Unreal Tournament Game Programming for Teens

John P Flynt, Brandon Booth

  • 出版商: Course Technology
  • 出版日期: 2006-12-07
  • 定價: $1,150
  • 售價: 2.6$299
  • 語言: 英文
  • 頁數: 304
  • 裝訂: Paperback
  • ISBN: 1598633465
  • ISBN-13: 9781598633467
  • 相關分類: Unreal
  • 立即出貨(限量) (庫存=1)

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商品描述

Description

Unreal Tournament Game Programming for Teens provides you with a structured but entertaining way to learn how to develop your own simple computer games using Unreal Tournament. It addresses the fundamentals of computer programming by allowing you to work with UnrealScript and the Unreal Level Editor. You’ll begin with programming basics and will then quickly progress to creating elementary events and games within the modification framework provided by Unreal Tournament. This book does not involve actual game play with Unreal Tournament, but rather focuses on how to derive classes from the classes in the Unreal Tournament class hierarchy, how to use features of the Unreal Level Editor, and how to work with the syntax of UnrealScript. Using the skills you develop as you work through the book, you can begin exploring how to program a number of events characteristic of Unreal Tournament.

 

Table of Contents

Chapter 1. Getting Started
Unreal Ed and Unreal Tournament
Viewing Unreal Tournament features
Chapter 2. Setting up to program with UnrealScript
Hello World with Unreal Script
Variables
Operators and operators
The Guessing Game
Chapter 3. Basic programming activities
Repetition
Methods
Arrays
Classes
Chapter 4 Modifying a Weapon
Inheritance
Overloading
Overriding
Adding customized ammo
Loading our work into the game
Chapter 5 Creating your own level
The floor plan
Creating structures
Adding textures
Adding lights
Adding events
Trying it out
Chapter 6 Creating your own model with MilkShape
Staring with the model snowflake
Modifying the model
Customizing the texture
Adding your work to a level
Adding lights and events
Playing in the snow
Chapter 7 Dealing with physics through Bubble Making
Vectors
Iterators
Rotators
Adding bubbles
Chapter 8 Scoring and interaction with Wack-A-Mole
Adding the models
Setting up the level
AI
Setting up controls
Voice and sound interaction
Keeping score
Winning and losing
Chapter 9 Going deeper with Laser Tag
Working with physics and light
Selecting targets
Creating a beam
Modifying controls
Fire away!
Chapter 10 Space Shooters Unreal Style
Working with the level
Programming the actions
Implementing controls
Making it happen
Chapter 13 Hacky Sack Joe or Josephine
Understanding the loading the model
Controlling events
Making it happen