What you will learn Build and run AR applications for specific headsets, including HoloLens and Daydream Create 3D scenes with Unity and other 3D tools while learning about world space and scale Move around your AR scenes using locomotion ...
Author: Jesse Glover
Publisher: Packt Publishing Ltd
Create engaging Augmented Reality (AR) applications with Unity 3D that can be experienced with devices such as HoloLens and Daydream Key Features Learn the principles of AR application development Work with the most popular sensors used in AR games and applications across Android, Apple and Windows Build experiences with interactive objects, physics, UI, animations, and C# scripting Book Description Augmented Reality allows for radical innovations in countless areas. It magically blends the physical and virtual worlds, bringing applications from a screen into your hands. Meanwhile, Unity has now become the leading platform to develop augmented reality experiences, as it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, Unity 2018 Augmented Reality Projects educates you about the specifics of augmented reality development in Unity 2018. This book teaches you how to use Unity in order to develop AR applications which can be experienced with devices such as HoloLens and Daydream. You will learn to integrate, animate, and overlay 3D objects on your camera feed, before gradually moving on to implementing sensor-based AR applications. In addition to this, you will explore the technical considerations that are especially important and possibly unique to AR. The projects in the book demonstrate how you can build a variety of AR experiences, whilst also giving insights into C# programming as well as the Unity 3D game engine via the interactive Unity Editor. By the end of the book, you will be equipped to develop rich, interactive augmented reality experiences for a range of AR devices and platforms using Unity. What you will learn Build and run AR applications for specific headsets, including HoloLens and Daydream Create 3D scenes with Unity and other 3D tools while learning about world space and scale Move around your AR scenes using locomotion and teleportation Create filters or overlays that work in tandem with facial recognition software Use GPS, geolocation services, and the camera feed to create a fitness application Integrate AR and VR concepts together in a single application Who this book is for Unity 2018 Augmented Reality Projects is for you if you're a game developer familiar with 3D computer graphics and interested in building your own AR games or applications. Any experience in Unity and C# is an advantage.
With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity.
Author: Jonathan Linowes
Publisher: Packt Publishing Ltd
Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VR Key Features A project-based guide to teach you how to develop immersive and fun VR applications using Unity 3D Build experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity features Explore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytelling Book Description Unity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity. What you will learn Create 3D scenes with Unity and other 3D tools while learning about world space and scale Build and run VR applications for specific headsets, including Oculus, Vive, and Daydream Interact with virtual objects using eye gaze, hand controllers, and user input events Move around your VR scenes using locomotion and teleportation Implement an audio fireball game using physics and particle systems Implement an art gallery tour with teleportation and data info Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is for If you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications, then this book is for you. Any experience in Unity is an advantage.
This Learning Path includes content from the following Packt products: Unity Virtual Reality Projects - Second Edition by Jonathan Linowes Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn Create 3D scenes to learn ...
Author: Jesse Glover
Publisher: Packt Publishing Ltd
Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift Key Features Build fun augmented reality applications using ARKit, ARCore, and Vuforia Explore virtual reality by developing more than 10 engaging projects Learn how to integrate AR and VR concepts together in a single application Book Description Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You’ll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You’ll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you’ll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You’ll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You’ll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you’ll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: Unity Virtual Reality Projects - Second Edition by Jonathan Linowes Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn Create 3D scenes to learn about world space and scale Move around your scenes using locomotion and teleportation Create filters or overlays that work with facial recognition software Interact with virtual objects using eye gaze, hand controllers, and user input events Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is for If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.
Unity 2018 Augmented Reality Projects Jesse Glover ISBN: 978-1-78883-876-4
Build and run AR applications for specific headsets, including HoloLens and
Daydream Create 3D scenes with Unity and other 3D tools while learning about ...
Author: Matt Smith
Publisher: Packt Publishing Ltd
Develop quality game components and solve common gameplay problems with various game design patterns Key Features Become proficient at traditional 2D and 3D game development Build amazing interactive interfaces with Unity's UI system Develop professional games with realistic animation and graphics, materials and cameras, and AI with Unity 2018 Book Description With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets. Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques. By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018. What you will learn Get creative with Unity’s shaders and learn to build your own shaders with the new Shader Graph tool Create a text and image character dialog with the free Fungus Unity plugin Explore new features integrated into Unity 2018, including TextMesh Pro and ProBuilder Master Unity audio, including ducking, reverbing, and matching pitch to animation speeds Work with the new Cinemachine and timeline to intelligently control camera movements Improve ambiance through the use of lights and effects, including reflection and light probes Create stylish user interfaces with the UI system, including power bars and clock displays Who this book is for Unity 2018 Cookbook is for you if you want to explore a wide range of Unity scripting and multimedia features and find ready-to-use solutions for many game features. This book also helps programmers explore multimedia features. It is assumed that you already know basics of Unity and have some programming knowledge of C#.
