for action – Creating and spawning the boss
- Time for action – Creating the abstract base class
- Time for action – Reverting our code
- Like a boss
- Time for action – Do we really need to give labels to everything?
- Time for action – Using ignores
- Keywords labels and latent functions
- Time for action – Subclassing the Seeking state
- Subclassing states
- Time for action – Using state detection functions
- Time for action – EndState
- Time for action – BeginState
- State changes and detection
- Time for action – Non-state functions from inside a state
- Time for action – Calling non-state functions
- Time for action – Multiple personalities
- Function overriding in states
- Time for action – Switching states
- Time for action – Writing a state
- It's a state of mind
- Chapter 6. Using States to Control Behavior
- Summary
- Time for action – Expanding Awesome Game
- Putting it all together
- Time for action – Just five more minutes mom
- Using timers
- The super
- Time for action – Using static functions
- Time for action – Filthy cheater
- Time for action – I'd like to return this please
- Time for action – Out parameters
- Time for action – Using function parameters
- Function parameters and modifiers
- Time for action – Modifying the projectile
- Time for action – Using Actors as local variables
- Time for action – Using local variables
- Local versus instance variables
- Time for action – What's your malfunction?
- Time for action – Calling custom functions
- Time for action – Writing a function
- Creating and calling functions
- What's your function?
- Chapter 5. Using Functions
- Summary
- Time for action – Using the HUD
- Time for action – Making the TestEnemies move
- Time for action – Detecting collisions to give our Pawn damage
- Time for action – No my left!
- Time for action – Expanding the Controller
- Time for action – Customizing the Pawn class
- Time for action – SHOOT NOW!
- Time for action – Expanding AwesomeGame
- Common UnrealScript classes
- Actors versus objects
- Time for action – Hidecategories
- Time for action – Using abstract
- Class modifiers
- Time for action – Creating the weapon branch
- Creating a class
- Chapter 4. Making Custom Classes
- Summary
- Time for action – A practical example of casting for our game
- Time for action – Casting Actor variables
- Casting
- Time for action – Experiments with Actors as variables
- Actors as variables
- Time for action – Experiments with function overriding
- Time for action – Creating a custom GameInfo and PlayerController
- Function overriding
- Time for action – Experiments with inheritance
- Time for action – Making a custom weapon
- Time for action – Examining inheritance
- Inheritance
- Time for action – All classes are created equally
- What is a class?
- Chapter 3. Understanding the Class Tree
- Summary
- Time for action – Using switches
- Time for action – Something
- Time for action – Using the for statement
- Time for action – Using if/else
- Flow control
- Time for action – Concatenation
- Time for action – Using logical operators
- Time for action – Comparisons
- Time for action – Using modulo
- Time for action – Math!
- Common operators
- Time for action – Creating config variables
- Time for action – Editable variables
- Time for action – Using the default properties block
- Variable properties
- Time for action – Using rotators
- Time for action – Using vectors
- Time for action – Using structs
- Time for action – Using dynamic arrays
- Time for action – Using arrays
- Time for action – Using enums
- Time for action – Using strings
- Time for action – Using floats
- Time for action – Using integers
- Time for action – Using booleans
- Variables and arrays
- Chapter 2. Storing and Manipulating Data
- Summary
- Time for action – Compiling and testing AwesomeActor
- Compiling and testing
- Time for action – Setting up AwesomeGame
- Setting up a project
- Time for action – Configuring UnCodeX
- Time for action – Installing UnCo
- Time for action – Configuring ConTEXT
- Time for action – Installing ConTEXT
- Using external programs to code
- Directory overview
- Time for action – Installing the UDK
- System requirements
- Chapter 1. Project Setup and Test Environments
- Customer support
- Reader feedback
- Time for action – heading
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- Support files eBooks discount offers and more
- www.PacktPub.com
- About the Reviewers
- About the Author
- Credits
- Unreal Development Kit Game Programming with UnrealScript
- coverpage
- coverpage
- Unreal Development Kit Game Programming with UnrealScript
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Time for action – heading
- Reader feedback
- Customer support
- Chapter 1. Project Setup and Test Environments
- System requirements
- Time for action – Installing the UDK
- Directory overview
- Using external programs to code
- Time for action – Installing ConTEXT
- Time for action – Configuring ConTEXT
- Time for action – Installing UnCo
- Time for action – Configuring UnCodeX
- Setting up a project
- Time for action – Setting up AwesomeGame
- Compiling and testing
- Time for action – Compiling and testing AwesomeActor
- Summary
- Chapter 2. Storing and Manipulating Data
- Variables and arrays
- Time for action – Using booleans
- Time for action – Using integers
- Time for action – Using floats
- Time for action – Using strings
- Time for action – Using enums
- Time for action – Using arrays
- Time for action – Using dynamic arrays
- Time for action – Using structs
- Time for action – Using vectors
- Time for action – Using rotators
- Variable properties
- Time for action – Using the default properties block
- Time for action – Editable variables
- Time for action – Creating config variables
- Common operators
- Time for action – Math!
- Time for action – Using modulo
- Time for action – Comparisons
- Time for action – Using logical operators
- Time for action – Concatenation
- Flow control
- Time for action – Using if/else
- Time for action – Using the for statement
- Time for action – Something
- Time for action – Using switches
- Summary
- Chapter 3. Understanding the Class Tree
- What is a class?
