Digital Foundry

It's Cyber Monday at the DF Store, with bespoke merch discounts in the here and now:

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8 months ago | [YT] | 267



@shaddouida3447

Marco Secchi Multiplayer Game Development with Unreal Engine 5: Create compelling multiplayer games with C++, Blueprints, and Unreal Engine's networking features Détails du livre Discover Unreal Engine 5's networking techniques, to create your own scalable and fully functional multiplayer game experiences with passionate game programming teacher, Marco Secchi Key Features Design a captivating multiplayer game using networking techniques from this illustrated guide Understand how to use the Unreal Engine networking system with C++ and Blueprints Carefully plan and develop an online experience from start to finish Purchase of the print or Kindle book includes a free PDF eBook Book Description If you’re fascinated by the immersive gaming experiences that enable multiple users to engage in collaborative or competitive gameplay, this Unreal Engine 5 game development book is for you. In this book, you’ll learn the foundational principles behind multiplayer games. Starting with a sample project, you’ll learn how to set up a networked system and make it work. Once the prototype of the project is functional, you’ll start adding game logic, including obstacles and AI opponents, to heighten the challenges and engagement, offering a captivating experience for players. Next, you’ll learn how to debug and optimize the project, before finally deploying the game build and integrating it with cloud services such as the Epic Online Services system. By the end of this book, you’ll have the confidence to develop and manage multiplayer experiences using the Unreal Engine environment, taking your newfound programming skills in your upcoming projects. What you will learn Get to grips with the basics of multiplayer game development Understand the main elements of a networked level Explore Unreal multiplayer features such as replication, RPCs, relevancy, and roles Debug and optimize code for improved game performance Deploy the game on LAN or online platforms Use Epic Online Services to elevate the player experience Who this book is for If you are a game programmer, particularly an Unreal Engine developer, with little or no knowledge of video game networking systems and a passion for multiplayer games, this book will help you explore the subject in depth. Developers skilled in other game engines will find this book useful for understanding the principles of the Unreal multiplayer system, however, basic knowledge of Unreal Engine and C++ is strongly recommended. Table of Contents Getting Started with Multiplayer Game Development Understanding Networking Basics Testing the Multiplayer System with a Project Prototype Setting Up Your First Multiplayer Environment Managing Actors in a Multiplayer Environment Replicating Properties Over the Network Using Remote Procedure Calls (RPCs) Introducing AI into a Multiplayer Environment Extending AI Behaviors Enhancing the Player Experience Debugging a Multiplayer Game Managing Multiplayer Sessions Handling Data During a Session Deploying Multiplayer Games Adding Epic Online Services (EOS) Revue de presse “This book is an excellent development guide to Unreal Engine 5 focusing on multiplayer games. It’ll help you develop a solid foundation in Blueprints, C++, multiplayer game concepts, and networking. Another very interesting feature is the example game developed in the chapters of the book. The author took care to develop the game's concept and use a free 3D asset kit. This helps a lot to keep the reader motivated in reading the chapters to complete the implementation of the game. If you are interested in developing multiplayer games on Unreal Engine 5, this book will save you a lot of time and will become your main source of reference.” -- Marcos Romero, Author of the official Unreal Engine 4 Blueprints Instructors' Guide and Blueprints Visual Scripting for Unreal Engine 5 Biographie de l'auteur Marco Secchi is a passionate game programming teacher located in Milan, Italy. In the past, he has been a freelance programmer focusing on game and application development, however he is now currently a lecturer and Lead Game Advisor at NABA (Nuova Accademia di Belle Arti). Marco continues to hone his programming skills in the R&D department at NABA, while also working on personal projects too, involving game development and cultural heritage.

8 months ago | 2

@j_c_93

B E S P O K E E S P O K E

8 months ago | 9

@PokyBallinBabo

He calls it "Bespoke Friday". 😀

8 months ago | 1

@MERCERENiTY

Off topic: What if Microsoft and or Sony potentially decide to, make their next consoles portable like a laptop? That would be an impressive feat to witness.