Then, in 2017, I coauthored a third book with Packt, Augmented Reality for
Developers, an exciting and timely Unity-based project book for AR applications
on iOS, Android, and HoloLens devices. In May 2018, I published the second
edition of ...
Author: Jonathan Linowes
Publisher: Packt Publishing Ltd
Explore the latest features of Unity and build VR experiences including first-person interactions, audio fireball games, 360-degree media, art gallery tours, and VR storytelling Key Features Discover step-by-step instructions and best practices to begin your VR development journey Explore Unity features such as URP rendering, XR Interaction Toolkit, and ProBuilder Build impressive VR-based apps and games that can be experienced using modern devices like Oculus Rift and Oculus Quest Book Description This third edition of the Unity Virtual Reality (VR) development guide is updated to cover the latest features of Unity 2019.4 or later versions - the leading platform for building VR games, applications, and immersive experiences for contemporary VR devices. Enhanced with more focus on growing components, such as Universal Render Pipeline (URP), extended reality (XR) plugins, the XR Interaction Toolkit package, and the latest VR devices, this edition will help you to get up to date with the current state of VR. With its practical and project-based approach, this book covers the specifics of virtual reality development in Unity. You'll learn how to build VR apps that can be experienced with modern devices from Oculus, VIVE, and others. This virtual reality book presents lighting and rendering strategies to help you build cutting-edge graphics, and explains URP and rendering concepts that will enable you to achieve realism for your apps. You'll build real-world VR experiences using world space user interface canvases, locomotion and teleportation, 360-degree media, and timeline animation, as well as learn about important VR development concepts, best practices, and performance optimization and user experience strategies. By the end of this Unity book, you'll be fully equipped to use Unity to develop rich, interactive virtual reality experiences. What you will learn Understand the current state of virtual reality and VR consumer products Get started with Unity by building a simple diorama scene using Unity Editor and imported assets Configure your Unity VR projects to run on VR platforms such as Oculus, SteamVR, and Windows immersive MR Design and build a VR storytelling animation with a soundtrack and timelines Implement an audio fireball game using game physics and particle systems Use various software patterns to design Unity events and interactable components Discover best practices for lighting, rendering, and post-processing Who this book is for Whether you're a non-programmer unfamiliar with 3D computer graphics or experienced in both but new to virtual reality, if you're interested in building your own VR games or applications, this Unity book is for you. Any experience in Unity will be useful but is not necessary.
To follow this book no prior experience with AR development, 3D, or 3D math experience is needed.
Author: Micheal Lanham
Publisher: Packt Publishing Ltd
"The possibilities of Augmented Reality in application development is limitless and with the use of AR.js providing a framework with a set of utilities, we have a solution for efficiently doing AR on the web.
Author: Daniel Wise
"The possibilities of Augmented Reality in application development is limitless and with the use of AR.js providing a framework with a set of utilities, we have a solution for efficiently doing AR on the web. It is very fast, provides pure web solution, open source and cross-platform. So anybody with a modern phone can enjoy open-source AR applications. Vuforia is the latest addition within the new version of unity engine and one of the top AR SDKs on the market today.In this course you will learn to create AR applications using Unity and Vuforia and deploy them directly to our mobile devices for Android platform, and a brief on implementing these to iOS platform as well. You will begin by learning the main features of Vuforia by creating a simple application. You will be introduced to Vuforia developer portal, where you can access the marker database to create your own custom markers to use for your projects. Once you have a good understanding of how the Vuforia SDK can work, you will then explore different facets of AR development. A few useful applications will take a look into an AR drawing app, an object identifier/translator, a voice activated app and a face tracking app (like Snapchat). By creating these projects you will be able to understand the vast possibilities of AR technology and explore its important features. By the end of this course you will have a firm understanding of how to develop AR focused applications using Unity and Vuforia, and also how other technologies can be used in development to extend the functionalities of these apps."--Resource description page.
Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of ...
Author: Paul Mealy
Publisher: John Wiley & Sons
An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform.
