Learning Unreal Engine game development : (Record no. 681279)

MARC details
000 -LEADER
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001 - CONTROL NUMBER
control field ocn945637661
003 - CONTROL NUMBER IDENTIFIER
control field OCoLC
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240829145228.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m d
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr unu||||||||
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 160328s2016 enka o 001 0 eng d
040 ## - CATALOGING SOURCE
Original cataloging agency UMI
Language of cataloging eng
Description conventions rda
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Transcribing agency UMI
Modifying agency OCLCF
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015 ## - NATIONAL BIBLIOGRAPHY NUMBER
National bibliography number GBB6G3351
Source bnb
016 7# - NATIONAL BIBLIOGRAPHIC AGENCY CONTROL NUMBER
Record control number 018007250
Source Uk
019 ## -
-- 1259157868
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781784395964
Qualifying information (electronic bk.)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 178439596X
Qualifying information (electronic bk.)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781784398156
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1784398152
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781784398156
035 ## - SYSTEM CONTROL NUMBER
System control number 1193728
-- (N$T)
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)945637661
Canceled/invalid control number (OCoLC)1259157868
037 ## - SOURCE OF ACQUISITION
Stock number CL0500000723
Source of stock number/acquisition Safari Books Online
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.C672
072 #7 - SUBJECT CATEGORY CODE
Subject category code GAM
Subject category code subdivision 001000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.81526
Edition number 23
049 ## - LOCAL HOLDINGS (OCLC)
Holding library MAIN
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Lee, Joanna,
Relator term author.
9 (RLIN) 817485
245 10 - TITLE STATEMENT
Title Learning Unreal Engine game development :
Remainder of title a step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 /
Statement of responsibility, etc. Joanna Lee.
246 30 - VARYING FORM OF TITLE
Title proper/short title Step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Birmingham, UK :
Name of producer, publisher, distributor, manufacturer Packt Publishing,
Date of production, publication, distribution, manufacture, or copyright notice 2016.
300 ## - PHYSICAL DESCRIPTION
Extent 1 online resource (1 volume) :
Other physical details illustrations.
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term computer
Media type code c
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term online resource
Carrier type code cr
Source rdacarrier
347 ## - DIGITAL FILE CHARACTERISTICS
File type text file
490 1# - SERIES STATEMENT
Series statement Community experience distilled
588 ## - SOURCE OF DESCRIPTION NOTE
Source of description note Description based on online resource; title from cover page (Safari, viewed March 24, 2016).
500 ## - GENERAL NOTE
General note Includes index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: An Overview of Unreal Engine; What goes into a game?; What is a game engine?; The history of Unreal Engine; Game development; Artists; Cinematic creators; Sound designers; Game designers; Programmers; The components of Unreal Engine 4; The sound engine; The physics engine; The graphics engine; Input and the Gameplay framework; Light and shadow; Post-process effects; Artificial intelligence; Online and multiplatform capabilities; Unreal Engine and its powerful editors
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Unreal EditorMaterial Editor; The Cascade particle system; The Persona skeletal mesh animation; Landscape -- building large outdoor worlds and foliage; Sound Cue Editor; Matinee Editor; The Blueprint visual scripting system; Unreal programming; Unreal objects; A beginner's guide to the Unreal Editor; The start menu; Project Browser; Content Browser; Toolbar; Viewport; Scene Outliner; Modes; Summary; Chapter 2: Creating Your First Level; Exploring preconfigured levels; Creating a new project; Navigating the viewport; Views; Control keys; Creating a level from a new blank map
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Creating the ground using the BSP Box brushUseful tip -- selecting an object easily; Useful tip -- changing View Mode to aid visuals; Adding light to a level; Useful tip -- positioning objects in a level; Adding the sky to a level; Adding Player Start; Useful tip -- rotating objects in a level; Viewing a level that's been created; Saving a level; Configuring a map as a start level; Adding material to the ground; Adding a wall; Duplicating a wall; Creating an opening for a door; Adding materials to the walls; Sealing a room; Adding props or a static mesh to the room
