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UDL in the Cloud!: How to Design and Deliver Online Education Using Universal Design for Learning

by Katie Novak Tom Thibodeau

UDL in the Cloud helps educators design and deliver more accessible, engaging, and effective online learning experiences. Drawing on years of experience in K-12 and postsecondary settings, authors Katie Novak and Tom Thibodeau offer a highly practical approach to developing e-courses, virtual snow days, flipped classes, and blended learning experiences that meet the needs of diverse learners.

Ultra Low Power Electronics and Adiabatic Solutions

by Hervé Fanet

This book provides the basic principles explaining the origin and limits of heat dissipation in electronic systems. This problem is significant and explains developments in microelectronics. The emergence of the Internet of Things is a more important issue than in the past. Current solutions are described both at system level component that limits but not seem surmountable. Called adiabatic new proposals are detailed. They lead to question based on semiconductor technology and advocate the use of nanorelais.

The Uncertain Digital Revolution

by André Vitalis

Digital information and communication technologies are seen as a threat to privacy, a step forward for freedom of expression and communication, a tool in the fight against terrorism or the source of a new economic wealth. This book revisits the major issues that have emerged with the progress of computerization by describing the context, finding the terms in which these issues were formulated and to mobilize the theoretical grids for a better understanding. It reflects on the various questions asked regarding the freedoms of individual. Between individualism and reinforced pervasive control, it allows a better understanding of the essential issues of the current "digital revolution".

Uncertainty in Biology

by Liesbet Geris David Gomez-Cabrero

Computational modeling allows to reduce, refine and replace animal experimentation as well as to translate findings obtained in these experiments to the human background. However these biomedical problems are inherently complex with a myriad of influencing factors, which strongly complicates the model building and validation process. This book wants to address four main issues related to the building and validation of computational models of biomedical processes: 1. Modeling establishment under uncertainty 2. Model selection and parameter fitting 3. Sensitivity analysis and model adaptation 4. Model predictions under uncertainty In each of the abovementioned areas, the book discusses a number of key-techniques by means of a general theoretical description followed by one or more practical examples. This book is intended for graduate students and researchers active in the field of computational modeling of biomedical processes who seek to acquaint themselves with the different ways in which to study the parameter space of their model as well as its overall behavior.

Unconventional Computation and Natural Computation

by Martyn Amos Anne Condon

This book constitutes the refereed proceedings of the 15th International Conference on Unconventional Computation and Natural Computation, UCNC 2016, held in Manchester, UK, in July 2016. The 15 revised full papers presented together with 5 invited papers were carefully reviewed and selected from 30 submissions. The papers cover a wide range of topics including molecular, cellular, quantum, optical and chaos computing; cellular automata; neural and evolutionary computation; artificial immune systems; Ant algorithms and swarm intelligence; amorphous computing; membrane computing; computational systems biology and computational neuroscience; and synthetic biology.

Understanding Compression: Data Compression for Modern Developers

by Aleks Haecky Colt Mcanlis

If you want to attract and retain users in the booming mobile services market, you need a quick-loading app that won’t churn through their data plans. The key is to compress multimedia and other data into smaller files, but finding the right method is tricky. This witty book helps you understand how data compression algorithms work—in theory and practice—so you can choose the best solution among all the available compression tools. With tables, diagrams, games, and as little math as possible, authors Colt McAnlis and Aleks Haecky neatly explain the fundamentals. Learn how compressed files are better, cheaper, and faster to distribute and consume, and how they’ll give you a competitive edge. Learn why compression has become crucial as data production continues to skyrocket; Know your data, circumstances, and algorithm options when choosing compression tools; Explore variable-length codes, statistical compression, arithmetic numerical coding, dictionary encodings, and context modeling; Examine tradeoffs between file size and quality when choosing image compressors; Learn ways to compress client- and server-generated data objects; Meet the inventors and visionaries who created data compression algorithms.