Author: Dawid Borycki
Publisher: Microsoft Press
Develop AI-powered apps and games for HoloLens and mixed reality headsets This is a complete guide to programming AI-powered mixed reality apps with the Windows Mixed Reality platform. Step by step, Dawid Borycki guides you through every type of mixed reality development, from simple 2D to cutting-edge apps for Microsoft HoloLens and immersive headsets. First, you’ll learn to write UWP 2D apps that adapt for any Windows 10 device, transfer camera images to machine learning services, and use mobile sensor readings to control headset content. Then, building on these skills, you’ll master every facet of building cross-platform 3D apps that link augmented reality content to real objects. Advanced Microsoft technology expert Dawid Borycki shows how to: Set up a mixed reality development environment with all the tools you’ll need, including HoloLens and Mixed Reality simulators Write Universal Windows 2D apps for all Windows 10 devices, and adjust their views and capabilities to specific hardware Render media streams, acquire video from world-facing cameras, and detect human faces in those images Generate descriptions of what the user sees, and present them via text or speech Build AI-powered voice-controlled apps with Microsoft Cognitive Services (MCS) Master core concepts and techniques for building 3D mixed reality apps with Unity Format 3D objects with materials to create holograms Add interactions to holograms based on user input Integrate HoloLens capabilities, including air gestures, spatial sound, and mapping
Reworked for C# and Unity 2018 & 2019, and bursting with images and tutorials, Penny de Byl’s Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry.
Author: Penny de Byl
Publisher: CRC Press
Category: Games & Activities
Master game design and digital art principles simultaneously with this all-in-one guide to creating games in the cutting-edge game engine Unity. Reworked for C# and Unity 2018 & 2019, and bursting with images and tutorials, Penny de Byl’s Holistic Game Development with Unity will help the reader gain the multidisciplinary skills needed to succeed in the independent game industry. Holistic Game Development with Unity includes new coverage on Augmented Reality, Networking, and Virtual Reality such as the Oculus Rift. Supplementary material, including instructional videos, discussion forums and art assets are provided in the companion website located at www.holistic3d.com. Learn to combine the beauty of art and the functionality of programming in de Byl’s third edition for Unity game development. Key features: Art and programming in Unity, the only one-stop shop for individual developers and small teams looking to tackle both tasks. Proven step-by-step tutorials show you how to design and structure an entire game in Unity with art assets. Revised to cover the Unity game engine versions 2018 and 2019. New coverage of Nav Meshes, Augmented Reality, Mobile Builds and Mecanim. An introduction to essential two- and three-dimensional mathematical and physics concepts. A portfolio of royalty free reusable game mechanics. Revamped and expanded accompanying website, www.holistic3d.com, features project source code, instructional videos, art assets, author blog, and discussion forums. Additional challenge questions and lesson plans are available online for an enhanced learning experience.
Beyond teaching ARKit itself, many of the code examples provided in this book can be used as templates to start your own AR development efforts.
Author: Dell Wolfensparger
Jump-start your development efforts. Use Apple’s ARKit platform to develop augmented reality (AR) apps for the iPhone and iPad. Now you can have your first AR app up and running in under an hour. Apple ARKit Revealed is filled with examples of applications that are easy to construct and will help you learn the skills needed to become a proficient ARKit developer. The book explains and demonstrates the advantages of using ARKit development tools from Apple, Unity, and Unreal. This coverage of different vendor products will help you choose the right tool for the job when you build your first AR application. Beyond teaching ARKit itself, many of the code examples provided in this book can be used as templates to start your own AR development efforts. What You'll Learn Create AR applications using Sprite Kit, Scene Kit, and Metal2 Enhance your applications with Hit-Testing, sound, and animation Build positional tracking into your applications so that users can move around Implement Visual Inertial Odometry (VIO) techniques for object placement and positioning Integrate with popular 3D and 2D engines such as Unity3D and Unreal Become familiar with “scene understanding” and why it matters in AR applications Who This Book Is For Developers looking to get started with ARKit as quickly as possible. The book is especially aimed at those looking to get an app to market quickly in order to showcase their AR skills or to target a fast-emerging opportunity.
"In this course, we take you on a tour of various APIs and tools that you will need in order to develop various AR apps for iOS devices.
Author: Felix Changoo
"In this course, we take you on a tour of various APIs and tools that you will need in order to develop various AR apps for iOS devices. In this course, you will start by installing Xcode 9 and then register on Apple's developer account with all the essential setup. Then you will be introduced to APIs and tools so that you are all set to develop your 1st ARKit app. You will start by creating a small app where you get a 3D model on screen and learn the basics of setting-up and using ARKit. In this app you will learn to use ARKit to set up, configure, add, and remove objects from ARSCNView. Then you will continue to explore other ARKit features by developing a 3D-shape App by focusing primarily on 3D interaction and UI Controls in AR using gesture recognizers. Lastly, we will create an exciting AR Shooter Game App where you will learn to set up your game, adjust scene lighting and targets, destroy your targets, and design different levels. In the last section, you will learn to build a small demo project by using Metal and Unity. By the end of this video course, you will have learned various APIs essential for developing games and will have easily developed 3 practical AR apps that you can further optimize with the Metal API and that you can integrate with the third-party tools such as Unity."--Resource description page.
