学习用C++开发你的第一个游戏(英文)

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AC 138972362020-3-17
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选段151P

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  • 01. Promo Video

  • 02. Welcome To The Course

  • 03. Setup Visual Studio Or XCode

  • 04. Unreal Development Environment

  • 05. Intro To Visual Studio On PC

  • 06. Intro To Xcode On MacOS

  • 07. A Quick Tour Of Unreal Editor

  • 08. Section Wrap-Up

  • 09. Intro, Notes & section Assets

  • 10. Game Design Document

  • 11. How Solutions And Projects Relate

  • 12. C++ Function Syntax

  • 13. Using, #include And Namespaces

  • 14. Magic Numbers And Constants

  • 15. Variables And cin for Input

  • 16. Using getline()

  • 17. Simplifying With Functions

  • 18. Iterating With For & While Loops

  • 19. Clarity Is Worth Fighting For

  • 20. Booleans And Comparisons

  • 21. Using Do and While in C++

  • 22. Introducing Classes

  • 23. Using Header Files As Contracts

  • 24. Including Our Own Header File

  • 25. Instantiating Your Class

  • 26. Writing And Using Getter Methods

  • 27. Introducing The Const Keyword

  • 28. Constructors For Initialisation

  • 29. Pseudocode Programming

  • 30. Using using forType Aliases

  • 31. Using struct for Simple Types

  • 32. Using if Statements in C++

  • 33. Debugging 101

  • 34. A Place for Everything

  • 35. Introducing enumerations

  • 36. Writing Error Checking Code

  • 37. Using switch Statements

  • 38. Warm Fuzzy Feelings

  • 39. Handling Game Win Condition

  • 40. Win Or Lose Screen

  • 41. Introducing Big O notation

  • 42. TMAP and map Data Structures

  • 43. Range-based for Loop

  • 44. Design a Helper Function

  • 45. Playtesting Yor Game

  • 46. Difficulty & Play Tuning

  • 47. Polishing & Packaging

  • 48. Section Wrap-Up

  • 49. Intro, Notes & Section Assets

  • 50. Game Design Document (GDD)

  • 51. Version Control 101

  • 52. Ignoring Unreal Derived Files

  • 53. Your First .gitignore For Unreal

  • 54. Getting to Know Unreal's Editor

  • 55. A Pointers Primer

  • 56. Unreal's Class System

  • 57. Runtime Message for Feedback

  • 58. Accessing Object Names

  • 59. Getting Transforms In C++

  • 60. Moving Objects In C++

  • 61. Laying Out Geometry

  • 62. Applying Materials

  • 63. Macros Starting With UPPROPERTY

  • 64. Using Trigger Volumes

  • 65. Unreal's PlayerController

  • 66. Using Collision Volumes

  • 67. Using GetTimeSeconds()

  • 68. Grabbing System Overview

  • 69. Modifying the Default Pawn Actor

  • 70. Inherit Game Mode Blueprint

  • 71. Getting Player Viewpoint

  • 72. Using DrawDebugLine

  • 73. Line Tracing AKA Ray-Casting

  • 74. LineTracesingleByObjectType()

  • 75. REFERENCE & POINTERS

  • 76. Resetting Your Unreal Project

  • 77. Using FindComponentByClass()

  • 78. Introcucing Input Binding

  • 79. Accessors & Memory Layout

  • 80. Reducing Code in Hot Loops

  • 81. Using Physics Handles

  • 82. Refactoring Rules

  • 83. Introducing Unreal's TArray

  • 84. Iterating over TArray with for

  • 85. Debugging Game Issues

  • 86. Managing Texture Tiling

  • 87. Pointer Protection Process

  • 88. Exposing Events to Blueprint

  • 89. Using Blueprint Timeline

  • 90. Everything in its Place

  • 91. Using Variables in Blueprint

  • 92. SFX & Audio Clips

  • 93. Section Wrap Up

  • 94. Intro, Notes & Section Assets

  • 95. Game Design Document (GDD)

  • 96. Setting Up a GitHub “Repo”

