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標(biāo)題: Titlebook: Beginning iOS 3D Unreal Games Development; Robert Chin Book 2012 Robert Chin 2012 [打印本頁(yè)]

作者: 方面    時(shí)間: 2025-3-21 17:26
書(shū)目名稱Beginning iOS 3D Unreal Games Development影響因子(影響力)




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作者: 遺傳    時(shí)間: 2025-3-21 21:10

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作者: Asperity    時(shí)間: 2025-3-22 14:49
https://doi.org/10.1007/978-1-4302-0435-0K assets are textures, materials, static meshes, skeletal meshes, and sound cues. These are all covered in this chapter. Finally, information specific to game development on the iOS platform using the UDK is also covered. Readers who already use Unreal might want to jump ahead to this section.
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作者: Bronchial-Tubes    時(shí)間: 2025-3-24 05:57
visual Kismet scripting language ..The Unreal UDK code framework, basic UDK tools and other UDK items needed to build a game ..Various author-created game frameworks are presented and are used to illustrate the UnrealScript programming language and user input methods specific to the iOS mobile platform . .978-1-4302-4035-8978-1-4302-4036-5
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作者: 樹(shù)木中    時(shí)間: 2025-3-25 02:39
https://doi.org/10.1007/978-1-4302-0435-0This chapter will cover player controllers, the player’s pawn, and weapons. A pawn in the UDK represents the physical presence of a player or a computer controlled game character. Think of this as the player’s body in the game. The player controller controls the pawn and translates player input into pawn movement and other actions.
作者: ARENA    時(shí)間: 2025-3-25 06:21

作者: 奴才    時(shí)間: 2025-3-25 10:54
https://doi.org/10.1007/978-1-4302-0435-0In this chapter, we will cover several key topics for your gaming environment. These include sound, moving elements like platforms and gates, and information displays. These constitute the last pieces before we move to an actual gameplay example in the next chapter.
作者: jeopardize    時(shí)間: 2025-3-25 14:02

作者: 大猩猩    時(shí)間: 2025-3-25 19:35
https://doi.org/10.1007/978-1-4302-0574-6In this chapter we will build a basic game framework for a physics-based game. A physics game uses realistic models for such things as collisions, forces applied to game objects, behavior of game objects, and gravity. The goal is usually to destroy key objects and perhaps avoid destroying other key objects.
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作者: Mri485    時(shí)間: 2025-3-26 02:09
https://doi.org/10.1007/978-1-4302-0574-6In this chapter we will create a game framework suitable for a top-down shooter/role playing type game.
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作者: 盡管    時(shí)間: 2025-3-27 12:30
https://doi.org/10.1007/978-1-4302-0435-0 follow in subsequent chapters. To start, we take a quick tour of the Unreal Development Kit (UDK) and familiarize those new to Unreal with the development environment. We cover the Unreal Editor, which is where levels are built and assets within the UDK are imported and managed. Some examples of UD
作者: BILIO    時(shí)間: 2025-3-27 14:37

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作者: 符合國(guó)情    時(shí)間: 2025-3-27 22:20
https://doi.org/10.1007/978-1-4302-0435-0. Elements that make up game difficulty include such things as the characteristics of the enemies, the player, the weapons, and the projectiles used in the weapons. Game balance refers to finding the right combination of the above elements in order to create a fun game that the player will continue
作者: 整潔    時(shí)間: 2025-3-28 02:59
https://doi.org/10.1007/978-1-4302-0574-6t the player’s pawn is visible. The great advantage of this is that it adds a movie like quality to the game. The player can see the in-game representation of himself perform various actions such as running, jumping, reloading, and firing weapons. An adventure game has the distinction of the player
作者: 出價(jià)    時(shí)間: 2025-3-28 08:44
UDK Collisions,r rigid bodies based on the shape of a collision mesh. Contact points with other objects using these collision meshes are generated by the physics engine in order to produce an accurate physics simulation.
作者: IVORY    時(shí)間: 2025-3-28 10:48
Sample Game and GamePlay,. Elements that make up game difficulty include such things as the characteristics of the enemies, the player, the weapons, and the projectiles used in the weapons. Game balance refers to finding the right combination of the above elements in order to create a fun game that the player will continue to come back to and play over and over again.
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