流派:电子学习| MP4 |视频:h264,1280×720 |音频:AAC,44.1 KHz
语言:英语|大小:24.3 GB |时长:26h 21m
关于如何在现实世界的C++游戏编程战场上生存的黑皮书

你会学到什么
游戏编程智慧来自一位仍在前线工作的行业老手
一系列非常深入的游戏背后的代码GRIP:战斗赛车
如何从零代码的游戏创意,一直到最终实现
如何从库存和源代码建立虚幻引擎
使用性能版本控制以及如何在团队中有效工作
如何使用虚幻引擎编辑器
编码标准和最佳实践
常见编程问题及其常见解决方案
编写可读、可维护、快速且高效的代码
先进的C++来缓冲这些代码
解决许多常见编码问题的数学魔术
在3D游戏世界中有效工作的复杂矢量数学
理解创造职业游戏的虚幻引擎对象框架
创建和使用材料、粒子系统和程序几何图形的图形编程
创建和使用声音提示、类和混音器的音频编程
理解车辆动力学并从头开始建立物理模型
理解人工智能,构建自主汽车机器人
了解相机和如何让你的游戏发光
如何创建一个以武器和其他能源为特色的皮卡系统
如何实现这些武器和动力,从简单的涡轮到自动寻的导弹
如何修改虚幻引擎源代码本身,并对引擎进行升级

描述
嘿,欢迎来到专业课,虚幻引擎,游戏编码。又名黑书,但为什么是黑书?嗯,如果你想要完整的体验,就看简短的预览视频。但如果你喜欢读书,那么在25年前左右,我刚进入游戏行业的时候,就出现了这么一本黑书。一本关于图形编程的书,充满了编程高手迈克尔·阿布拉什写的编程咒语。这本黑色的书,吸引了像我这样的许多程序员,从仅仅有能力,到能够在屏幕上产生类似魔法的东西。这是传奇。

自那以后,自然发生了很大的变化,在本课程中,我们为新一代人编写了一本新的黑皮书,这是一系列面向21世纪20年代的虚幻引擎游戏编码大师课程。我想告诉你们,迈克尔·亚伯拉什给了我这一代人什么。我将带你从一个虚幻引擎处女,成为一个真正的专业人士,成为任何雇主的宝贵资产。

我的最后一个游戏,GRIP:战斗赛车,将是本课程后半部分的重点,我们将会看到那里发生的很多事情。我们要揭露它所有的秘密。这段旅程将带你从一个C++新手,一直到写我参与过的最具挑战性的赛车游戏,我已经写了几个。但如果这听起来很可怕,别担心,我们有这个。我们可以一起做到。

我将以一种严肃的方式进行陈述,避开很多你不需要知道的东西,专注于你真正做的事情,并提供如何应用这里教你的东西的坚实例子。这不是学术界,这是现实世界中完成它,并把它做好的一种编码。这是直接取自游戏开发战场的东西。在牢固地建立了所有的基础之后,我会给你一些技巧和技术,算法和见解,这些都是从几十年的编码经验中收集来的,你可以在许多游戏类型中应用。我们要把你变成一个虚幻引擎忍者。

所以准备好编码器一,因为我们有工作要做。

本课程面向谁:
游戏程序员想在虚幻引擎中工作
游戏程序员想把他们的技能发挥到极致

Genre: eLearning | MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 24.3 GB | Duration: 26h 21m
The black book on how to survive on the battlefield of real-world C++ game programming

What you’ll learn
Game programming wisdom from an industry veteran still working at the forefront
A series of very deep dives into the code behind the game GRIP: Combat Racing
How to go from having a game idea with zero code, all the way up to final implementation
How to setup Unreal Engine both from stock build and from source code
Using Perforce version control and how to work effectively within a team
How to use the Unreal Engine Editor
Coding standards and best practices
Common programming problems and their common solutions
Writing readable, maintainable, yet fast and efficient code
Advanced C++ to buff those coding chops
Mathematical magic for solving many common coding problems
Complex vector mathematics for working effectively in a 3D game world
Understanding the Unreal Engine object framework for creating professional games
Graphics programming to create and use materials, particle systems and procedural geometry
Audio programming to create and use sound cues, classes and mixers
Understanding vehicle dynamics and building a physics model from the ground up
Understanding artificial intelligence and building an autonomous vehicle bot
Understanding cameras and how to make your game shine
How to create a pickup system featuring weapons and other power-ups
How to implement those weapons and power-ups, from a simple turbo to a homing missile
How to modify the Unreal Engine source code itself, and perform upgrades to the engine

Description
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.

Who this course is for:
Game coders wanting to work in Unreal Engine
Game coders wanting to take their skills to the top
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