  • 97. Creating & Deleting Landscapes

  • 98. Landscape Setup & Scaling

  • 99. A Landscaping Process

  • 100. Upgrading Engine Version

  • 101. Using Landscape Layers

  • 102. Flat Shading Low Poly Landscapes

  • 103. More Landscaping tools

  • 104. Tank Control System

  • 105. Composing Multi-Part Actors

  • 106. Using Blueprints to Discover C++

  • 107. Call C++ Functions from Blueprint

  • 108. Using BindAxis() for Input

  • 109. Using DeltaTimeSeconds

  • 111. UI Scale Box, Buttons & Mouse

  • 112. Controller Ready Navigation

  • 113. Trial Packaging Your Game

  • 114. Delegating to Components

  • 115. Using virtual and override

  • 116. Creating an AI Controller Class

  • 117. Get the Player Controller with C++

  • 118. Add Tick() to PlayerController

  • 119. Creating an Out Parameter Method

  • 120. Finding Screen Pixel Coordinates

  • 121. Using DeprojectScreenToWorld

  • 122. Using LineTraceSingleByChannel()

  • 123. Unify Player & AI Aiming

  • 124. Create Default Sub Objects in C++

  • 125. BlueprintCallable()

  • 126. SuggestProjectileVelocity()

  • 127. Predict Projectile Landing Point

  • 128. Using FRotators in Unreal

  • 129. Using Forward Declarations

  • 130. BlueprintSpawnableComponent()

  • 131. BlueprintSpawnableComponent()

  • 132. Review Our Execution Flow

  • 133. How to Report Bugs

  • 134. Using Clamp() to Limit Values

  • 135. CHALLENGE - Turret Rotation

  • 136. CHALLENGE - Turret Rotation Pt.2

  • 137. Setting Up Projectiles

  • 138. Upgrading to Unreal 4.12

  • 139. Working Round Awkward Bugs

  • 140. Using SpawnActor() to Spawn

  • 141. Projectile Movement Components

  • BC03-How-Solutions-Projects-Relate

  • BC14-Introducing-Classes

  • BC15-Using-Header-Files-as-Contracts

  • BC16-Including-Our-Own-Header-File

  • BC23-Using-struct-for-Simple-Types

  • BC25-Debugging-101

  • BE05-Your-First.gitignore-for-Unreal

  • BE07-Unreal-s-Class-System

  • BE10-Getting-Transforms-in-C

  • Course-Wrap-Up

  • Thats-All-For-Now-v.2

选段151
  • 01. Promo Video

  • 02. Welcome To The Course

  • 03. Setup Visual Studio Or XCode

  • 04. Unreal Development Environment

  • 05. Intro To Visual Studio On PC

  • 06. Intro To Xcode On MacOS

  • 07. A Quick Tour Of Unreal Editor

  • 08. Section Wrap-Up

  • 09. Intro, Notes & section Assets

  • 10. Game Design Document

  • 11. How Solutions And Projects Relate

  • 12. C++ Function Syntax

  • 13. Using, #include And Namespaces

  • 14. Magic Numbers And Constants

  • 15. Variables And cin for Input

  • 16. Using getline()

  • 17. Simplifying With Functions

  • 18. Iterating With For & While Loops

  • 19. Clarity Is Worth Fighting For

  • 20. Booleans And Comparisons

  • 21. Using Do and While in C++

  • 22. Introducing Classes

  • 23. Using Header Files As Contracts

  • 24. Including Our Own Header File

  • 25. Instantiating Your Class

  • 26. Writing And Using Getter Methods

  • 27. Introducing The Const Keyword

  • 28. Constructors For Initialisation

  • 29. Pseudocode Programming

  • 30. Using using forType Aliases

  • 31. Using struct for Simple Types

  • 32. Using if Statements in C++

  • 33. Debugging 101

  • 34. A Place for Everything

  • 35. Introducing enumerations

  • 36. Writing Error Checking Code

  • 37. Using switch Statements

  • 38. Warm Fuzzy Feelings

  • 39. Handling Game Win Condition

  • 40. Win Or Lose Screen

  • 41. Introducing Big O notation

  • 42. TMAP and map Data Structures

  • 43. Range-based for Loop

  • 44. Design a Helper Function

  • 45. Playtesting Yor Game

  • 46. Difficulty & Play Tuning

  • 47. Polishing & Packaging

  • 48. Section Wrap-Up

  • 49. Intro, Notes & Section Assets

  • 50. Game Design Document (GDD)

