Unreal Engine Vr Cookbook
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Author | : Mitch McCaffrey |
Publisher | : Addison-Wesley Professional |
Total Pages | : 386 |
Release | : 2017-02-09 |
Genre | : Computers |
ISBN | : 0134649788 |
This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. “With his YouTube channel, Mitch’s VR Lab, Mitch has helped thousands of people understand the foundations of locomotion and interaction mechanics with clear and concise UE4 videos. I’m thrilled that he has taken the time to bring all his knowledge and experience in working with Unreal Engine and Virtual Reality to the Unreal® Engine VR Cookbook.... Mitch is uniquely qualified to share this book with the world.” —Luis Cataldi, Unreal Engine Education, Epic Games, Inc. For game developers and visualization specialists, VR is the next amazing frontier to conquer—and Unreal Engine 4 is the ideal platform to conquer it with. Unreal ® Engine VR Cookbook is your complete, authoritative guide to building stunning experiences on any Unreal Engine 4-compatible VR hardware. Renowned VR developer and instructor Mitch McCaffrey brings together best practices, common interaction paradigms, specific guidance on implementing these paradigms in Unreal Engine, and practical guidance on choosing the right approaches for your project. McCaffrey’s tested “recipes” contain step-by-step instructions, while empowering you with concise explanations of the underlying theory and math. Whether you’re creating first-person shooters or relaxation simulators, the techniques McCaffrey explains help you get immediate results, as you gain “big picture” knowledge and master nuances that will help you succeed with any genre or project. Understand basic VR concepts and terminology Implement VR logic with Blueprint visual scripting Create basic VR projects with Oculus Rift, HTC Vive, Gear VR, Google VR, PSVR, and other environments Recognize and manage differences between seated and standing VR experiences Set up trace interactions and teleportation Work with UMG and 2D UIs Implement character inverse kinematics (IK) for head and hands Define effective motion controller interaction Help users avoid motion sickness Optimize VR applications Explore the VR editor, community resources, and more If you’re ready to master VR on Unreal Engine 4, this is the practical resource you’ve been searching for! Register your product at informit.com/register for convenient access to downloads, updates, and corrections as they become available.
Author | : Kevin Mack |
Publisher | : Packt Publishing Ltd |
Total Pages | : 622 |
Release | : 2019-04-30 |
Genre | : Computers |
ISBN | : 1789133882 |
The key problem with VR development is understanding how to set up a project and running it on your desktop or mobile VR device. With this book, you will not only learn the specifics of virtual reality development in Unreal but also build immersive and fun VR projects that can be experienced on your VR devices.
Author | : Brais Brenlla Ramos |
Publisher | : Packt Publishing Ltd |
Total Pages | : 518 |
Release | : 2019-05-27 |
Genre | : Computers |
ISBN | : 1789533368 |
Build optimized, efficient, and real-time applications that are production-ready using Unreal Engine's Material Editor Key FeaturesCreate stunning visual effects for 3D games and high-quality graphicsDesign efficient Shaders for mobile platforms without sacrificing their realismDiscover what goes into the structure of Shaders and why lighting works the way it doesBook Description Unreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry. With that in mind, this book aims to help you get the most out of Unreal Engine 4 - from creating awe-inspiring graphics to delivering optimized experiences to your users. This is possible thanks to a mixture of hands-on experience with real materials and the theory behind them. You will immediately know how to create that material that you want to display, and you'll also end up with the knowledge that will let you know how to control it. All of this will be done without losing sight of two key components of any real-time application - optimization, and efficiency. The materials that you create will be light and efficient, and they will vary depending on your target platform. You'll know which techniques can be used in any kind of device and which ones should be kept to high-end machines, giving you the confidence to tackle any material-related task that you can imagine. Hop onboard and discover how! What you will learnMaster Unreal Engine's rendering pipeline for developing real-time graphicsUse physically based rendering (PBR) for building materials and lighting solutionsBuild optimized materials for games targeting multiple platformsUnderstand Unreal Engine's node and functions for creating desirable effectsDesign and build production-ready shadersExplore Unreal Engine's Material Editor for building complex materials and texturesWho this book is for This book is for developers who want to create their first Shaders in Unreal Engine 4 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unreal is required to get the most from this book.
