Book Image

Game Development Projects with Unreal Engine

By : Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry
Book Image

Game Development Projects with Unreal Engine

By: Hammad Fozi, Gonçalo Marques, David Pereira, Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
Preface

Meshes and Materials

For a computer to visually represent a 3D object, it needs two things: a 3D mesh and a material.

Meshes

3D meshes allow you to specify the size and shape of an object, like this mesh representing a monkey's head:

Figure 1.45: A 3D mesh of a monkey's head

Meshes are comprised of several vertices, edges, and faces. Vertices are simply a 3D coordinate with an X, Y, and Z position; an edge is a connection (that is, a line) between two vertices; and a face is a connection of three or more edges. You can see in the previous figure the individual vertices, edges, and faces of the mesh, where each face is colored between white and black, depending on how much light is reflecting off the face. Nowadays, video games can render meshes with thousands of vertices in such a way that you can't tell the individual vertices apart because there are so many of them so close together.

Materials

Materials, on the other hand, allow...