8 months ago | 0

@God_loves_you_70x7

The Gospel summed up 1. We have all sinned and fallen short of God's glory - 1 sin disqualifies us from heaven - 1 separates us from God - 1 is enough to send us to Helll 2. God came down to earth in human form (Jesus) - to live the perfect life for us (have a perfect record) - suffer for us leading up to the cross, on the cross, and die for us - He did this, to take the FULL punishment for ours sins 3. This means, if we believe and follow Jesus, repent of (turn away from ours sins), ask God for forgiveness, for what we have done - Jesus will give us His record (which is perfect and clean) instead of us having our own record (which would be full of sins) - meaning we can enter into heaven, for all eternity, instead of going to hell for all eternity Share this message with as many people as possible, so they may have a chance at salvation and have a chance at being saved

8 months ago | 1

@Whatnoww

Where are the Switch 2 free update reviews at?

2 months ago | 0

@SkatorGaytor

Dare I say it, "bespoke"

8 months ago | 1

@shaddouida3447

Henk Venter et 1 de plus Unreal Engine 5 Character Creation, Animation, and Cinematics: Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite Détails du livre Get to grips with the base workflow and create your own cinematic scenes in UE5 by learning to develop the main elements, animate, and combine them into a complete rendered movie scene with the help of key images printed in color Key Features Perform your entire rigging and animation workflow inside Unreal Engine 5 using Control Rig tools Create hand-keyed animations and clean up motion capture natively in Unreal Engine Learn the basics of creating 3D assets and customizing a MetaHuman for your movie needs Book Description Unreal Engine 5 (UE5) offers beginners and seasoned professionals the ability to create detailed movie scenes with realistic human characters using MetaHuman and combine it with custom props and environments. It also comes with built-in industry standard animation tools to develop such scenes in a fraction of the time compared to old methods. This book takes you through the entire 3D movie production pipeline using free (open - source) software. By following the step-by-step, beginner-friendly tutorials in this book, you'll learn how to create your own custom 3D assets in Blender and texture these 3D assets in Quixel Mixer. Next, you'll take these completed 3D assets into Unreal Engine 5 and use them to build a virtual 3D movie set for your 3D movie. You'll also populate your 3D movie set by using Quixel MegaScans assets and create and customize your own photorealistic human character using MetaHuman Creator and UE5. As you advance, you'll discover how to rig, skin, and animate these 3D assets and characters using Blender and UE5's new Control Rig. Finally, you'll explore the process of setting up your movie cameras and animation sequences and rendering your 3D movie using UE5's Sequencer. By the end of this Unreal Engine book, you'll have learned how to combine different elements in UE5 to make your own movies and cinematics. What you will learn Create, customize, and use a MetaHuman in a cinematic scene in UE5 Model and texture custom 3D assets