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Adding Lightmass Importance VolumeApplying finishing touches to a room; Useful tip -- using the drag snap grid; Summary; Chapter 3: Game Objects -- More and Move; BSP Brush; Background; Brush type; Brush solidity; Static Mesh; BSP Brush versus Static Mesh; Making Static Mesh movable; Materials; Creating a Material in Unreal; Materials versus Textures; Texture/UV mapping; How to create and use a Texture Map; Multitexturing; A special form of texture maps -- Normal Maps; Level of detail; Collisions; Collision configuration properties; Simulation Generates Hit Events; Generate Overlap Events
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Collision PresetsCollision Enabled; Object Type; Collision Responses; Collision hulls; Interactions; Static Mesh creation pipeline; Introducing volumes; Blocking Volume; Camera Blocking Volume; Trigger Volume; Nav Mesh Bounds Volume; Physics Volume; Pain Causing Volume; Kill Z Volume; Level Streaming Volume; Cull Distance Volume; Audio Volume; PostProcess Volume; Lightmass Importance Volume; Introducing Blueprint; Level Blueprint; Using the Trigger Volume to turn on/off light; Using Trigger Volume to toggle light on/off (optional); Summary; Chapter 4: Material and Light; Materials
520 ## - SUMMARY, ETC.
Summary, etc. A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 About This Book Learn about game development and the building blocks that go into creating a game A simple tutorial for beginners to get acquainted with the Unreal Engine architecture Learn about the features and functionalities of Unreal Engine 4 and how to use them to create your own games Who This Book Is For If you are new to game development and want to learn how games are created using Unreal Engine 4, this book is the right choice for you. You do not need prior game development experience, but it is expected that you have played games before. Knowledge of C++ would prove to be useful. What You Will Learn Learn what a game engine is, the history of Unreal Engine, and how game studios create games Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level Understand the basic structures of objects in a game, such as the differences between BSP and static meshes Make objects interactive using level blueprints Learn more about computer graphics rendering; how materials and light are rendered in your game Get acquainted with the Material Editor to create materials and use different types of lights in the game levels Utilize the various editors, tools, and features such as UI, the particle system, audio, terrain manipulation, and cinematics in Unreal Engine 4 to create game levels In Detail Unreal Engine 4 is a powerful game development engine that provides rich functionalities to create 2D and 3D games across multiple platforms. Many people know what a game is and they play games every day, but how many of them know how to create a game? Unreal Engine technology powers hundreds of games, and thousands of individuals have built careers and companies around skills developed using this engine. Learning Unreal Engine 4 Game Development starts with small, simple game ideas and playable projects that you can actually finish. The book first teaches you the basics of using Unreal Engine to create a simple game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. The complexity will increase over the chapters and the examples chosen will help you learn a wide variety of game development techniques. This book aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this book, you'll have learnt abou...
590 ## - LOCAL NOTE (RLIN)
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650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element UnrealScript (Computer program language)
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Topical term or geographic name as entry element Video games
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650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
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Topical term or geographic name as entry element Jeux vidéo
General subdivision Conception.
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650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element GAMES / Board
Source of heading or term bisacsh
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650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games
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650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
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650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element UnrealScript (Computer program language)
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758 ## -
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-- Learning Unreal Engine Game Development (Text)
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776 ## - ADDITIONAL PHYSICAL FORM ENTRY
International Standard Book Number 1-78439-815-2
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title Community experience distilled.
9 (RLIN) 541051
856 40 - ELECTRONIC LOCATION AND ACCESS
Materials specified EBSCOhost
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Holdings
Withdrawn status Lost status Damaged status Not for loan Collection code Home library Current library Date acquired Total Checkouts Date last seen Price effective from Koha item type
  Not Lost     EBSCO Computers e-Library   29/08/2024   29/08/2024 29/08/2024 eBook

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