Unreal engine physics essentials gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4
Gain practical knowledge of mathematical and physics concepts in order to design and develop an awesome game world using Unreal Engine 4 About This Book Use the Physics Asset Tool within Unreal Engine 4 to develop game physics objects for your game world Explore the Collision mechanics within Unreal...
Otros Autores: | , |
---|---|
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing
2015.
|
Edición: | 1st edition |
Colección: | Community experience distilled.
|
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629811006719 |
Tabla de Contenidos:
- Cover
- Copyright
- Credits
- About the Authors
- About the Reviewer
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Math and Physics Primer
- Launching Unreal Engine 4
- Units of measurement
- What is an Unreal Unit?
- Common measurements in Unreal Engine 4
- Unit snapping in Unreal Engine 4
- Changing units of measurement in 3ds Max and Maya
- Units of measurement - a section review
- The scientific notation
- How to use scientific notation?
- The scientific notation - a section review
- The 2D and 3D coordinate systems
- The top perspective
- The side perspective
- The front perspective
- The 2D and 3D coordinate systems - a section review
- Scalars and vectors
- Scalars and vectors - a section review
- Newton's laws/Newtonian physics concepts
- Newton's first law of motion
- Newton's second law of motion
- Newton's third law of motion
- Newton's laws of motion - a section review
- Forces and energy
- Forces and energy - a section review
- Summary
- Chapter 2: Physics Asset Tool
- Navigating to PhAT
- The PhAT environment
- The PhAT example and experience
- Deleting current assets
- Adding and customizing current assets
- Summary
- Chapter 3: Collision
- Collision and Trace Responses - an overview
- Collision and Trace Responses - a section review
- Simple versus complex collision
- Simple versus complex collision - a section review
- Creating simple collisions
- Creating simple collisions - a section review
- Creating complex and custom collision hulls
- Creating complex and custom collision hulls - a section review
- Collision interactions
- Collision interactions - a section review
- Custom object and trace channel responses
- Custom object and trace channel responses - a section review
- In-depth collision presets
- In-depth collision presets - a section review.
- Summary
- Chapter 4: Constraints
- What are constraints?
- The first physics constraint actor experience
- Customizing physics constraint actor
- A simple game with Blueprint
- Summary
- Chapter 5: Physics Dampening, Friction, and Physics Bodies
- Physics Bodies - an overview
- Physics Bodies - a section review
- Angular and Linear Damping
- Angular and Linear Damping - a section review
- Physical Materials - an overview
- Physical Materials - a section review
- Physics Damping
- Physics Damping - a section review
- Summary
- Chapter 6: Materials
- What is physical material?
- Creating the first material
- The physics of materials
- Summary
- Chapter 7: Creating a Vehicle Blueprint
- Vehicle Blueprint - a content overview
- Vehicle Blueprints - a section overview
- Creating the Vehicle Blueprints
- Creating the Vehicle Blueprints - a section review
- Editing the Vehicle Blueprints
- Editing the Vehicle Blueprints - a section review
- Setting up user controls
- Setting up user controls - a section review
- Scripting movement behaviors
- Scripting movement behaviors - a section review
- Testing the vehicle
- Summary
- Chapter 8: Advanced Topics
- Simulating complex physics - destruction
- Summary
- Index.