for your movie using Blender and Quixel Mixer Use Nanite with Quixel Megascans assets to build 3D movie sets Rig and animate characters and 3D assets inside UE5 using Control Rig tools Combine your 3D assets in Sequencer, include the final effects, and render out a high-quality movie scene Light your 3D movie set using Lumen lighting in UE5 Who this book is for This book is for beginners to Unreal Engine or 3D animation and art in general who want to learn the entire process of creating 3D movies with Unreal Engine 5. Experienced 3D artists and animators new to UE5 will also find this book invaluable as it covers cutting-edge techniques for making real-time 3D movies using Unreal Engine, Blender, Quixel Mixer, and Quixel Bridge. Although prior experience with 3D software is not necessary, it will be helpful in understanding the concepts more easily. Table of Contents An Introduction to Blender's 3D Modeling and Sculpting Tools Modeling a Robot Drone Character Let's Sculpt an Alien Plant! UV Maps and Texture Baking Texturing Your Models inside Quixel Mixer Exploring Unreal Engine 5 Setting Up Materials in UE 5 Using MetaHuman to Create a Photorealistic Human for UE5 Building a Virtual 3D Movie Set in UE5 Adding Lighting and Atmospheric Visual Effects in UE5 Alien Plant Joint Setup in Blender Alien Plant Skinning in Blender Robot Joint Setup and Skinning in Blender Making a Custom Rig for Our Alien Plant with Control Rig Creating a Control Rig with Basic IK Controls for a Robot in UE5 (N.B. Please use the Look Inside option to see further chapters) Revue de presse "I'm a programming expert in Blueprints. I wanted to learn more about 3D animation and found this book to be the perfect resource. Part 1 of the book (chapters 1 to 5) is about creating 3D assets that will be imported into Unreal Engine. These 3D assets are created using Blender and then textured using Quixel Mixer. I liked this approach as I was also interested in learning the essentials of Blender and Quixel Mixer. Part 2 onwards is about building a virtual movie set in Unreal Engine 5 and animating the 3D assets using the Control Rig and Sequencer tools. The book covers the main features of Unreal Engine 5, such as Lumen, Nanite, and MetaHuman. If you are an instructor, this book can be a great reference for a 3D animation course in Unreal Engine 5." -- Marcos Romero, Author of the official Unreal Engine 4 Blueprints Instructors' Guide and Blueprints Visual Scripting for Unreal Engine 5 Biographie de l'auteur Henk Venter is currently running his own 3D Art Production Studio. He was the Principal Character Artist at THQ Studio Australia and Senior Character Artist at Electronic Arts in Montreal, Canada. In the UK he worked for Microsoft’s Studio Rare, Sumo Digital, and Eurocom Entertainment. Wilhelm Ogterop worked in bigger games studios in the UK as Character Animator and later Lead Animator on several projects. He was also part of ingame real-time cinematics teams, motion capture direction, cleanup, and implementation. Studios he worked for on-site, as well as a contractor, include Raven Software, Deep Silver, Travelers Tales Fusion, Eurocom Entertainment Software, Instinct Games, Entrada Interactive, and Headfirst Productions.