Author | : Tom Shannon |
Publisher | : Addison-Wesley Professional |
Total Pages | : 492 |
Release | : 2017-07-24 |
Genre | : Computers |
ISBN | : 013468074X |
The Official, Full-Color Guide to Developing Interactive Visualizations, Animations, and Renderings with Unreal Engine 4 Unreal Engine 4 (UE4) was created to develop video games, but it has gone viral among architecture, science, engineering, and medical visualization communities. UE4’s stunning visual quality, cutting-edge toolset, unbeatable price (free!), and unprecedented ease of use redefines the state of the art and has turned the gaming, film, and visualization industries on their heads. Unreal Engine 4 for Design Visualization delivers the knowledge visualization professionals need to leverage UE4’s immense power. World-class UE4 expert Tom Shannon introduces Unreal Engine 4’s components and technical concepts, mentoring you through the entire process of building outstanding visualization content–all with realistic, carefully documented, step-by-step sample projects. Shannon answers the questions most often asked about UE4 visualization, addressing issues ranging from data import and processing to lighting, advanced materials, and rendering. He reveals important ways in which UE4 works differently from traditional rendering systems, even when it uses similar terminology. Throughout, he writes from the perspective of visualization professionals in architecture, engineering, or science–not gaming. Understand UE4’s components and development environment Master UE4’s pipeline from source data to delivered application Recognize and adapt to the differences between UE4 and traditional visualization and rendering techniques Achieve staggering realism with UE4’s Physically Based Rendering (PBR) Materials, Lighting, and Post-Processing pipelines Create production-ready Materials with the interactive real-time Material Editor Quickly set up projects, import massive datasets, and populate worlds with accurate visualization data Develop bright, warm lighting for architectural visualizations Create pre-rendered animations with Sequencer Use Blueprints Visual Scripting to create complex interactions without writing a single line of code Work with (and around) UE4’s limitations and leveraging its advantages to achieve your vision All UE4 project files and 3ds Max source files, plus additional resources and links, are available at the book's companion website.
Author | : Sam Keene |
Publisher | : Addison-Wesley Professional |
Total Pages | : 557 |
Release | : 2018-08-30 |
Genre | : Computers |
ISBN | : 0134845560 |
The Complete, Up-to-Date Guide to Building AR and VR Games Google’s new ARCore and Daydream VR platforms enable you to deliver advanced augmented and virtual reality games and apps on a wide spectrum of modern Android devices. Now for the first time, there’s a comprehensive deep dive into both ARCore and Daydream for every Android developer and designer. Multi-award-winning AR/VR developer Sam Keene takes a hands-on approach, leading you through all aspects of the ARCore and Daydream frameworks and SDKs, with step-by-step tutorials and advice for building pro-quality AR/VR games and apps. Keene presents his material as a cookbook of recipes to get you up and running with VR/AR development as fast and as painlessly as possible. The recipes in most chapters start by assembling the essential building blocks, which are pieced together to create something larger. You are then free to take these building blocks and turn them into your own creation. Keene also provides an extensive library of downloadable, up-to-the-minute ARCore and Daydream code to jumpstart your project. In addition, he takes you through crucial UX design principles and best practices learned from building large scale VR and AR apps at Google. Google Daydream VR Cookbook shows you how to: Install and explore the Google Daydream development tools Master basic and advanced Daydream Controller techniques Implement intuitive VR user interfaces Integrate audio, video, and realistic physics into your VR games Install and explore the ARCore SDK and development tools Learn how to build AR apps that solve real user needs Master AR game development using ARCore Optimize VR and AR game performance Whether you are a software developer, UX professional, visual designer, beginner, or you come from a different design field, this book is a great practical introduction to VR and AR.