Google Daydream VR Cookbook shows you how to: Install and explore the Google Daydream development tools Master basic and advanced Daydream Controller techniques Implement intuitive VR user interfaces Integrate audio, video, and realistic ...
Author: Sam Keene
Publisher: Addison-Wesley Professional
The Complete, Up-to-Date Guide to Building AR and VR Games Google’s new ARCore and Daydream VR platforms enable you to deliver advanced augmented and virtual reality games and apps on a wide spectrum of modern Android devices. Now for the first time, there’s a comprehensive deep dive into both ARCore and Daydream for every Android developer and designer. Multi-award-winning AR/VR developer Sam Keene takes a hands-on approach, leading you through all aspects of the ARCore and Daydream frameworks and SDKs, with step-by-step tutorials and advice for building pro-quality AR/VR games and apps. Keene presents his material as a cookbook of recipes to get you up and running with VR/AR development as fast and as painlessly as possible. The recipes in most chapters start by assembling the essential building blocks, which are pieced together to create something larger. You are then free to take these building blocks and turn them into your own creation. Keene also provides an extensive library of downloadable, up-to-the-minute ARCore and Daydream code to jumpstart your project. In addition, he takes you through crucial UX design principles and best practices learned from building large scale VR and AR apps at Google. Google Daydream VR Cookbook shows you how to: Install and explore the Google Daydream development tools Master basic and advanced Daydream Controller techniques Implement intuitive VR user interfaces Integrate audio, video, and realistic physics into your VR games Install and explore the ARCore SDK and development tools Learn how to build AR apps that solve real user needs Master AR game development using ARCore Optimize VR and AR game performance Whether you are a software developer, UX professional, visual designer, beginner, or you come from a different design field, this book is a great practical introduction to VR and AR.
Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features – including its new ones for game development.
Author: Siddharth Shekar
Publisher: Packt Publishing Ltd
Embrace the mobile gaming revolution by creating popular iOS games with Swift 4.2 Key Features Learn to create games for iPhone and iPad with the latest Swift Programming language Understand the fundamental concepts of game development like game physics, camera action, sprites, controls, among others Build Augmented reality games using ARKit for true performance Book Description Swift is the perfect choice for game development. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features – including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store. What you will learn Deliver powerful graphics, physics, and sound in your game by using SpriteKit and SceneKit Set up a scene using the new capabilities of the scene editor and custom classes Maximize gameplay with little-known tips and strategies for fun, repeatable action Make use of animations, graphics, and particles to polish your game Understand the current mobile monetization landscape Integrate your game with Game Center Develop 2D and 3D Augmented Reality games using Apple's new ARKit framework Publish your game to the App Store Who this book is for If you wish to create and publish iOS games using Swift, then this book is for you. No prior game development or experience with Apple ecosystem is needed.
This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations.
Author: Kelvin Sung
Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls. Throughout this book, you learn and examine the concepts and their applications in a game engine. What You Will Learn Understand the basic concepts of points and vectors and their applications in game development Apply mathematical concepts to modern video game functionality, such as spherical and box colliders Implement autonomous behaviors, including following way points, facing a target, chasing an object, etc. Who This Book is For Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples
Virtual reality (VR) technology is every day becoming a more popular application for physical rehabilitation and motor control research.
Author: Albert Ruiz Gracia
Virtual reality (VR) technology is every day becoming a more popular application for physical rehabilitation and motor control research. The goal of this project is to help with the rehabilitation of patients with injuries that affect their mobility or people with movement disability, remotely. There are studies that show that the visualisation of our own movements in an augmented way, nourishes our brain positively and accelerates the recovery. This Kinect-based rehabilitation application consists in accessing the Kinect body joints orientations defined with quaternion and apply them, through a code in Visual Studio (VS), to our avatar in Unity. Kinect is our input that captures the trajectories of skeleton points. Those data are received in Unity, a game development engine. We then wrote a code in VS to process those data and, once the joint orientations were processed, we were able to apply them into an avatar in Unity so that it reproduces our movements in real-time. The project opens a door to a wide variety of future medical applications since a full human body is tracked and can help with any possible avant-garde rehabilitation techniques.
In this edition of the book, we add the latest VR and AR features along with procedural programming. By the end of this book, you should have a good grasp of how to program in C++17.