Understanding Control Flow

by Peter A. Buhr

The control-flow issues presented in this textbook are extremely relevant in modern computer languages and programming styles. In addition to the basic control-flow mechanisms, virtually all new computer languages provide some form of exceptional control flow to support robust programming introduced in this textbook. Also, concurrency capabilities are appearing with increasing frequency in both new and old programming languages, and are covered in this book. Understanding Control Flow: With Concurrent Programming Using μC++ starts with looping, and works through each of the basic control-flow concepts, examining why each is fundamental and where it is useful. Time is spent on each concept according to its level of difficulty. Examples and exercises are also provided in this textbook. New programming methodologies are requiring new forms of control flow, and new programming languages are supporting these methodologies with new control structures, such as the concurrency constructs discussed in this textbook. Most computers now contain multi-threading and multi-cores, while multiple processors and distributed systems are ubiquitous -- all of which require advanced programming methodologies to take full advantage of the available parallelism summarized in this textbook. Advance forms of control flow are becoming basic programming skills needed by all programmers, not just graduate stude nts working in the operating systems or database disciplines. This textbook is designed for advanced-level students studying computer science and engineering. Professionals and researchers working in this field, specifically programming and software engineering, will find this book useful as a reference.

Understanding ECMAScript 6: The Definitive Guide for JavaScript Developers

by Nicholas C. Zakas

ECMAScript 6 represents the biggest update to the core of JavaScript in the history of the language. In Understanding ECMAScript 6, expert developer Nicholas C. Zakas provides a complete guide to the object types, syntax, and other exciting changes that ECMAScript 6 brings to JavaScript. Every chapter is packed with example code that works in any JavaScript environment so you’ll be able to see new features in action.You’ll learn:–How ECMAScript 6 class syntax relates to more familiar JavaScript concepts–What makes iterators and generators useful–How arrow functions differ from regular functions–Ways to store data with sets, maps, and more–The power of inheritance–How to improve asynchronous programming with promises–How modules change the way you organize codeWhether you’re a web developer or a Node.js developer, you’ll find Understanding ECMAScript 6 indispensable on your journey from ECMAScript 5 to ECMAScript 6.

Understanding Industrial Design: Principles for UX and Interaction Design

by Kuen Chang Simon King

With the coming flood of connected products, many UX and interaction designers are looking into hardware design, a discipline largely unfamiliar to them. If you're among those who want to blend digital and physical design concepts successfully, this practical book helps you explore seven long-standing principles of industrial design.Two present and former design directors at IDEO, the international design and innovation firm, use real-world examples to describe industrial designs that are sensorial, simple, enduring, playful, thoughtful, sustainable, and beautiful. You'll learn how to approach, frame, and evaluate your designs as they extend beyond the screen and into the physical world.Sensorial: create experiences that fully engage our human sensesSimple: design simple products that provide overall clarity in relation to their purposeEnduring: build products that wear well and live on as classicsPlayful: use playful design to go beyond functionality and create emotional connectionsThoughtful: observe people's struggles and anticipate their needsSustainable: design products that reduce environmental impactBeautiful: elevate the experience of everyday products through beauty

Understanding Social Engineering Based Scams

by Markus Jakobsson

This book describes trends in email scams and offers tools and techniques to identify such trends. It also describes automated countermeasures based on an understanding of the type of persuasive methods used by scammers. It reviews both consumer-facing scams and enterprise scams, describing in-depth case studies relating to Craigslist scams and Business Email Compromise Scams. This book provides a good starting point for practitioners, decision makers and researchers in that it includes alternatives and complementary tools to the currently deployed email security tools, with a focus on understanding the metrics of scams. Both professionals working in security and advanced-level students interested in privacy or applications of computer science will find this book a useful reference.

Understanding Spectrum Liberalisation

by Martin Sims Toby Youell Richard Womersley

Until the 1990s, almost all spectrum licenses were given away practically for free-even the first mobile licenses which laid the foundation for multi-billion dollar companies that dominate stock markets around the world. In the past fifteen years, there has been a concerted attempt to liberalise the sector and make it more open to market forces. Th

Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing (Focal Press Game Design Workshops)

by Jere Miles

In introducing new students to video game development, there are two crucial components to consider: design and implementation. Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing provides theoretical background on topics such as characters, stories, level design, interface design, audio, game mechanics, and tools and skills needed. Each chapter focuses on a specific topic, with topics building upon each other so that by the end of the book you will have looked into all the subjects relevant to creating your own game. The book transitions from discussion to demonstrations of how to implement techniques and concepts into practice by using Unity3D and PlayMaker. Download boxes are included throughout the book where you can get the version of the game project under discussion or other content to add to the project, as well as any supplementary video tutorials that have been developed. Addressing both theoretical and practical aspects, Unity 3D and PlayMaker Essentials enables you to understand how to create a game by having you make a game. By gradually completing your own design document through the course of the book, you will become familiar with core design principles while learning the practical skills needed to bring your unique game to life.