8 months ago | 1

@ps5blows317

Is there a "I ❤️ PlayStation" t-shirt?

8 months ago | 0

@shaddouida3447

Hussin Khan Virtual Filmmaking with Unreal Engine 5: A step-by-step guide to creating a complete animated short film Détails du livre Discover the power of storytelling with Unreal Engine 5's real-time technology, exploring storyboarding, character creation, world building, animating using sequencers, and much more with the help of an Unreal Authorized Instructor Key Features Learn in detail about filmmaking techniques and understand how to tie that into your Unreal Engine workflow Generate and animate near-photorealistic actors using the innovative MetaHuman technology Build expansive worlds with Nanite and Lumen Global Illumination and Reflections technology Purchase of the print or Kindle book includes a free PDF eBook Book Description Virtual Filmmaking with Unreal Engine 5 is the first Unreal Engine book to guide you through the complete process of virtual film production. Encompassing the full spectrum of filmmaking, this book demonstrates the use of an industry-standard tool used by studios such as Disney, ILM, DNEG, and Framestore. Walking through the process systematically, you’ll collect references and create a simple storyboard to plan your shots. You'll create virtual environments, import 3D models and add materials and textures to build photorealistic, dynamic worlds. You'll also create actors using highly customizable MetaHumans, understand how to import, re-target, and animate them. You’ll bring it all together with cinematic lighting and camera animation before exporting your film. By the end of this book, you’ll have discovered new tools for your toolkit to work on your virtual film projects in Unreal Engine 5, leveraging Quixel Megascans, Lumen, Nanite, and MetaHuman technology. What you will learn Grasp the principles of photography and the art of storytelling Collect references and create storyboards Discover Unreal Engine's hidden features and useful keyboard shortcuts Explore the capabilities of Quixel Megascans, Lumen, Nanite, and MetaHumans Adopt cinematic techniques to achieve professional-looking shots Creatively apply Lumen Global Illumination and Reflections techniques Use multiple virtual cameras and apply post-production techniques Implement best practices for optimization, post processing, and rendering Who this book is for Whether you’re a beginner or intermediate filmmaker, 3D artist, animator, visual effects artist, or virtual production professional with just basic knowledge of the Unreal Engine, this book is designed to help you enter the world of virtual films and animations. While prior experience with the Unreal Engine would be beneficial, a deep working knowledge is not essential, as the book introduces the relevant tools and features needed throughout the activities. Table of Contents Getting Started with Unreal Engine Understanding the Principles of Photography, Film Cameras, and Lenses Understanding the Art of Storytelling and Creating Your Storyboard Importing 3D Objects and Creating Levels Creating Environments with Quixel Megascans Creating and Applying Materials to 3D Meshes Creating Actors with Unreal Engine MetaHumans Retargeting the MetaHumans for Unreal Engine 5 Adding Animations and Facial Expressions to Your MetaHuman Characters Adding and Animating Virtual Cameras Using the Level Sequencer Enhancing Set Dressing, Retiming Shots, and Adding Niagara Particles Setting the Mood with Lighting and Adding Post-Processing Effects Exploring Color Management, Additional Camera Settings and Rendering Your Shots Adding Sound and Finalizing Your Virtual Film Appendix: Creating Material IDs Using Blender Revue de presse “Today, there are lots of tutorials online you can get for free, but now the opposite problem applies – there is just too much! Therefore, it becomes even more frustrating. So, to have a book that has all the things you need to know to get started in real-time filmmaking in one place is very helpful today. The way Hussin has broken down each category, and the way he succinctly conveys each step of a process, makes it clear that he is a creative himself. He has also collaborated closely with other creatives and has decades of experience, from animation to VFX to real-time filmmaking. If you want to tell stories, whether linear (film), interactively (games), or hybrid with live action (virtual production LED Volumes), then this is the book for you. This book has been written for anyone who wants to use Unreal Engine to create content as a professional career.” -- HaZ Dulull Director/Producer at HaZimation “Being an author and instructor takes time and discipline. Those traits are clearly on display in Hussin's book, which takes you through a guided step-by-step process covering the essentials of producing a short film in Unreal Engine. Loaded with clearly illustrated examples and solid writing, Hussin infuses his Unreal knowledge with practical real-world information on cinematography, storytelling, worldbuilding, and more. Understanding all of the steps necessary to create your own animated work of art can be very confusing but with Hussin as your guide, you'll have a tome of knowledge right at your fingertips.” -- Brian Pohl, Previs and Virtual Production Consultant, Ex-M&E Technical Program Manager at Epic Games Biographie de l'auteur Hussin Khan is an authorized Unreal Engine Instructor (UAI) with a decade of experience as an educator. As a former head of education at an Academy Award-winning studio, Rhythm & Hues, he was involved in the production of movies such as Life of Pi (2012), 2036 Origin Unknown (2018), and, more recently, Rift, an animated movie made entirely using Unreal Engine by HaZimation. Currently, Hussin runs EFXCO Academy, a creative-based training academy in Malaysia, which offers professional training and certification in graphics and motion design, game development, virtual reality, and visual effects. He is also a certified instructor for Nuke and Unity. Hussin holds a firm conviction that real-time production stands poised as the next major breakthrough in the media and entertainment industry.

