UDK Game Development. için kapak resmi
UDK Game Development.
Başlık:
UDK Game Development.
Yazar:
Thorn, Alan.
ISBN:
9781435460195
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (721 pages)
İçerik:
Cover -- Contents -- Introduction -- PART I: UDK GETTING STARTED -- Chapter 1 Introducing the Unreal Development Kit (UDK) -- What Is the UDK? -- What Can the UDK Be Used For? -- UDK Alternatives -- The UDK Feature Set In Depth -- Downloading and Installing the UDK -- A Guided Tour of UDK Directories and Files -- UDK Documentation, Help, and Information -- Related Tools: nFringe, Visual Studio, and Plug-ins -- Conclusion -- Chapter 2 Building a First Project: A Tour of the UDK -- Project Overview -- Creating a New Level -- The Four-Viewport View -- Creating an Arena with BSP and CSG -- Adding Materials to the Arena -- Adding Static Meshes -- Adding Lights -- Adding Sounds -- PlayerStart, KillZ, and a Blocking Volume -- Visual Scripting with the Kismet Editor -- Conclusion -- Chapter 3 UDK Fundamentals -- The UDK Editor Interface -- Understanding File-Based Versus Project-Based Applications -- Viewports -- World Actors -- Content Browser and Other Menus -- The Toolbox -- Conclusion -- PART II: UDK ESSENTIALS -- Chapter 4 BSP Brushes, the Builder Brush, and CSG -- The Builder Brush -- BSP Brushes -- CSG -- Components of Geometry -- Modeling in Geometry Mode -- Project: Creating a CSG Environment Using BSP Brushes -- Conclusion -- Chapter 5 Materials, Textures, and UV Mapping -- Materials and Textures: What Are They? -- Material Channels -- Materials as Algorithms -- UV Mapping. -- Project: Materials and Mapping -- Conclusion -- Chapter 6 Building Game Worlds with Static Mesh Actors -- The Anatomy of a Static Mesh -- Static Meshes Versus CSG -- Static Mesh Actors -- Using Static Meshes -- Project: A Bridge Between Two Islands -- Conclusion -- Chapter 7 Music and Sound -- Audio in Video Games -- Music and Sound: Is There a Difference? -- Wave Sound and Sound Cues -- Project: Adding Audio to the Bridge Level -- Conclusion -- Chapter 8 Lighting.

The Additive Color Space (RGB) -- Illumination: Direct and Indirect -- Normal Mapping: Detail Lighting -- Unreal Lightmass: Lightmapping -- Static, Dynamic, and Composite Dynamic Lighting -- UDK Light Types: Point, Spot, and Directional -- Project: Lighting Cube Park -- Conclusion -- Chapter 9 Kismet and Matinee: Beginning with Visual Scripting and Animation -- Unreal Kismet -- Unreal Matinee -- Project: Using Kismet to Show a Welcome Message -- Project: Using Kismet to Create an Automatic Door -- Project: Creating a Camera Tour with Director Mode -- Conclusion -- Chapter 10 User Interfaces in the UDK with Adobe Flash and Scaleform -- User Interface -- Scaleform and Flash -- Project: Creating a Menu User Interface -- Conclusion -- Chapter 11 Particle Systems with Unreal Cascade -- The Need for a Particle System -- The Anatomy of the Particle System -- The Cascade Editor -- The Properties Pane -- The Curve Editor Pane -- Project: Balloon Time -- Conclusion -- Chapter 12 Scripting with UnrealScript -- What Is UnrealScript? -- Getting Started with UnrealScript: PixelMine nFringe and Microsoft Visual Studio -- The Structure of an UnrealScript Application -- The Actor Class -- Conclusion -- PART III: BUILDING A PROJECT (THE NEXUS) -- Chapter 13 Designing and Planning The Nexus -- Project Overview -- Creating the Third-Person Camera -- Implementing the Third-Person Camera -- Conclusion -- Chapter 14 Finishing The Nexus -- The Work Ahead -- Amending GameInfo: Time Limit -- Creating Checkpoints: Extending TriggerVolume -- Building the Obstacle Course -- Conclusion -- Appendix: Q&A: Taking It Further with the UDK -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J-K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W-Z.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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