Unity 5: Learning C# by Developing Games

by John P. Doran Greg Lukosek Chris Dickinson

Explore every nook and cranny of Unity 5 to turn your imaginations into reality About This Book * Demystify the C# programming language in Unity 5.x. * Unleash the power of Unity to create a wide variety of projects in numerous genres and formats. * Master the art of optimization for Unity 5.x applications with tips and techniques that will further enhance your game. Who This Book Is For Beginner level Unity developers who do not have much programming experience. What You Will Learn * Master the art of applying C# in Unity. Get to know about techniques to turn your game idea into working project. * Use loops and collections efficiently in Unity to reduce the amount of code. * Create and code a good-looking functional UI system for your game. * Find out how to create exciting and interactive games using GUIs. * Work with different animation assets and components to enhance your game further. * Personalize your game by learning how to use Unity's advanced animation system. * Create, visualize, and edit animated creatures to add to your already amazing game. * Familiarize yourself with the tools and practices of game development Discover how to create the Game Manager class to, generate game levels, and develop UI for the game. * Use the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve them. * Implement best practices for C# scripting to avoid common mistakes In Detail Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, and adds a real-time global illumination to the games; and its powerful new features help to improve a game's efficiency. If you love games and want to learn how to make them but have no idea where to begin, then this course is built just for you. This learning path is divided into three modules which will take you in this incredible journey of creating games. The course begins with getting you started with programming behaviors in C# so that you can create 2D games in Unity. You will begin by installing Unity and learning about its features. You will learn how to perform object-oriented programming and discover how to manage the game play loop, generate game levels, and develop a simple UI for the game. By the time this module comes to a close, you will have mastered the art of applying C# in Unity. It is now time we put into use what we learned in the previous module into reality as we move onto the second module. Here, we will be building 7-8 action-packed games of different difficulty levels. Each project will focus on key Unity features as well as game strategy development. This module will mark your transformation from an application developer to a full-fledged Unity game developer. Who wouldn't love a game that is fully perfect, functional, and without any glitches? The third module deals with just that by teaching how to enhance your game by learning game optimization skills. Here, you'll gain an understanding of possible solutions to any problem and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them. With this massive wealth of knowledge, at the end of this learning path, you will be able to leverage an array of game development techniques to create your own basic games while resolving any issues that you encounter. Style and approach This learning path should be treated as the complete package necessary for building games. It is a step-by-step guide to develop a game from scratch by applying the fundamentals of C# and Unity scripting, with a reference guide in the end to solve all your gaming problems.

Unity 5.x 2D Game Development Blueprints

by Abdelrahman Saher Francesco Sapio

If you've got the basics of 2D development down, push your skills with the projects in this hands-on guide. Diversify your portfolio and learn the skills to build a range of awesome 2D game genres.

Unity 5.x Animation Cookbook

by Maciej Szczesnik

A recipe-based guide to give you practical information on Unity 5.x animation techniques and tools About This Book * A straightforward and easy-to-follow format. * A selection of the most important tasks and problems. * Carefully organized instructions to solve problems efficiently. * Clear explanations of what you did. * Solutions that can be applied to solve real-world problems. Who This Book Is For This book is for Unity developers who have some exposure to Unity game development who want to learn the nuances of animation in Unity. Previous knowledge of animation techniques and mecanim is not necessary. What You Will Learn * Importing animations to Unity * Work with different animation assets and components * Create, visualize, and edit animated creatures * Animating game cut scenes * Design character actions and expressions * Create gameplay by animating characters and environments * Use animations to drive in-game logic In Detail This recipe-based practical guide will show you how to unleash the power of animation in Unity 5.x and make your games visually impeccable. Our primary focus is on showing you tools and techniques to animate not only humanoid biped characters, but also other elements. This includes non-humanoid character animation, game world creation, UI element animation, and other key features such as opening doors, changing lights, transitioning to different scenes, using physics, setting up ragdolls, creating destructible objects and more. While discussing these topics, the book will focus on mecanim, the Unity 3D animation tool, and how you can use it to perform all these tasks efficiently and quickly. It contains a downloadable Unity project with interactive examples for all the recipes. By the end of this book, you will be confident and self-sufficient in animating your Unity 3D games efficiently. Style and approach This practical no-nonsense guide is recipe-based with real-world examples of almost all the techniques mentioned.

