Mastering Unreal Engine 4.X by Muhammad A. Moniem PDF

By Muhammad A. Moniem

ISBN-10: 1785883569

ISBN-13: 9781785883569

Key Features

  • Build a complete AAA video game point in the course of the book
  • Take your C++ scripting talents to the following point and use them widely to construct the game
  • An complicated useful advisor with an educational kind process that can assist you make the simplest of Unreal engine 4

Book Description

Unreal Engine four has garnered loads of cognizance within the gaming international as a result of its new and greater pictures and rendering engine, the physics simulator, particle generator, and extra. This e-book is the proper advisor that can assist you leverage these kinds of gains to create state of the art video games that seize the attention of your audience.

Inside we’ll clarify complicated shaders and results recommendations and the way you could enforce them on your video games. You’ll create customized lighting fixtures results, use the physics simulator so as to add that additional part for your video games, and create custom-made online game environments that glance visually beautiful utilizing the rendering strategy. You’ll how one can use the recent rendering engine successfully, upload extraordinary post-processing results, and use information tables to create data-driven gameplay that's attractive and exciting.

By the top of this booklet, it is possible for you to to create expert video games with lovely portraits utilizing Unreal Engine 4!

What you'll learn

  • Script your participant controls in C++
  • Build a good and interesting point with complex layout techniques
  • Program AI with C++
  • Use Cascade so as to add lifestyles on your games
  • Use customized shaders and complicated shading thoughts to make issues pretty
  • Implement an grand UI within the game
  • Control gameplay utilizing facts tables

About the Author

Muhammad A.Moniem begun within the at a truly early age. He taught himself every thing with regards to the sport improvement procedure even prior to he joined collage. After changing into a software program engineer, he began to educate himself the artwork of online game layout and online game paintings ideas. As a self-taught individual, he used to be capable of finding his manner into the with ease, which led him to be employed for large, medium, and small businesses, titles, and teams.

Throughout his profession, he has been capable of give a contribution as a full-time or part-time worker or freelancer on video games for quite a lot of structures, together with home windows, Mac, iOS, Android, PS4, Xbox One, and OUYA. He has additionally labored with applied sciences reminiscent of VR, AR, and Kinect. Muhammad began utilizing Unreal Engine three in 2007, moved to Unreal Engine four while it grew to become to be had to the general public in 2014, and has used UDK for a few indie games.

Eventually, he used to be in a position to identify his personal one-person online game company/team as a part-time self sufficient developer. loads of his indie video games have got attractiveness or were finalists at overseas indie video game occasions, reminiscent of IGF, Indie show off, IGC, and Tokyo online game convey. you will get involved through twitter @_mamoniem

He has additionally labored on studying Unreal® Engine iOS video game improvement, Packt Publishing, that is on hand at https://www.packtpub.com/game-development/learning-unreal-engine-ios-game-development, and Unreal Engine lighting fixtures and Rendering necessities, that's to be had at https://www.packtpub.com/gamedevelopment/unreal-engine-lighting-and-rendering-essentials.

Table of Contents

  1. Preparing for a tremendous Project
  2. Setting Up Your Warrior
  3. Designing Your Playground
  4. The highway to Thinkable AI
  5. Adding Collectables
  6. The Magic of Particles
  7. Enhancing the visible Quality
  8. Cinematics and In-Game Cutscenes
  9. Implementing the sport UI
  10. Save the sport Progress
  11. Controlling Gameplay through information Tables
  12. Ear Candy
  13. Profiling the sport Performance
  14. Packaging the Game

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