Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

The overall idea


When it comes to building enemies, or AI in general, you have to understand the whole game, its concept, and the game design, probably through the Game Design Document (GDD). Knowing these aspects earlier will make the job easier for you and your team, and for the plan that you'll come up with in order to construct a whole AI system.

In general, there is one thing that has always been almost the industry standard: basing everything in inheritance classes. This really makes sense, as all enemies, regardless of their types or behaviors, have to share something at the end of the day. It's where you have to create a base AI class and inherit all the enemies from it. Or it might be more detailed; if the enemies themselves are from different classes, let's say animals, humans, and mechanicals, then you need a class for each, inherited from the base class, and then the enemies themselves will be inherited from this first inheritance. Something like this:

It doesn't have to be exactly...