Unity 5.x By Example

by Alan Thorn

An example-based practical guide to get you up and running with Unity 5.x About This Book * The most updated resource on Unity 5.x with comprehensive discussion on all the new features of Unity 5.x * Understand the core concepts surrounding Unity5 game development with this power-packed hands-on guide * Brush up your existing game development skills and create games that have a brilliant gameplay using the excellent examples from this book Who This Book Is For The ideal target audience for this book would be game developers. They need not have previous experience with Unity since this book will cover all the basics about game development with unity. This would also be a very good resource for Unity developers who want to brush up their basic Unity skills and also get up and running with creating interesting games with Unity 5.x. What You Will Learn * Understand core Unity concepts, such as game objects, components, and scenes * Learn level design techniques for building immersive and interesting worlds * Learn to make functional games with C# scripting * Use the toolset creatively to build games of different themes and styles * Learn to handle player controls and input functionality * Dive into the process of working with terrains and world-creation tools * Import custom content into Unity from third-party tools, such as Maya and Blender * Get to grips with making both 2D and 3D games In Detail Unity is an exciting and popular engine in the game industry. Throughout this book, you'll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5. Style and approach This book would be a very unique resource for any game developer who wants to get up and running with Unity. The unique example based approach will take you through the most basic games towards the more complex ones and will gradually build your skill level.

Unity 5.x Game AI Programming Cookbook

by Jorge Palacios

This book is intended for those who already have a basic knowledge of Unity and are eager to get more tools under their belt to solve AI and gameplay-related problems.

Unity 5.x Game Development Blueprints

by John P. Doran

This book is best suited for C# developers who have some basic knowledge of the Unity Game development platform. If you are looking to create exciting and interactive games with Unity and get a practical understanding of how to leverage key Unity features and then optimize the Unity rendering engine, then this book is your one-stop solution.

Unity 5.x Shaders and Effects Cookbook

by Kenneth Lammers Alan Zucconi

Master the art of Shader programming to bring life to your Unity projects About This Book * This book will help you master the technique of physically based shading in Unity 5 to add realism to your game quickly through precise recipes * From an eminent author, this book offers you the fine technicalities of professional post-processing effects for stunning results * This book will help you master Shader programming through easy-to-follow examples to create stunning visual effects that can be used in 3D games and high quality graphics. Who This Book Is For Unity Effects and Shader Cookbook is written for developers who want to create their first Shaders in Unity 5 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required. What You Will Learn * Understand physically based rendering to fit the aesthetic of your game * Enter the world of post-processing effects to make your game look visually stunning * Add life to your materials, complementing Shader programming with interactive scripts * Design efficient Shaders for mobile platforms without sacrificing their realism * Use state-of-the-art techniques such as volumetric explosions and fur shading * Build your knowledge by understanding how Shader models have evolved and how you can create your own * Discover what goes into the structure of Shaders and why lighting works the way it does * Master the math and algorithms behind the most used lighting models In Detail Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity's post-processing effects. Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D--guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. We'll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You'll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We'll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow. Style and approach The recipes in this book contain step-by-step instructions, complemented by screenshots and code, and real-world examples.

Universal Access in Human-Computer Interaction. Interaction Techniques and Environments

by Margherita Antona Constantine Stephanidis

The three-volume set LNCS 9737-9739 constitutes the refereed proceedings of the 10th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2016, held as part of the 10th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, ON, Canada in July 2016, jointly with 15 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. The papers included in the three UAHCI 2016 volumes address the following major topics: novel approaches to accessibility; design for all and eInclusion best practices; universal access in architecture and product design; personal and collective informatics in universal access; eye-tracking in universal access; multimodal and natural interaction for universal access; universal access to mobile interaction; virtual reality, 3D and universal access; intelligent and assistive environments; universal access to education and learning; technologies for ASD and cognitive disabilities; design for healthy aging and rehabilitation; universal access to media and games; and universal access to mobility and automotive.

Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices

by Margherita Antona Constantine Stephanidis

The three-volume set LNCS 9737-9739 constitutes the refereed proceedings of the 10th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2016, held as part of the 10th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, ON, Canada in July 2016, jointly with 15 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. The papers included in the three UAHCI 2016 volumes address the following major topics: novel approaches to accessibility; design for all and eInclusion best practices; universal access in architecture and product design; personal and collective informatics in universal access; eye-tracking in universal access; multimodal and natural interaction for universal access; universal access to mobile interaction; virtual reality, 3D and universal access; intelligent and assistive environments; universal access to education and learning; technologies for ASD and cognitive disabilities; design for healthy aging and rehabilitation; universal access to media and games; and universal access to mobility and automotive.

