×
Dodano do koszyka:
Pozycja znajduje się w koszyku, zwiększono ilość tej pozycji:
Zakupiłeś już tę pozycję:
Książkę możesz pobrać z biblioteki w panelu użytkownika
Pozycja znajduje się w koszyku
Przejdź do koszyka

Zawartość koszyka

ODBIERZ TWÓJ BONUS :: »

Unreal Engine Physics Essentials. Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4

(ebook) (audiobook) (audiobook) Książka w języku angielskim
Unreal Engine Physics Essentials. Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 Devin Sherry, Vladimir Alyamkin, Katax Emperore - okladka książki

Unreal Engine Physics Essentials. Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 Devin Sherry, Vladimir Alyamkin, Katax Emperore - okladka książki

Unreal Engine Physics Essentials. Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 Devin Sherry, Vladimir Alyamkin, Katax Emperore - audiobook MP3

Unreal Engine Physics Essentials. Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 Devin Sherry, Vladimir Alyamkin, Katax Emperore - audiobook CD

Ocena:
Bądź pierwszym, który oceni tę książkę
Stron:
216
Dostępne formaty:
     PDF
     ePub
     Mobi

Ebook (107,10 zł najniższa cena z 30 dni)

119,00 zł (-75%)
29,90 zł

Dodaj do koszyka lub Kup na prezent Kup 1-kliknięciem

(107,10 zł najniższa cena z 30 dni)

Przenieś na półkę

Do przechowalni

This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4.
Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world.
Next, dive into Unreal Engine 4’s collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.

Wybrane bestsellery

O autorach książki

Devin Sherry is the principal technical designer at People Can Fly in Poland, having worked on Outriders and Outriders: Worldslayer using Unreal Engine 4. Before that, he worked on Aquanox: Deep Descent as a technical designer at the Digital Arrow studio in Serbia. With a decade of experience ranging from the Unreal Developers’ Kit to the newly released Unreal Engine 5, Devin is passionate about creating memorable experiences for players and bringing game mechanics to life.
GitHub
Katax Emperore was born in January 1974. Since his childhood days, he has loved board games, science magazines, comic books, and graffiti painting. Katax was introduced to the IT world when he got his first game platform, Fire Attack from the Game & Watch series by Nintendo, back in the 80's. While spending hours on it, he became curious about the process of creating games. As a teenager, Katax owned Amiga 500 by Commodore on which he played hundreds of games. However, one stuck with him: Shadow of the Beast by Psygnosis. He was enamored by the quality of the graphics, music, and FX sounds involved in the game. Katax realized that he would like to learn to create such games, and this was the first step. Today, he can design and develop any game on various web pages and platforms alike. The Amiga platform created a high-quality gaming experience supported by an advanced hardware architecture that was way ahead of its time. It was a high-profile computer with real stereo sound supported by the advanced Direct Memory Access technology for multiprocessing. On this platform, Katax learned many aspects of programming, multitasking, DMA, interactive applications, IO port mappings, graphic design, and 3D. When Microsoft introduced Windows 98, he got serious about programming, 3D, and graphic design, which led him to base his education, and later his career, in the IT industry. Around this time, Katax experienced a live performance of a digital visual art improvisation over music known as a VJ performance. He was influenced by Jimi Hendrix, and he adopted his style of improvising each track on a live stage. His style involves visualizing forms, colors, and brightness of images and videos by playing live visual transitions over each pixel on the screen. Katax believes that it's necessary for each game designer/developer to be a part of some art movement or activity because it helps you in your career, both technically and spiritually. Katax' favorite bands/artists include Klaus Schulze, Tangerine Dream, Hawkwind, and Jimi Hendrix.

Packt Publishing - inne książki

Zamknij

Przenieś na półkę

Proszę czekać...
ajax-loader

Zamknij

Wybierz metodę płatności

Ebook
29,90 zł
Dodaj do koszyka
Zamknij Pobierz aplikację mobilną Ebookpoint