- Time for action – All classes are created equally
- Inheritance
- Time for action – Examining inheritance
- Time for action – Making a custom weapon
- Time for action – Experiments with inheritance
- Function overriding
- Time for action – Creating a custom GameInfo and PlayerController
- Time for action – Experiments with function overriding
- Actors as variables
- Time for action – Experiments with Actors as variables
- Casting
- Time for action – Casting Actor variables
- Time for action – A practical example of casting for our game
- Summary
- Chapter 4. Making Custom Classes
- Creating a class
- Time for action – Creating the weapon branch
- Class modifiers
- Time for action – Using abstract
- Time for action – Hidecategories
- Actors versus objects
- Common UnrealScript classes
- Time for action – Expanding AwesomeGame
- Time for action – SHOOT NOW!
- Time for action – Customizing the Pawn class
- Time for action – Expanding the Controller
- Time for action – No my left!
- Time for action – Detecting collisions to give our Pawn damage
- Time for action – Making the TestEnemies move
- Time for action – Using the HUD
- Summary
- Chapter 5. Using Functions
- What's your function?
- Creating and calling functions
- Time for action – Writing a function
- Time for action – Calling custom functions
- Time for action – What's your malfunction?
- Local versus instance variables
- Time for action – Using local variables
- Time for action – Using Actors as local variables
- Time for action – Modifying the projectile
- Function parameters and modifiers
- Time for action – Using function parameters
- Time for action – Out parameters
- Time for action – I'd like to return this please
- Time for action – Filthy cheater
- Time for action – Using static functions
- The super
- Using timers
- Time for action – Just five more minutes mom
- Putting it all together
- Time for action – Expanding Awesome Game
- Summary
- Chapter 6. Using States to Control Behavior
- It's a state of mind
- Time for action – Writing a state
- Time for action – Switching states
- Function overriding in states
- Time for action – Multiple personalities
- Time for action – Calling non-state functions
- Time for action – Non-state functions from inside a state
- State changes and detection
- Time for action – BeginState
- Time for action – EndState
- Time for action – Using state detection functions
- Subclassing states
- Time for action – Subclassing the Seeking state
- Keywords labels and latent functions
- Time for action – Using ignores
- Time for action – Do we really need to give labels to everything?
- Like a boss
- Time for action – Reverting our code
- Time for action – Creating the abstract base class
- Time for action – Creating and spawning the boss
- Time for action – I like you I kill you last
- Time for action – Rage mode activate
- Summary
- Chapter 7. Working with Kismet
- Overview of Kismet
- Time for action – Using Kismet
- Time for action – A more complex Kismet sequence
- Time for action – Bug fixing time!
- Kismet actions
- Time for action – Creating Kismet actions
- Time for action – Using variables in Kismet
- Time for action – Using handler functions
- Time for action – Differentiating Kismet inputs
- Kismet conditions
- Time for action – What condition my condition was in
- Kismet events
- Time for action – The cleanup job
- Time for action – Our first Kismet event
- Time for action – Moving functionality into Kismet
- Time for action – Setting the wave size
- Time for action – Using SupportedEvents
- Time for action – Creating a custom SupportedEvent
- Latent actions
- Time for action – Creating a latent action
- Summary
- Chapter 8. Creating Multiplayer Games
- The server-client relationship
- Testing network code
- Time for action – The server batch file
- Time for action – The client batch file
- Time for action – Unbreaking the player
- Time for action – Unbreaking the game
- Time for action – Making the GameReplicationInfo
- Time for action – RUN AWAY!
- Time for action – Bossing around
- Replicating function calls
- Time for action – Setting up for the client function
- Time for action – Using the client function
- Time for action – Using a server function
- Time for action – Setting up the map
- Time for action – Using simulated functions
- Time for action – COMBO BREAKER!
- Role and authority
- Time for action – Examining Role and RemoteRole
- Time for action – Respect my authority!
- Time for action – Checking the level's NetMode.
- Replicating variables
- Time for action – Replicating a variable
- Time for action – Using ReplicatedEvent
- Summary
- Chapter 9. Debugging and Optimization
- Compiler errors
- Time for action – Preparing for brokenness
- Time for action – A new script package
- Time for action – Breaking the class itself
- Time for action – Breaking some more code
- Time for action – Misleading errors
- Time for action – Captain obvious to the rescue!
- Time for action – Setting up a twofer
- Time for action – Mal-function
- Time for action – Taking care of other function errors.
- Time for action – Actor variable errors
- Time for action – Other variable errors
- Debugging
- Time for action – Dealing with Accessed None
- Time for action – Fixing an Accessed None
- Time for action – Accessed None in function parameters
- Time for action – Setting up a scenario
- Time for action – Debugging using the log
- Optimization
- Time for action – Using the profiler
- Time for action – Using Clock and UnClock
- Summary
- Chapter 10. Odds and Ends
- Using Components
- Time for action – Adding a Component to an Actor
- Time for action – Component compiler error
- Time for action – Components as variables
- Time for action – Creating a toggleable flashlight
- DLLBind
- Time for action – Using DLLBind
- Final Thoughts
- Summary
- Appendix A. Pop Quiz Answers
- Chapter 1 Project Setup and Test Environments
- Chapter 2 Storing and Manipulating Data
- Chapter 3 Understanding the Class Tree
- Chapter 4 Making Custom Classes
- Chapter 5 Using Functions
- Chapter 6 Using States to Control Behavior
- Chapter 7 Working with Kismet
- Chapter 8 Creating Multiplayer Games
- Chapter 9 Debugging and Optimization
- Chapter 10 Odds and Ends
- Index 更新時間:2021-08-27 11:59:41