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Game Development Projects with Unreal Engine

Game Development Projects with Unreal Engine

By : Reis, Hammad Fozi , Gonçalo Marques , David Pereira , Devin Sherry
4.6 (35)
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Game Development Projects with Unreal Engine

Game Development Projects with Unreal Engine

4.6 (35)
By: Reis, Hammad Fozi , Gonçalo Marques , David Pereira , Devin Sherry

Overview of this book

Game development can be both a creatively fulfilling hobby and a full-time career path. It's also an exciting way to improve your C++ skills and apply them in engaging and challenging projects. Game Development Projects with Unreal Engine starts with the basic skills you'll need to get started as a game developer. The fundamentals of game design will be explained clearly and demonstrated practically with realistic exercises. You’ll then apply what you’ve learned with challenging activities. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects: building a dodgeball game. In this project, you'll explore line traces, collisions, projectiles, user interface, and sound effects, combining these concepts to showcase your new skills. You'll then move on to the second project; a side-scroller game, where you'll implement concepts including animation blending, enemy AI, spawning objects, and collectibles. The final project is an FPS game, where you will cover the key concepts behind creating a multiplayer environment. By the end of this Unreal Engine 4 game development book, you'll have the confidence and knowledge to get started on your own creative UE4 projects and bring your ideas to life.
Table of Contents (19 chapters)
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Preface

Multiplayer Basics

You may have heard the term multiplayer a lot while gaming, but what does it mean for game developers? Multiplayer, in reality, is just a set of instructions sent through the network (internet or local area network) between the server and its connected clients in order to give players the illusion of a shared world.

For this to work, the server needs to be able to talk to clients, but also the other way around (client to server). This is because clients are typically the ones that affect the game world, so they need a way to be able to inform the server of their intentions while playing the game.

An example of this back and forth communication between the server and a client is when a player tries to fire a weapon during a game. Have a look at the following figure, which shows a client-server interaction:

Figure 16.1: Client-server interaction when a player wants to fire a weapon in a multiplayer game

Let's examine what was shown...

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