UnMarketing: Everything Has Changed and Nothing is Different

by Scott Stratten Alison Stratten

UnMarket to build trust and make lifelong customers! In 2009, Scott Stratten and Alison Stratten wrote the bestselling UnMarketing: Stop Marketing, Start Engaging and began a journey that would take them around the world sharing their message of engagement with corporations, entrepreneurs, and students.They are now back with this second edition, because Everything has Changed and Nothing is Different, with all the brilliance of the first edition, plus new content and commentary to reflect the rapidly changing landscape we all live, buy, and work in today. For generations, marketing has been hypocritical. We've been taught to market to others in ways we hate being marketed to (cold-calling, flyers, ads, etc.). So why do we still keep trying the same stale marketing moves? UnMarketing shows you how to unlearn the old ways and consistently attract and engage the right customers. You'll stop just pushing out your message and praying that it sticks somewhere. Potential and current customers want to be listened to, validated, and have a platform to be heard-especially online. With UnMarketing, you'll create a relationship with your customers, and make yourself the logical choice for their needs. We know you've been told to act like other people, talk like other people, and market like all the people, but it is time for you to unlearn everything and start to UnMarket yourself. UnMarketing includes the latest information on: Idea Creation, Viral Marketing and Video, Marketing to Millennials, Authenticity, Transparency and Immediacy, Ethics and Affiliates, Social Media Platforming, UnPodcasting, Word of Mouth, Customer Service, Consumer Advocacy and Leadership. With examples of what to do, and what not to do, from small business right up to worldwide corporations in areas such as real estate, travel, service, retail, and B2B.

Unreal Engine: Game Development from A to Z

by Nitish Misra John P. Doran Joanna Lee

Develop fantastic games and solve common development problems with Unreal Engine 4 About This Book * Investigate the big world of Unreal Engine, computer graphics rendering and Material editor to implement in your games * Construct a top-notch game by using the assets offered by Unreal Engine, thereby reducing the time to download, create assets on your own. * Understand when and why to use different features and functionalities of Unreal Engine 4 to create your own games * Learn to use Unreal 4 by making a first person puzzle game, Blockmania, for Android. Who This Book Is For This path is ideal for those who have a strong interest in game development and some development experience. An intermediate understanding of C++ is recommended. What You Will Learn * Explore the Unreal Engine 4 editor controls and learn how to use the editor to create a room in a game level * Get clued up about working with Slate, Unreal's UI solution through the UMG Editor * Put together your own content and materials to build cutscenes and learn how to light scenes effectively * Get tips and tricks on how to create environments using terrain for outdoor areas and a workflow for interiors as well using brushes * Explore the ways to package your game for Android Devices and porting it to the Google Playstore * Know inside out about creating materials, and applying them to assets for better performance * Understand the differences between BSP and static meshes to make objects interactive In Detail Unreal Engine technology powers hundreds of games. This Learning Path will help you create great 2D and 3D games that are distributed across multiple platforms. The first module, Learning Unreal Engine Game Development, starts with small, simple game ideas and playable projects. It starts by showing you the basics in the context of an individual game level. Then, you'll learn how to add details such as actors, animation, effects, and so on to the game. This module aims to equip you with the confidence and skills to design and build your own games using Unreal Engine 4. By the end of this module, you will be able to put into practise your own content. After getting familiar with Unreal Engine's core concepts, it's time that you dive into the field of game development. In this second module, Unreal Engine Game Development Cookbook we show you how to solve development problems using Unreal Engine, which you can work through as you build your own unique project. Every recipe provides step-by-step instructions, with explanations of how these features work, and alternative approaches and research materials so you can learn even more. You will start by building out levels for your game, followed by recipes to help you create environments, place meshes, and implement your characters. By the end of this module, you will see how to create a health bar and main menu, and then get your game ready to be deployed and published. The final step is to create your very own game that will keep mobile users hooked. This is what you'll be learning in our third module, Learning Unreal Engine Android Game Development,Once you get the hang of things, you will start developing our game, wherein you will graduate from movement and character control to AI and spawning. Once you've created your application, you will learn how to port and publish your game to the Google Play Store. With this course, you will be inspired to come up with your own great ideas for your future game development projects. Style and approach A practical collection of bestselling Packt titles, this Learning Path aims to help you skill up with Unreal Engine by curating some of our best titles into an essential, sequential collection.

