Release date:2021

Author:Rob Baker

Skill level:Beginner

Language:English

Exercise files:Yes

Hey there, and welcome to the course, Pro, Unreal Engine, Game Coding. aka, the Black Book, but why the Black Book? Well, just watch the short preview video if you want the full experience. But if you like reading, then around 25 years ago, when I was just entering the games industry, there emerged just such a black book. A book of graphics programming, full of coding voodoo written by the programming powerhouse that is Michael Abrash. And this black book, took many coders like myself, from being merely competent, to being able to produce something akin to magic on the screen. It was legendary.

Naturally, a lot has changed since then, and in this course we’ve crafted a new black book for a new generation, a series of masterclasses in Unreal Engine game coding for the 2020s. I want to give you guys, what it was, that Michael Abrash gave my generation. I’m going to take you from being an Unreal Engine virgin, to being a real pro, and a prized asset to any employer.

My last game, GRIP: Combat Racing, will be the focus for the latter half of this course, and we’ll get to see an awful lot of what’s going on under the hood there. We’re going to expose all of its secrets. This journey will take you from being a C++ novice, all the way up to writing the most challenging racing game I’ve ever been involved with, and I’ve written a few. But if that sounds terrifying, don’t worry, we’ve got this. We can do this, together.

I’ll be presenting in a no-nonsense style, side-stepping a lot of the hokum you don’t need to know, focusing intently on the stuff you really do, and providing rock-solid examples of how to apply what you’ll be taught here. This is not academia, this is real-world getting it done, and getting it done well kind of coding. This is stuff taken straight from the battlefield of game development. After firmly establishing all of the fundamentals, I’ll be imbuing you with tricks and techniques, algorithms and insights, gathered from decades of coding experience that you can apply across many game genres. We’re going to turn you, into an Unreal Engine Ninja.

So get ready coder one, because we’ve got work to do.

01 Getting Started 002 What is Unreal Engine_ 003 The Epic Games Launcher 004 Stock or customized engine_ 005 Downloading the stock engine 006 Downloading from source code 008 Downloading Visual Studio 010 Preparing Visual Studio 012 Compiling from source code 013 Version control 014 Preparing for version control 015 Adding your custom engine to version control 016 Basic terminology 017 Exploring the editor 018 C++ 019 Blueprints 020 C++ or blueprints 021 Coding standard

02 Metal in motion, part I 001 Starting your first project 002 Creating your first project 003 Core class hierarchy 004 Creating a new class 005 Properties 006 Mobilizing our ball bearing 008 Editor naming conventions 009 Adding a debugging HUD 010 Arrays, an introduction 011 The actor life-cycle 012 The goal of the game 013 Constructing a level 014 The C++ _ blueprint divide 015 Wrapping up

03 Game mathematics fundamentals 001 Math primer 002 Evaluation order 003 Degrees and radians 004 Ratios 005 Trigonometry 006 Abs and Sign 007 Pow 008 Interpolation 009 Easing in and out 010 Time-based smoothing 011 Random number generation 012 Vectors 013 Dot products 014 Cross products 015 Quaternions 016 Rotators 017 Transforms 018 Coordinate spaces 019 Matrices 020 Wrapping up

04 Metal in motion, part II 001 Upping our game 002 Functions 003 Magnetism 004 The console 005 Finishing up 006 Where now_ 007 Build configurations 008 Version control check-in process 009 Visual Studio version control integration

05 Vehicle dynamics, part I 001 The road ahead 003 Physics primer 004 Creating your second project 005 Unreal Engine modifications 006 Downloading the GRIP goods 008 Skeletal meshes and physics assets 009 Exploration of the GRIP code 010 I am vehicle 011 Diagnostic checks 012 Raising the vehicle 013 Output logging 014 Fundamental physics forces and control 015 Class specifiers 016 Adding grip to GRIP, and vehicle animation 017 Improving the physics body setup 018 Vehicle drifting 019 Physics materials and surface types

06 Time and timing 001 Engine timing 002 Physics timing 003 Time dilation 004 Timers and time sharing 005 Floating point precision

07 Graphics 001 Textures, materials, particle systems and data assets 002 Driving surfaces and wheel effects 003 Vehicle impact effects

08 Vehicle dynamics, part II 001 Automatic bidirectional traction control 002 Vehicle dynamics amelioration 003 CCD

09 Audio 001 Sound waves, cues, classes and attenuation 002 Audio components and vehicle audio

10 Artificial intelligence 001 Spline dependency 002 Nearest spline position determination 003 Where to go 005 Exercising control 006 More than just foot to the floor 007 The nature of attraction 008 Collision avoidance

11 Vehicle dynamics, part III 001 Race position determination 002 Vehicle teleportation 003 Low speed hackery 004 Airblades

12 Pickups 001 Pickups 002 The turbo 003 The gun 004 The missile 005 More missile 006 Missile in motion 007 The shield 008 Bot combat training

13 Camera work 001 Constructing the camera 002 Racing the camera 003 Mounting the camera 004 Action camera essentials

15 Bringing it all together 001 Your world, in your hands

[Udemy] Pro Unreal Engine Game Coding.7z.001 [Udemy] Pro Unreal Engine Game Coding.7z.002 [Udemy] Pro Unreal Engine Game Coding.7z.003 [Udemy] Pro Unreal Engine Game Coding_Subtitles.7z

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