8 months ago | 1

@shaddouida3447

Zhenyu George Li Unreal Engine 5 Game Development with C++ Scripting: Become a professional game developer and create fully functional, high-quality games Détails du livre Expand your UE5 game development skills by leveraging C++ scripting and improve your game development abilities by building a game from scratch Purchase of the print or Kindle book includes a free PDF eBook Key Features - Learn C++ programming as well as C++ scripting for Unreal Engine 5 - Practice the UE5 scripting APIs through a game project to improve your knowledge and skills - Explore essential techniques and development cycles including design, implementation, optimization, and publishing Book Description Unreal Engine is one of the most popular and accessible game engines in the industry, creating multiple job opportunities. Owing to C++ scripting's high performance, advanced algorithms, and engineering maintenance, it has become the industry standard for developing commercial games. However, C++ scripting can be overwhelming for anyone without a programming background. Unreal Engine 5 Game Development with C++ Scripting will help you master C++ and get a head start on your game development journey. You'll start by creating an Unreal Engine C++ project from the shooter template and then move on to building the C++ project and the C++ code inside the Visual Studio editor. You'll be introduced to the fundamental C++ syntax and essential object-oriented programming concepts. For a holistic understanding of game development, you'll also uncover various aspects of the game, including character creation, player input and character control, gameplay, collision detection, UI, networking, and packaging a completed multiplayer game. By the end of this book, you'll be well-equipped to create professional, high-quality games using Unreal Engine 5 with C++, and will have built a solid foundation for more advanced C++ programming and game development technologies. What you will learn - Develop coding skills in Microsoft Visual Studio and the Unreal Engine editor - Discover C++ programming for Unreal Engine C++ scripting - Understand object-oriented programming concepts and C++-specific syntax - Explore NPC controls, collisions, interactions, navigation, UI, and the multiplayer mechanism - Use the predefined Unreal Engine classes and the programming mechanism - Write code to solve practical problems and accomplish tasks - Implement solutions and methods used in game development Who this book is for This book is for game designers, artists, software engineers, and students with some experience in using Unreal Engine and looking to explore the enigmatic C++ scripting. Basic experience with the UE editor is expected and blueprint scripting is a must. Familiarity with game concepts such as game level, lights, camera, actor/pawn/character, transformation, animation, and player control will be beneficial. Table of Contents - Creating Your First Unreal C++ Game - Editing C++ Code in Visual Studio - Learning C++ and Object-Oriented Programming - Investigating the Shooter Game's Generated Project and C++ Code - Learning How to Use UE Gameplay Framework Base Classes - Creating Game Actors - Controlling Characters - Handling Collisions - Improving C++ Code Quality - Making Pangaea a Network Multiplayer Game - Controlling the Game Flow - Polishing and Packaging the Game Biographie de l'auteur Zhenyu George Li is a passionate video game developer with 20+ years of experience. He has contributed significantly to many games and serves as a senior development consultant at Unity. His early immersion in technologies like C/C++, DirectX, OpenGL, and Windows GUI laid the foundation for his success. Notable titles in his portfolio include Magic Arena, Halo Infinity, Stela, Dead Rising 2, and The Bigs 2. He has gained extensive knowledge in programming, graphics, animation, gameplay, AI, multiplayer, and UI using Unreal and Unity engines. Additionally, he has taught UE at Vancouver Film School and has college teaching experience at College of Interactive Arts and Hefei Union University.

