Sherif - Learning C++ by Creating Games with UE4
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Copyright 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: February 2015
Production reference: 1180215
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78439-657-2
www.packtpub.com
Author
William Sherif
Reviewers
Brandon Mann
Matt Sutherlin
Alan Wolfe
Commissioning Editor
Edward Bowkett
Acquisition Editor
Subho Gupta
Content Development Editor
Anand Singh
Technical Editor
Saurabh Malhotra
Copy Editors
Dipti Kapadia
Deepa Nambiar
Project Coordinator
Rashi Khivansara
Proofreaders
Martin Diver
Lawrence A. Herman
Paul Hindle
Indexer
Hemangini Bari
Graphics
Sheetal Aute
Production Coordinator
Melwyn D'sa
Cover Work
Melwyn D'sa
William Sherif is a C++ programmer with more than 8 years' programming experience. He has a wide range of experience in the programming world, from game programming to web programming. He has also worked as a university course instructor (sessional) for 7 years.
He has released several apps on to the iTunes store, including strum and MARSHALL OF THE ELITE SQUADRON.
In the past, he has won acclaim for delivering course material in an easy-to-understand manner.
I'd like to thank my family, for their support when I was writing this book; Mostafa and Fatima, for their hospitality; as well as Ryan and Reda, for letting me write.
Brandon Mann is a well-rounded game developer with over 7 years of professional game-development experience. He has worked on a wide range of titles, from Indie Games to AAA titles, and at companies such as Warner Bros., Midway, and 343 Industries. He has worked on several titles, including Blacklight , Tango Down , Gotham CityImpostors , and Battle Nations .
Matt Sutherlin has been working in the games industry for over a decade now, where he's held job titles ranging from QA and scripter to engine programmer, and technical artist. Most recently, he has been heavily focusing on graphics technology, working on engine renderers, art pipelines, and shaders for AAA titles, such as Heroes of the Storm and Halo 5: Guardians .
I would like to thank my beautiful wife, Megan, for years of support and understanding and Matthew Phillips for giving me my debut in the industry.
Alan Wolfe is a self-taught game and engine programmer who has worked at companies such as inXile Entertainment, Midway, Warner Bros., and Blizzard Entertainment. He has worked on titles including Line Rider 2 , Unbound , Gotham City Impostors , Battle Nations , Insanely Twisted Shadow Planet , and StarCraft II : Heart of the Swarm . Alan is currently a senior engine programmer at Blizzard Entertainment, where he works on StarCraft II and Heroes of the Storm .
I'd like to thank Packt Publishing and the author for allowing me to contribute to this book and to help budding game programmers learn the same way I did. If you want to succeed as a game programmer, practice implementing everything you learn, hang out with like-minded individuals, who want to achieve the same things you do, and never stop learning new things.
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So, you want to program your own games using Unreal Engine 4 (UE4). You have a great number of reasons to do so:
- UE4 is powerful: UE4 provides some of the most state-of-the-art, beautiful, realistic lighting and physics effects, of the kind used by AAA Studios.
- UE4 is device-agnostic: Code written for UE4 will work on Windows desktop machines, Mac desktop machines, Android devices, and iOS devices (at the time of writing this bookeven more devices may be supported in the future).
So, you can use UE4 to write the main parts of your game once, and after that, deploy to iOS and Android Marketplaces without a hitch. (Of course, there will be a few hitches: iOS and Android in app purchases will have to be programmed separately.)
A game engine is analogous to a car engine: the game engine is what drives the game. You will tell the engine what you want, and (using C++ code and the UE4 editor) the engine will be responsible for actually making that happen.
You will build your game around the UE4 game engine, similar to how the body and wheels are built around an actual car engine. When you ship a game with UE4, you are basically customizing the UE4 engine and retrofitting it with your own game's graphics, sounds, and code.
The answer, in short, is $19 and 5 percent of sales.
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