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Game Development with Unreal Engine 5 Volume 1: Design Phase

Tiow Wee Tan

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مشخصات کتاب

نویسنده
Tiow Wee Tan
ناشر
Apress L. P.
سال انتشار
۲۰۲۴
فرمت
RAR
زبان
انگلیسی
حجم فایل
۹۰ مگابایت
شابک
9781484298237، 1484298233

دربارهٔ کتاب

Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition into the programming dimensions of game creation with C++ featured in Volume 2. Blending artistic mastery with technical prowess, you’ll journey from the basics of UE5’s environment to creating expansive landscapes with procedural content generation and combining materials for lifelike terrains. Discover the power of Quixel Bridge and Megascans to bring realistic textures and models into your projects, and master Nanite for rendering complex scenes with cinematic fidelity. You’ll also learn to create dynamic lighting and shadow effects with Lumen, enrich your game’s atmosphere with sophisticated particle systems using Niagara. Then integrate characters and adversaries into our worlds, making them come alive with interactive elements. From designing large open landscapes to implementing advanced visual effects, Game Development with UE 5, Volume 1 is your gateway to elevating the visual appeal and interactive experience of your game. What You Will Learn Sculpt vast, open worlds with UE5's advanced landscape tools and Heightmaps. Construct highly detailed environments with Nanite, achieving unparalleled visual quality without sacrificing performance. Introduce dynamic global illumination with Lumen, crafting stunning lighting and shadow effects that respond to changes in the game world in real-time. Implement Real-Time Virtual Textures to significantly enhance texture streaming efficiency in large-scale environments. Use Procedural Content Graph to populate your game worlds with dynamic, lifelike vegetation that adds depth and realism to your landscapes. Explore Niagara's powerful visual effects system to create complex and captivating effects that elevate the aesthetic appeal of your game. W ho This Book Is For Game developers who want to learn how to use Unreal Engine 5 would benefit from this book. Table of Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Getting Started with Unreal Engine 5 What Is Unreal Engine 5? The Benefits of Unreal Engine 5 Expanding Horizons Realistic Visuals Reimagining Possibilities Procedural Foliage: Unreal’s Solution Unleashing Visual Fidelity Unleashing Creativity Elevating Control Chaos Unleased Empowering Sound Designers Setting Up the Development Environment Installing Unreal Engine 5 and Dependencies Installing Visual Studio Community 2022 and Dependencies Other Preparations Prepare New Project Run on Low-Quality Mode Show Engine Content Summary Chapter 2: From Heightmap to Large Open-World Landscape Set Up a New Level Prepare the Heightmap Convert EXR to PNG with GIMP Create Landscape from Heightmap Ensure Correct Scale from Perspective Convert to World Partition Save the Level Before Conversion The Conversion World Partition Editor World Partition Runtime Settings Summary Chapter 3: Auto-Blend Landscape Materials Material Setup Attach Material to Landscape Auto-Blending Height-Based Materials Important Nodes to Look Into Named Reroute Declaration Node Constant Node Constant3Vector Node As RGB Color Create a Material Parameter from a Node Material Layer Blend (Standard) Node Set Material Attributes Node The Design of Materials Top Material Middle Layer Material Bottom Layer Materials Height Position for Individual Pixel Bottom Half Layer Material Top Half Layer Material The First Material Result Visualize the Result Improvement with Slope Attribute Adding Slope Attribute in Material Design Visualize the Result with Slope Consideration Summary Chapter 4: Revitalizing Visuals: Asset Import and Procedural Creation Quixel Bridge and Megascans Asset ID Surface (Texture) Assets Asset Download Asset Integration 3D Assets and 3D Plants Nanite Import and Enable Nanite on 3D Geometry Assets To Enable Nanite on Static Mesh Visual Improvement on AutoBlend_Height_MAT Landscape Material General_Template_MF Set Up the Texture Samplers for Properties Improve Texture Tiling Sampler Incorporate UV_Variation into General_Template_MF Complete the AutoBlend_Height_MAT Landscape Material Procedural Content Generation (PCG) Set Up the PCG Volume Important PCG Nodes to Look Into Input Node Surface Sampler Point Filter Transform Points Projection Normal to Density Density Filter Self-Pruning Bounds Modifier Difference Static Mesh Spawner Force Regen Design of Content Volume PCG Graph Procedural Generate Large Rocks Procedural Generate Gravel Stones Procedural Generate Vegetations Final Visualization Result Summary Chapter 5: Enhancing Visual Realism with Runtime Virtual Textures and Material Blending Runtime Virtual Texture Color Map in RVT Increase Framework and Optimization with RVT World Height in RVT Material Blending and RVT in UE5 Set Up an RVT Asset in UE5 RVT Volume The Setup of RVT Volume Set RVT Volumes Inside Landscape Partitions RVT Output in Material Editor Set Up RVT Output Node See the Result on the RVT Assets Material Blend with RVT Assets Additional Logic to This Duplicated Material (RVT) Asset’s Original Materials Landscape’s Color RVT Create an Alpha for the Blending Final Material Output and Result Put Them Altogether Summary Chapter 6: Mastering Lumen Global Illumination in Unreal Engine 5 How Lumen Works Enabling and Configuring Lumen Evaluating Lumen’s Lighting Effects Preparation Tasks Procedural Content Generated Cave Set Animate Emissive Materials The Workflow of Importing the Model in UE5 Placing the Asset in the Level The Influence from Lumen Import Macrovirus and Set Its Emissive Effects Lumen in Post-Processing Effects Settings of the Post-Processing Volume Lumen Effects Inside and Outside Post-Processing Volume Summary Chapter 7: Harnessing the Power of Niagara: Practical Examples in Unreal Engine 5 Getting Started with Niagara Creating First Particle Effect Learning the Basics of Particle Systems Rename Emitter Enable an Emitter’s Local Space Result of Enabled/Disabled Local Space Sim Target Emitter Update: Loop Duration and Spawn Rate Modifying Particle Emission: From Continuous Flow to Burst Effect Adjusting Particle Burst Frequency Customizing Particle Visuals with Material Swaps in UE’s Niagara System Harnessing the Power of Niagara #1: Smoke from Landing Spaceship Import and Set Up the Spaceship Set Up Material for the Smoke Niagara System Set Up the SmokeFromLandingShip Niagara System Initialize Particles Shape Location Add Velocity Gravity Force Drag Value Acceleration Force Color Scale Sprite Size Sprite Renderer Placement of the SmokeFromLandingShip Niagara System Harnessing the Power of Niagara #2: Spiral Effects on Magical Ball Import and Set Up the Magical Ball Initialize Particle Rotate Around Point Disable the Shape Location Add Velocity Scale Sprite Size Gravity Force Drag Scale Color Sprite Renderer Spiral in Action Bring In the Magical Ball Bring In the Niagara System Particle Effect Attaching Niagara Particles Harnessing the Power of Niagara #3: Dust Storm Set Up Materials for the Dust-Rock Emitter Set Up the Dust-Storm Niagara System Initialize Particles Shape Location Add Velocity Scale Sprite Size Disable Gravity Force Drag Wind Force Scale Color Curl Noise Force Sprite Renderer Add Another Emitter Initial Settings for Smoke Storm Initialize Particle for Smoke Storm Shape Location for Smoke_Storm Add Velocity for the Smoke Storm Disable Gravity and Drag Modules for Smoke_Storm Sprite Rotation Rate for Smoke_Storm Scale Sprite Size for Smoke_Storm Scale Color for Smoke_Storm Sprite Renderer for Smoke_Storm Placement of the Dust_Storm Niagara System Summary Bringing Worlds to Life: Concluding the Design Phase Index Learn how to craft a lifelike and captivating game by mastering the latest features and techniques of Unreal Engine 5.2. This book, which covers artistic features as well as C++ programming, will give you deep insight into constructing breathtaking environments, optimizing lighting, refining soundscapes, implementing visual effects, and perfecting character animations. These achievements will be unlocked through the utilization of cutting-edge functionalities like the World Partition system, Procedural Content Generation, Nanite, Runtime Virtual Texture, Lumen, Niagara, MetaSounds, and character animations. Furthermore, you will dive into programming game logic using C++, effectively controlling characters through the advanced Input System. Youll also uncover the art of designing diverse and spontaneous landscapes and biomes through procedural generation techniques. Your journey will commence with a comprehensive grasp of the World Partition system, an innovative approach to level organization and streaming. Following that, youll learn to harness the power of Megascans assets, an extensive collection of 3D realistic scanned elements sourced from Quixel Bridge. The Nanite feature will empower you to create intricately detailed assets with remarkable efficiency. Delving into the Procedural Content Generation feature will enable you to generate assets with unparalleled ease. Lumen, a captivating addition to UE5, will grant you access to an entirely dynamic global illumination solution that seamlessly adapts to scene and lighting fluctuations. Moreover, youll have the chance to experiment with various material blending techniques across distinct 3D assets using the Runtime Virtual Texture feature. You will also be introduced to MetaSounds, an avant-garde system for crafting interactive audio experiences, alongside novel animation features, including the option to incorporate characters from MetaHuman. Youll uncover the magic of the Niagara particle effects system, elevating visual realism within your game. Additionally, youll build your game logic from scratch using C++, encompassing both player character control and AI logic for enemy characters. Lastly, youll uncover the intricacies of packaging and distributing your game for the PC Windows platform. Upon completing the book, youll have developed a fully functional and immersive game, be able to harness the power of Unreal Engine 5 and C++ in your own game projects. What You Will Learn Who Is This Book For Game developers who have a working knowledge of Unreal Engine and C++ who want to learn how to use them in tandem for more advanced projects.

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