• Complain

Emperore K. - Unreal Engine Physics Essentials

Here you can read online Emperore K. - Unreal Engine Physics Essentials full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. genre: Computer / Science. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Emperore K. Unreal Engine Physics Essentials

Unreal Engine Physics Essentials: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Unreal Engine Physics Essentials" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Packt Publishing, 2015. 216 p. ISBN-10: 1784394904, ISBN-13: 978-1-78439-490-5.
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, youll 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 4s 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.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 4s 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.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. iPAD Amazon Kindle, PC , Cool Reader (EPUB), Calibre (EPUB, MOBI, AZW3), Adobe Digital Editions (EPUB), FBReader (EPUB, MOBI, AZW3).

Emperore K.: author's other books


Who wrote Unreal Engine Physics Essentials? Find out the surname, the name of the author of the book and a list of all author's works by series.

Unreal Engine Physics Essentials — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Unreal Engine Physics Essentials" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Unreal Engine Physics Essentials

Table of Contents
Unreal Engine Physics Essentials

Unreal Engine Physics Essentials

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 authors, 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: September 2015

Production reference: 1230915

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78439-490-5

www.packtpub.com

Credits

Authors

Katax Emperore

Devin Sherry

Reviewer

Abdullah Obaied

Commissioning Editor

Edward Bowkett

Acquisition Editor

Indrajit Das

Content Development Editor

Shubhangi Dhamgaye

Technical Editor

Siddhesh Ghadi

Copy Editor

Relin Hedly

Project Coordinator

Harshal Ved

Proofreader

Safis Editing

Indexer

Monica Ajmera Mehta

Graphics

Disha Haria

Production Coordinator

Nilesh R. Mohite

Cover Work

Nilesh R. Mohite

About the Authors

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.

I am grateful to John Carmack from id Software for his efforts and great work on 3D graphic programming. What he invented and developed back in the 90's was the beginning of the wonderful genre of first-person shooter games, which is my personal favorite. Also, I would like to thank Westwood Studios for introducing the Command and Conquer (C&C) series to the gaming world. This game pioneered many aspects of the modern real-time strategy games, which later powered many subgenres in this area as well. Great job, thank you!

Devin Sherry is originally from Levittown, Long Island in the state of New York, USA. He studied game development and game design at the University of Advancing Technology where he obtained a bachelor's degree of arts in game design in 2012.

During his time in college, Devin worked as a game and level designer with a group of students called Autonomous Games on a real-time, strategy style, third-person shooter game called The Afflicted using Unreal Engine 3/UDK. It was presented at the Game Developers Conference (GDC) in 2013 in the the GDC Play showcase.

Currently, Devin works as an independent game developer located in Tempe, Arizona, where he works on personal and contracted projects. His achievements include the title Radial Impact, which can be found in the Community Contributions section of the Learn tab of Unreal Engine 4's Launcher. You can follow Devin's work on his YouTube channel, Devin Level Design, where he educates viewers on game development within Unreal Engine 3, UDK, and Unreal Engine 4.

About the Reviewer

Abdullah Obaied is a self-taught software engineer with a long history of expertise in game programming. He has professionally worked on games such as Artifice: Faith in Chaos as well as on engines such as Unity and Unreal Engine 4. Furthermore, using the DirectX technology, Abdullah has developed his own engine labeled Nucleus Engine. He was also one of the developers selected to beta-test Unreal Engine 4 back in its early development stage.

Currently, Abdullah works at Mindvalley in Kuala Lumpur, Malaysia in the mobile app development team as an Android developer. You can follow him on his blog, http://damngoodcode.blogspot.com.

www.PacktPub.com
Support files, eBooks, discount offers, and more

For support files and downloads related to your book, please visit www.PacktPub.com.

Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at > for more details.

At www.PacktPub.com, you can also read a collection of free technical articles, sign up for a range of free newsletters and receive exclusive discounts and offers on Packt books and eBooks.

httpswww2packtpubcombookssubscriptionpacktlib Do you need instant - photo 1

https://www2.packtpub.com/books/subscription/packtlib

Do you need instant solutions to your IT questions? PacktLib is Packt's online digital book library. Here, you can search, access, and read Packt's entire library of books.

Why subscribe?
  • Fully searchable across every book published by Packt
  • Copy and paste, print, and bookmark content
  • On demand and accessible via a web browser
Free access for Packt account holders
Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Unreal Engine Physics Essentials»

Look at similar books to Unreal Engine Physics Essentials. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Unreal Engine Physics Essentials»

Discussion, reviews of the book Unreal Engine Physics Essentials and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.