Author | : Muhammad A.Moniem |
Publisher | : Packt Publishing Ltd |
Total Pages | : 384 |
Release | : 2016-06-30 |
Genre | : Computers |
ISBN | : 1785885227 |
Take your game development skills to the next level with one of the best engines on the market About This Book Build an entire AAA game level throughout the book Take your C++ scripting skills to the next level and use them extensively to build the game An advanced practical guide with a tutorial style approach that will help you make the best of Unreal engine 4 Who This Book Is For This book is for game developers who have a basic knowledge of Unreal Engine and C++ scripting knowledge. If you want to take the leap from a casual game developer to a full-fledged professional game developer with Unreal Engine 4, this is the book for you. What You Will Learn Script your player controls in C++ Build a superb and engaging level with advanced design techniques Program AI with C++ Use Cascade to add life to your games Use custom shaders and advanced shading techniques to make things pretty Implement an awesome UI in the game Control gameplay using data tables In Detail Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we'll explain advanced shaders and effects techniques and how you can implement them in your games. You'll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You'll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4! Style and approach An advanced guide that will take you to the next level of developing games with Unreal engine with illustrative examples that will make you confident of creating customized professional level games on your won.
Author | : Marcos Romero |
Publisher | : Packt Publishing Ltd |
Total Pages | : 366 |
Release | : 2019-08-23 |
Genre | : Computers |
ISBN | : 1789348420 |
Publisher's note: This edition from 2019 is based on Unreal Engine 4 and does not make use of the most recent Unreal Engine features. A new third edition, updated for Unreal Engine 5 blueprints including new topics, such as implementing procedural generation and creating a product configurator, has now been published. Key FeaturesDesign a fully functional game in UE4 without writing a single line of codeImplement visual scripting to develop gameplay mechanics, UI, visual effects, VR and artificial intelligenceDeploy your game on multiple platforms and share it with the worldBook Description Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers. This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You'll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you'll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you'll learn how to build a basic VR game. By the end of this book, you'll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience. What you will learnUnderstand programming concepts in BlueprintsCreate prototypes and iterate new game mechanics rapidlyBuild user interface elements and interactive menusUse advanced Blueprint nodes to manage the complexity of a gameExplore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event GraphGet to grips with object-oriented programming (OOP) concepts and explore the Gameplay FrameworkLearn Virtual Reality development with UE BlueprintWho this book is for This book is for anyone who is interested in developing games or applications with UE4. Although basic knowledge of Windows OS is required, experience in programming or UE4 is not necessary.
Author | : Katax Emperore |
Publisher | : Packt Publishing Ltd |
Total Pages | : 216 |
Release | : 2015-09-28 |
Genre | : Computers |
ISBN | : 1784398233 |
Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 About This Book Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for your game world Explore the Collision mechanics within Unreal Engine 4 to create advanced, real-world physics A step-by-step guide to implementing the Physics concepts involved in Unreal Engine 4 to create a working Vehicle Blueprint Who This Book Is For This book is intended for beginner to intermediate users of Epic Games' Unreal Engine 4 who want to learn more about how to implement physics within their game-world. No matter what your knowledge base of Unreal Engine 4 is, this book contains valuable information on blueprint scripting, collision generation, materials, and the Physical Asset Tool (PhAT) for all users to create better games. What You Will Learn Get to know basic to intermediate topics in mathematics and physics Create assets using the Physics Asset Tool (PhAT) in Unreal Engine 4 Develop Collision Hulls, which are necessary to take advantage of Unreal Engine 4's physics and collision events Use constraints to create advanced physics-based assets for your game-world Working knowledge of physics bodies, physics damping, and friction within Unreal Engine 4 Develop physical materials to recreate real-world friction for substances such as glass and ice Create a working vehicle blueprint from scratch using assets provided by Unreal Engine 4 Gain knowledge about implementing advanced physics in Unreal Engine 4 using C++ programming In Detail Unreal Engine 4 is one of the leading game development tools used by both AAA and independent developers alike to create breathe-taking games. One of the key features of this tool is the use of Physics to create a believable game-world for players to explore. 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. Style and approach An easy-to-follow reference text filled with working examples of physics within Unreal Engine 4. Each topic is broken down to easily explain how to implement physics and physical objects in your game-world using the tools provided by Epic Games Unreal Engine 4.
