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LDR05397cmm uu200529Mu 4500
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006m o d
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008130316s2013 enk o 000 0 eng d
019 ▼a 844973238
020 ▼a 9781849695572 (electronic bk.)
020 ▼a 1849695571 (electronic bk.)
020 ▼z 9781849695565
035 ▼a (OCoLC)830169452
037 ▼a CL0500000218 ▼b Safari Books Online
040 ▼a EBLCP ▼b eng ▼c EBLCP ▼d OCLCQ ▼d IDEBK ▼d UMI ▼d N$T ▼d 248032
049 ▼a K4RA
050 4 ▼a QA76.76 .C672
072 7 ▼a COM ▼x 051380 ▼2 bisacsh
08204 ▼a 005.268
1001 ▼a Voyles, Dave.
24510 ▼a UnrealScript Game Programming Cookbook ▼h [electronic resource].
260 ▼a Birmingham : ▼b Packt Pub., ▼c 2013.
300 ▼a 1 online resource (585 p.)
500 ▼a Benefits of NavMeshes.
5050 ▼a Table of Contents; UnrealScript Game Programming Cookbook; UnrealScript Game Programming Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Development Environments; Introduction; Integrated development environments; Using UnCodeX; Getting ready; How to do it ... ; There's more ...
5058 ▼a Dungeon Defenders to save the dayGetting ready; How to do it ... ; How it works ... ; See also; Unreal Script IDE; Getting ready; How to do it ... ; There's more ... ; nFringe; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Unreal X-Editor; Getting ready; How to do it ... ; There's more ... ; See also; Editing runtime values with Remote Control; Getting ready; How to do it ... ; There's more ... ; 2. Archetypes and Prefabs; Introduction; Prefabs; Constructing a leaking pipe prefab; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Adding particles to our prefab; Getting ready.
5058 ▼a How to do it ... How it works ... ; There's more ... ; Adding audio effects to our prefab; Getting ready; How to do it ... ; How it works ... ; See also; Creating a PointLight archetype; Getting ready; How to do it ... ; How it works ... ; Multiple deviations of an actor or object is necessary; Altering objects within the editor; Reduction of compile-time and load-time overhead; See also; Creating a subarchetype from an archetype; Getting ready; How to do it ... ; How it works ... ; 3. Scripting a Camera System; Introduction; Understanding the camera; The PlayerController class.
5058 ▼a Configuring the engine and editor for a custom cameraGetting ready; How to do it ... ; How it works ... ; Writing the TutorialCamera class; Getting ready; How to do it ... ; How it works ... ; Camera properties and archetypes; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating a first person camera; Getting ready; How to do it ... ; How it works ... ; Creating a third person camera; Getting ready; How to do it ... ; How it works ... ; Creating a side-scrolling camera; Getting ready; How to do it ... ; How it works ... ; See also; Creating a top-down camera; Getting ready.
5058 ▼a How to do it ... How it works ... ; 4. Crafting Pickups; Introduction; Understanding AI; Pickups; Creating our first pickup; Getting ready; How to do it ... ; How it works ... ; Creating a base for our pickup to spawn from; Getting ready; How to do it ... ; How it works ... ; Animating our pickup; Getting ready; How to do it ... ; How it works ... ; Altering what our pickup does; Getting ready; How to do it ... ; How it works ... ; Allowing vehicles to use a pickup; Getting ready; How to do it ... ; How it works ... ; 5. AI and Navigation; Introduction; WayPoints; Benefits of WayPoints; NavMeshes.
520 ▼a Filled with a practical collection of recipes, the UnrealScript Game Programming Cookbook is full of clear step-by-step instructions that help you harness the powerful scripting language to supplement and add AAA quality to your very own projects. This essential Cookbook has been assembled with both the hobbyist and professional developer in mind. A solid foundation of object oriented programming knowledge will be required. All examples can be replicated and used by UDK and in some cases other software and tools - all of which are available for free - can be used too.
588 ▼a Description based on print version record.
650 4 ▼a Application software ▼x Development.
650 4 ▼a Computer graphics ▼x Mathematics.
650 0 ▼a Computer games ▼x Programming.
650 0 ▼a UnrealScript (Computer program language)
650 7 ▼a COMPUTERS / Programming / Microsoft Programming. ▼2 bisacsh
655 4 ▼a Electronic books.
77608 ▼i Print version: ▼a Voyles, Dave ▼t UnrealScript Game Programming Cookbook ▼d Birmingham : Packt Publishing, c2013 ▼z 9781849695565
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=548251
938 ▼a EBL - Ebook Library ▼b EBLB ▼n EBL1126734
938 ▼a Ingram Digital eBook Collection ▼b IDEB ▼n cis24881031
938 ▼a EBSCOhost ▼b EBSC ▼n 548251
990 ▼a 관리자
994 ▼a 92 ▼b K4R