8 months ago | 1

@shaddouida3447

John Horton Beginning C++ Game Programming: Learn C++ from scratch by building fun games Détails du livre Get to grips with programming and game development techniques using C++ libraries and Visual Studio 2022 with this updated edition of the bestselling series. Key Features Create fun games in C++, with this up-to-date guide covering the latest features of C++20 and VS2022 Build clones of popular games such as a Timberman clone, a Pong game, a Zombie Survival Shooter, and a platform endless runner game Discover tips to expand your finished games by thinking critically, technically, and creatively Book Description Always dreamed of creating your own games? With the third edition of Beginning C++ Game Programming, you can turn that dream into reality! This beginner-friendly guide is updated and improved to include the latest features of VS 2022, SFML, and modern C++20 programming techniques. You'll get a fun introduction to game programming by building four fully playable games of increasing complexity. You'll build clones of popular games such as Timberman, Pong, a Zombie survival shooter, and an endless runner. The book starts by covering the basics of programming. You'll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you'll also learn exciting game programming concepts such as vertex arrays, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. You’ll dive deep into game mechanics and implement input handling, levelling up a character, and simple enemy AI. Finally, you'll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you'll have gained the knowledge you need to build your own games with exciting features from scratch. What you will learn Set up your game project in VS 2022 and explore C++ libraries such as SFML Build games in C++ from the ground up, including graphics, physics, and input handling Implement core game concepts such as game animation, game physics, collision detection, scorekeeping, and game sound Implement automatically spawning objects and AI to create rich and engaging experiences Learn advanced game development concepts, such as OpenGL shaders, texture atlases, and parallax backgrounds Scale and reuse your game code with modern game programming design patterns Who this book is for This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you'll find this book useful Table of Contents Welcome to Beginning C++ Game Programming Third Edition! Variables, Operators & Decisions: Animating Sprites C++ Strings, SFML Time : Player Input & HUD Loops, Arrays, Switch, Enumerations & Functions: Implementing Game Mechanics Collisions, Sound & End Conditions: Making The Game Playable Object Oriented Programming: Starting the Pong game Dynamic collision detection and physics: Finishing the Pong Game SFML Views: Starting the Zombie Shooter Game C++ References, Sprite sheets & Vertex Arrays Pointers, Standard Template Library & Texture Management Collision Detection, Pickups & Bullets Layering Views & Implementing The HUD Sound Effects, File I/O & Finishing the Game (N.B. Please use the Read Sample option to see further chapters) Revue de presse “As cliché as it is to say, I wish I had a book like this when I started learning programming! You’ll build four games from a Timberman clone to an endless runner, and my favourite; a Zombie Shooter! It covers essential C++ topics like types, references and pointers, the STL, and OOP. The last chapter briefly covers OpenGL, fragment shaders, and vertex shaders; a motivating way to end the book. If you're interested in learning C++ and game programming in general, this is everything you need to get started.” Justin Horner Senior Software Engineer at Meta Biographie de l'auteur John Horton is a programming and gaming enthusiast based in the UK. He has a passion for writing apps, games, books, and blog articles. He is the founder of Game Code School.