Author: Sharan Volin
Publisher: Packt Publishing Ltd
Learn the fundamentals of C++ programming with a fun-filled, practical guide and create your own games using Unreal Engine 4. Key Features Gain foundational knowledge of C++ language and syntax while creating games with UE4 Build 2D and 3D games having compelling user interfaces, game physics, and artificial intelligence Discover the latest trends in game development such as Virtual Reality, Augmented Reality, and AI Book Description Learning to program in C++ requires some serious motivation. Unreal Engine 4 (UE4) is a powerful C++ engine with a full range of features used to create top-notch, exciting games by AAA studios, making it the fun way to dive into learning C++17. This book starts by installing a code editor so you can begin to write C++17 code. You will then get acquainted with important C++ aspects, such as variables and memory, if, else, and switch, looping, functions and macros, objects, classes, inheritance, and dynamic memory allocation. As we dig into more advanced C++17 concepts, you will also start to explore the functionality the UE4 engine has to offer. You will use the UE4 editor to create your own world, and then program in some seriously fun gameplay. We delve further to discuss building game features, pathfinding, behavior trees, and more, and introduce you to the basics of machine learning and neural networks. We go on to talk about improving UI feedback with UMG and audio. In this edition of the book, we add the latest VR and AR features along with procedural programming. By the end of this book, you should have a good grasp of how to program in C++17. What you will learn Learn the basics of C++ and also basic UE4 editing Learn your way around the UE4 editor and the basics of using C++ and Blueprints within the engine Learn how to use basic C++ containers and data structures to store your game data Create players, NPCs, and monsters Give information to users using the UE4 UMG UI system Gain a basic understanding of how to use procedural programming to give your game more replay value Learn how UE4 can help you build projects using the hottest new technologies, such as VR and AR Who this book is for If you are really passionate about games and have always wanted to write your own, this book is perfect for you. It will help you get started with programming in C++ and explore the immense functionalities of UE4.
Join Pablo P.I. in his first adventure! Pablo goes to a museum only to discover that someone stole Pancho Villa's sombrero! Go on a journey with Pablo P.I. to discover Pancho Villa's legacy and look for the missing sombrero before it's too late! "The Great Pablo P.I." is the first of a major project in partnership with Benny's Books aimed at creating major characters of Hispanic descent in order to create more diversity and cultural awareness in the United States. Partial proceeds from the series will be donated so more books can be distributed for free to low income communities. WHAT BENNY'S BOOKS IS ALL ABOUT: At Benny's Books, we believe in three core values: Transparency, Professionalism, and Excitement. First, we believe in transparency. There are no CEO's from Benny's Books getting unreasonable salaries nor is there tons of overhead going into the pockets of elites. At Benny's Books, we deliver high quality literature at a reasonable price. Second, our team are all trained professionals. From the artists we work with, board of directors, officers, and the research department, we believe in delivering high quality products with minimal overhead. Our directors all have post-graduate degrees, and much of the profits go into future programs we have in store. Although at Benny's Books we enjoy the traditional format of children's books, we understand that technology is constantly involving. Soon, we'll be adding ebooks and augmented reality to engage the readers and immerse them in a unique diverse world. Our goal is simple: Shake up the industry and make diversity matter. Last, we like to create excitement in the communities. You won't catch us in high rise buildings, having others do the grunt work. You'll see us at the local bookstores, town halls, and in the community creating positive change. Many of our projects are aimed at fighting illiteracy and creating diversity in children's fiction, but soon, we're going beyond that with programs that'll be discussed in detail at the beginning of 2019. This is just the start, but be on the lookout for the official launch of Benny's Books in August of 2018.
This book includes a selection of reviewed papers presented at the 9th China Academic Conference on Printing and Packaging, which was held in November 2018 in Shandong, China.
Author: Pengfei Zhao
Category: Technology & Engineering
This book includes a selection of reviewed papers presented at the 9th China Academic Conference on Printing and Packaging, which was held in November 2018 in Shandong, China. The conference was jointly organized by the China Academy of Printing Technology and Qilu University of Technology (Shandong Academy of Sciences). With 8 keynote talks and over 200 presented papers on graphic communication and packaging technologies, the conference attracted more than 300 scientists.The proceedings cover the recent findings in color science and technology, image processing technology, digital media technology, mechanical engineering and numerical control, materials and detection, digital process management technology in printing and packaging, and other technologies. As such, the book is of interest to university researchers, R&D engineers and graduate students in the field of graphic arts, packaging, color science, image science, material science, computer science, digital media, and network technology.