Space Exploration Game with Unreal Engine 5: Using Procedural Generation and Ue5’s New Features with C++

Space Exploration Game with Unreal Engine 5: Using Procedural Generation and Ue5’s New Features with C++

  • 作者: Tan, Tiow Wee
  • 原文出版社:Apress
  • 出版日期:2024/08/25
  • 語言:英文
  • 定價:2470

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3期0利率每期8236期0利率每期411
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內容簡介

Learn how to craft a lifelike and captivating game by mastering the latest features and techniques of Unreal Engine 5.2. This book, which covers artistic features as well as C++ programming, will give you deep insight into constructing breathtaking environments, optimizing lighting, refining soundscapes, implementing visual effects, and perfecting character animations. These achievements will be unlocked through the utilization of cutting-edge functionalities like the World Partition system, Procedural Content Generation, Nanite, Runtime Virtual Texture, Lumen, Niagara, MetaSounds, and character animations.

Your journey will commence with a comprehensive grasp of the World Partition system, an innovative approach to level organization and streaming. Following that, you’ll learn to harness the power of Megascans assets, an extensive collection of 3D realistic scanned elements sourced from Quixel Bridge. The Nanite feature will empower you to create intricately detailedassets with remarkable efficiency. Delving into the Procedural Content Generation feature will enable you to generate assets with unparalleled ease. Lumen, a captivating addition to UE5, will grant you access to an entirely dynamic global illumination solution that seamlessly adapts to scene and lighting fluctuations. Moreover, you’ll have the chance to experiment with various material blending techniques across distinct 3D assets using the Runtime Virtual Texture feature.

You will also be introduced to MetaSounds, an avant-garde system for crafting interactive audio experiences, alongside novel animation features, including the option to incorporate characters from MetaHuman. You’ll uncover the magic of the Niagara particle effects system, elevating visual realism within your game. Additionally, you’ll build your game logic from scratch using C++, encompassing both player character control and AI logic for enemy characters. Lastly, you’ll uncover the intricacies of packagingand distributing your game for the PC Windows platform.

Space Exploration Game with Unreal Engine 5 will dive into programming game logic using C++, effectively controlling characters through the advanced Input System. It will also uncover the art of designing diverse and spontaneous landscapes and biomes through procedural generation techniques. Upon completing the book, you’ll have developed a fully functional and immersive game, be able to harness the power of Unreal Engine 5 and C++ in your own game projects. Upon completing the book, you’ll have developed a fully functional and immersive game, be able to harness the power of Unreal Engine 5 and C++ in your own game projects.

What You Will Learn

  • Create diverse and randomized landscapes using World Partition and asset generation via procedural content techniques
  • Generate assets and content with Megascans and Nanite technology
  • Craft sophisticated blended materialsusing the Runtime Virtual Texture feature
  • Construct an immersive virtual environment with the Lumen lighting system
  • Create an exciting visual effects system using the Niagara particle system
  • Achieve realism and fluidity in character animations and interactions by leveraging the latest animation tools and the advanced Input System
  • Integrate uncomplicated AI logic for enemy character behaviors and characteristics

Who Is This Book For

Game developers who have a working knowledge of Unreal Engine and C++ who want to learn how to use them in tandem for more advanced projects.

 

作者簡介

Dr. Tiow Wee Tan holds the position of Associate Professor at The Game School, Inland Norway University of Applied Sciences (INN), Norway. Additionally, he serves as the course coordinator for the Augmented and Virtual Reality Add-On Program at the Game School.

His interests revolve around the development of Extended Reality (XR) for cross-disciplinary enterprise applications. He has actively participated in projects involving Neural Networks and Artificial Intelligence (AI) for gaming. Some of his notable works encompass:

  • The utilization of AR and VR technologies within game engines like Unity3D and Unreal Engine
  • Creation of hybrid AR and VR research applications for fields such as healthcare, art, and tourism
  • Implementation of Deep Learning algorithms for predicting micro-facial expressions, which are subsequently used in simulations and games
  • Exploration of cognitive aspects in human-computer interaction environments, integrated into neural network systems

 

詳細資料

  • ISBN:9781484298237
  • 規格:平裝 / 普通級 / 初版
  • 出版地:美國

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