8 months ago | 1

@Ample17

Wow It's B.E.S.P.O.K.E. GUYS 👁️👄

8 months ago | 0

@shaddouida3447

Stuart Butler et 1 de plus Game Development Patterns with Unreal Engine 5: Build maintainable and scalable systems with C++ and Blueprint Détails du livre Improve your game's code with design patterns to make it more readable, reusable, modular, and optimized, guided by an Unreal Authorized Instructor to enhance your overall use of C++ with Unreal Engine Key Features Explore programming patterns, structures, and principles and their applications in Unreal Engine 5 game development Translate code from Blueprint to C++ to implement performant solutions in game development Build a decoupled communications hierarchy and become a better game developer Purchase of the print or Kindle book includes a free PDF eBook Book Description Design patterns serve as a toolkit of techniques and practices that enable you to write code that’s not only faster, but also more manageable. With this book, you’ll explore a range of design patterns and learn how to apply them to projects developed in Unreal Engine 5. You’ll begin by delving into the foundational principles of coding and develop a solid understanding of the concepts, challenges, and benefits of using patterns in your code. As you progress, you’ll identify patterns that are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight, and Spatial Partitioning, followed by some of the existing tool sets that embody patterns in their design and usage including Component, Behavior Tree, and Update. In the next section of the book, you’ll start developing a series of gameplay use cases in C++ to implement a variety of design patterns such as Interface and Event-based Observers to build a decoupled communications hierarchy. You’ll also work with Singleton, Command, and State, along with Behavioral Patterns, Template, Subclass Sandbox, and Type Object. The final section focuses on using design patterns for optimization, covering Dirty Flag, Data Locality, and Object Pooling. By the end, you’ll be proficient in designing systems with the perfect C++/Blueprint blend for maintainable and scalable systems. What you will learn Grasp the essence of design patterns and their inherent utility Understand the layers within UE 5 and how they work together Identify the relationship between C++ code and Blueprint in Unreal Engine 5 Recognize the design patterns found within existing Unreal Engine 5 functions Explore design patterns to understand their purpose and application within Unreal Engine 5 Creatively apply design patterns to existing code to overcome common challenges Who this book is for If you are a beginner or intermediate game developer working with Unreal Engine and looking to improve your C++ coding practices, this book is tailor-made to help you produce clean, reusable code through the application of design patterns. While this book will cover introductory tasks to show the fundamentals of Unreal Engine 5, its primary purpose is not to teach Unreal Engine from scratch. Prior experience with Unreal Engine will be beneficial, but don’t fret if your knowledge isn’t in-depth; the book will introduce tools and features as needed. Table of Contents Understanding Unreal Engine 5 and its layers “Hello Patterns” UE5 patterns in action: Double Buffer, Flyweight and Spatial Partitioning Premade Patterns in UE5: Component, Behaviour Tree and Update Method Forgetting Tick Clean communication: Interface and Event Observer patterns A perfectly decoupled system Building Design Patterns: Singleton, Command and State Structuring Code with Behavioural Patterns: Template, Subclass Sandbox and Type Object Optimisation Through Patterns Revue de presse “Design patterns are one of the most valuable assets in the game developer’s arsenal. They keep your workflow manageable and efficient, and common patterns make collaboration easier. In the fast-paced, multi-disciplinary world of game development, design patterns are an essential ally. Through this book, you will learn the essential principles of programming and build a strong understanding of the value and application of design patterns. You will benefit from an appreciation of how these approaches work in practice through working with one of the most powerful tools in game development, the Unreal Engine 5 games engine. You will learn the essential grounding to allow you to seamlessly blend between the Unreal Blueprint visual scripting system and C++, allowing you to develop complex and scalable video game projects. Butler and Oliver are exceptional developers, designers, and world-leading experts in the Unreal Engine. The knowledge they share through this book will be invaluable to anyone working with this tool. Their step-by-step approach and the strong focus on practical examples and learning through doing will help you get the most out of your game’s development projects. Unlock the full potential of the Unreal Engine with Games Development Patterns.” -- Prof. Christopher J. Headleand National Teaching Fellow, Head of Games Development, Staffordshire University Biographie de l'auteur Stuart Butler is an Unreal Engine Expert with over 13 years of experience in teaching Games Development in Higher Education. Stuart has published projects in a multitude of disciplines including Technical Design, Art, and Animation. Stuart is the Course Director for Games Technology at Staffordshire University, responsible for the programming team within the UK's largest Games Education Department. Stuart is also an Unreal Authorised Instructor and Educational Content Creator who works with Epic Games on developing learning materials for Unreal Engine 5. Stuart holds a BSc (Hons) in Computer Games Design and a PgC in Higher and Professional Education. Tom Oliver is a game programmer with over 10 years of experience in working with game engines both commercially and in an educational capacity. He has used Unreal Engine for contract work both in and out of the games industry, creating systems for games to mixed reality training simulations. Tom is the Course Leader for the BSc (Hons) Computer Games Design and Programming program at Staffordshire University, responsible for maintaining the award winning structure and teaching of the course in the UK's largest Games Education Department. Tom holds a BSc (Hons) in Computer Games Design and Programming and a PGc in Higher and Professional Education. Tom specialises in researching gameplay systems driven through mathematical phenomena.

8 months ago | 1

@tedytoncek2378

Thats gotta be his PC password...."bespoke", hackproof ;)

8 months ago | 5