Unreal Engine 4 AI Programming Essentials

by Peter L. Newton Jie Feng

Create responsive and intelligent game AI using Blueprints in Unreal Engine 4 About This Book * Understand and apply your Game AI better through various projects such as adding randomness and probability, and introducing movement * Configure and debug Game AI logic using multiple methodologies * Bridge the gap between your knowledge and Game AI in Unreal Engine 4 Who This Book Is For This book is for programmers and artists who want to expand their knowledge of Game AI in relation to Unreal Engine 4. You are recommended to have some experience of exploring Unreal Engine 4 prior to this book because we jump straight into Game AI. What You Will Learn * Understand the fundamental components of Game AI within Unreal Engine 4 * Skillfully introduce Game AI within Unreal Engine 4 * Configure, customize, and assign Navigation and AI components to your pawn * Create, debug, and analyze Game AI behavior * Design responsive Game AI using the Behavior Tree methodology * Create smart objects designed to interact with AI * Utilize advanced AI features within your project to maximize the user experience In Detail Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. It is one of the three big game engines used, alongside Unity and CryEngine. Developers have the opportunity to build cross-platform mobile and desktop games from scratch. With Blueprints in Unreal Engine 4, you're able to fully leverage the visual aid that Behavior Trees are built on. Rarely has there been an opportunity to prototype powerful Game AI and have immediate control over constructing, scripting, and viewing the response in a live gaming environment. This book will show you how to apply artificial intelligence (AI) techniques to your Unreal Script using C++ as your scripting language through multiple projects. With the knowledge gained through this book, you'll be able to leverage the benefits of Unreal Engine 4. We'll start with an introduction to AI, and you'll learn how it is applied to gaming. Then you'll jump right in and create a simple AI bot and apply basic behaviors to allow it to move randomly. Furthermore, you will get to know the difference between an AI Controller and a Player Controller. As you progress, you'll find out how to implement randomness and probability traits. Using Navmesh, we will impart navigation components such as Character Movement, MoveTo Nodes, Settings, and World Objects, and implement behavior trees. You will see different techniques to sense the environment and create your own sensory system, and will implement Steering Behaviors, Path Following, Avoidance, and Projectiles. At the end of the book, we will troubleshoot any issues that might crop up while building the entire game. Style and approach This easy-to-follow project-based guide throws you directly into the excitement of Game AI in an approachable and comprehensive manner.

Unreal Engine 4 Game Development Essentials

by Satheesh Pv

Master the basics of Unreal Engine 4 to build stunning video games About This Book * Get to grips with the user interface of Unreal Engine 4 and find out more about its various robust features * Create dream video games with the help of the different tools Unreal Engine 4 offers * Create video-games and fully utilize the power of Unreal Engine 4 to bring games to life through this step-by-step guide Who This Book Is For If you have a basic understanding of working on a 3D environment and you are interested in video game development, then this book is for you. A solid knowledge of C++ will come in handy. What You Will Learn * Download both the binary and source version of Unreal Engine 4 and get familiar with the UI * Get to know more about the Material Editor and how it works * Add a post process to the scene and alter it to get a unique look for your scene * Acquaint yourself with the unique and exclusive feature of Unreal Engine 4--Blueprints * Find out more about Static and Dynamic lighting and the difference between various lights * Use Matinee to create cut scenes * Create a health bar for the player with the use of Unreal Motion Graphics (UMG) * Get familiar with Cascade Particle Editor In Detail Unreal Engine 4 is a complete suite of game development tools that gives you power to develop your game and seamlessly deploy it to iOS and Android devices. It can be used for the development of simple 2D games or even stunning high-end visuals. Unreal Engine features a high degree of portability and is a tool used by many game developers today. This book will introduce you to the very popular Unreal 4 engine with hands-on instructions to build stunning video games. You will begin by creating a new project or prototype by learning the essentials of Unreal engine, then you'll get an understanding of how the World Browser can help to improve performance of our game. Next, we'll create a level of detailed models and materials to further improve performance. After that, you'll see how to import textures, create different materials, and see what materials can do in terms of post-processing. Finally, you will get acquainted with the Paper2D tool and the blueprints system to further increase our project's performance with Engine's scalability tools. Style and approach This step-by-step guide will help you gain practical knowledge about Unreal Engine through detailed descriptions of all the tools offered by Unreal Engine.

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