Author | : Jonathan Linowes |
Publisher | : Packt Publishing Ltd |
Total Pages | : 286 |
Release | : 2015-09-01 |
Genre | : Computers |
ISBN | : 1785286803 |
Explore the world of Virtual Reality by building immersive and fun VR projects using Unity 3D About This Book Learn the basic principles of virtual reality applications and get to know how they differ from games and desktop apps Build various types of VR experiences, including diorama, first-person characters, riding on rails, 360 degree projections, and social VR A project-based guide that teaches you to use Unity to develop VR applications, which can be experienced with devices such as the Oculus Rift or Google Cardboard Who This Book Is For If you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications then this book is for you. Any experience in Unity is an advantage. What You Will Learn Create 3D scenes with Unity and Blender while learning about world space and scale Build and run VR applications for consumer headsets including Oculus Rift and Google Cardboard Build interactive environments with physics, gravity, animations, and lighting using the Unity engine Experiment with various user interface (UI) techniques that you can use in your VR applications Implement the first-person and third-person experiences that use only head motion gestures for input Create animated walkthroughs, use 360-degree media, and build multi-user social VR experiences Learn about the technology and psychology of VR including rendering, performance and VR motion sickness Gain introductory and advanced experience in Unity programming with the C# language In Detail What is consumer “virtual reality”? Wearing a head-mounted display you view stereoscopic 3D scenes. You can look around by moving your head, and walk around using hand controls or motion sensors. You are engaged in a fully immersive experience. On the other hand, Unity is a powerful game development engine that provides a rich set of features such as visual lighting, materials, physics, audio, special effects, and animation for creating 2D and 3D games. Unity 5 has become the leading platform for building virtual reality games, applications and experiences for this new generation of consumer VR devices. Using a practical and project-based approach, this book will educate you about the specifics of virtual reality development in Unity. You will learn how to use Unity to develop VR applications which can be experienced with devices such as the Oculus Rift or Google Cardboard. We will then learn how to engage with virtual worlds from a third person and first person character point of view. Furthermore, you will explore the technical considerations especially important and possibly unique to VR. The projects in the book will demonstrate how to build a variety of VR experiences. You will be diving into the Unity 3D game engine via the interactive Unity Editor as well as C-Sharp programming. By the end of the book, you will be equipped to develop rich, interactive virtual reality experiences using Unity. So, let's get to it! Style and approach This book takes a practical, project-based approach to teach specifics of virtual reality development in Unity. Using a reader-friendly approach, this book will not only provide detailed step-by-step instructions but also discuss the broader context and applications covered within.
Author | : Rachel Cordone |
Publisher | : Packt Publishing Ltd |
Total Pages | : 195 |
Release | : 2019-05-31 |
Genre | : Computers |
ISBN | : 1789953448 |
Learn how to use Unreal Engine 4 by building 3D and multiplayer games using Blueprints Key FeaturesLearn the fundamentals of Unreal Engine such as project templates, Blueprints, and C++Learn to design games; use UMG to create menus and HUDs, and replication to create multiplayer gamesBuild dynamic game elements using Animation Blueprints and Behavior TreesBook Description Unreal Engine is a popular game engine for developers to build high-end 2D and 3D games. This book is a practical guide, starting off by quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You will learn how to create Blueprints and C++ code to define your game's functionality. You will be familiarized with the core systems of UE4 such as UMG, Animation Blueprints, and Behavior Trees. You will also learn how to use replication to create multiplayer games. By the end of this book, you will have a broad, solid knowledge base to expand upon on your journey with UE4. What you will learnUse project templates to give your game a head startCreate custom Blueprints and C++ classes and extend from Epic's base classesUse UMG to create menus and HUDs for your gameCreate more dynamic characters using Animation BlueprintsLearn how to create complex AI with Behavior TreesUse replication to create multiplayer gamesOptimize, test, and deploy a UE4 projectWho this book is for Readers who already have some game development experience and Unity users who would like to try UE4 will all benefit from this book. Knowledge of basic Object-Oriented Programming topics such as variables, functions, and classes is assumed.