  • 51. Version Control 101

  • 52. Ignoring Unreal Derived Files

  • 53. Your First .gitignore For Unreal

  • 54. Getting to Know Unreal's Editor

  • 55. A Pointers Primer

  • 56. Unreal's Class System

  • 57. Runtime Message for Feedback

  • 58. Accessing Object Names

  • 59. Getting Transforms In C++

  • 60. Moving Objects In C++

  • 61. Laying Out Geometry

  • 62. Applying Materials

  • 63. Macros Starting With UPPROPERTY

  • 64. Using Trigger Volumes

  • 65. Unreal's PlayerController

  • 66. Using Collision Volumes

  • 67. Using GetTimeSeconds()

  • 68. Grabbing System Overview

  • 69. Modifying the Default Pawn Actor

  • 70. Inherit Game Mode Blueprint

  • 71. Getting Player Viewpoint

  • 72. Using DrawDebugLine

  • 73. Line Tracing AKA Ray-Casting

  • 74. LineTracesingleByObjectType()

  • 75. REFERENCE & POINTERS

  • 76. Resetting Your Unreal Project

  • 77. Using FindComponentByClass()

  • 78. Introcucing Input Binding

  • 79. Accessors & Memory Layout

  • 80. Reducing Code in Hot Loops

  • 81. Using Physics Handles

  • 82. Refactoring Rules

  • 83. Introducing Unreal's TArray

  • 84. Iterating over TArray with for

  • 85. Debugging Game Issues

  • 86. Managing Texture Tiling

  • 87. Pointer Protection Process

  • 88. Exposing Events to Blueprint

  • 89. Using Blueprint Timeline

  • 90. Everything in its Place

  • 91. Using Variables in Blueprint

  • 92. SFX & Audio Clips

  • 93. Section Wrap Up

  • 94. Intro, Notes & Section Assets

  • 95. Game Design Document (GDD)

  • 96. Setting Up a GitHub “Repo”

  • 97. Creating & Deleting Landscapes

  • 98. Landscape Setup & Scaling

  • 99. A Landscaping Process

  • 100. Upgrading Engine Version

  • 101. Using Landscape Layers

  • 102. Flat Shading Low Poly Landscapes

  • 103. More Landscaping tools

  • 104. Tank Control System

  • 105. Composing Multi-Part Actors

  • 106. Using Blueprints to Discover C++

  • 107. Call C++ Functions from Blueprint

  • 108. Using BindAxis() for Input

  • 109. Using DeltaTimeSeconds

  • 111. UI Scale Box, Buttons & Mouse

  • 112. Controller Ready Navigation

  • 113. Trial Packaging Your Game

  • 114. Delegating to Components

  • 115. Using virtual and override

  • 116. Creating an AI Controller Class

  • 117. Get the Player Controller with C++

  • 118. Add Tick() to PlayerController

  • 119. Creating an Out Parameter Method

  • 120. Finding Screen Pixel Coordinates

  • 121. Using DeprojectScreenToWorld

  • 122. Using LineTraceSingleByChannel()

  • 123. Unify Player & AI Aiming

  • 124. Create Default Sub Objects in C++

  • 125. BlueprintCallable()

  • 126. SuggestProjectileVelocity()

  • 127. Predict Projectile Landing Point

  • 128. Using FRotators in Unreal

  • 129. Using Forward Declarations

  • 130. BlueprintSpawnableComponent()

  • 131. BlueprintSpawnableComponent()

  • 132. Review Our Execution Flow

  • 133. How to Report Bugs

  • 134. Using Clamp() to Limit Values

  • 135. CHALLENGE - Turret Rotation

  • 136. CHALLENGE - Turret Rotation Pt.2

  • 137. Setting Up Projectiles

  • 138. Upgrading to Unreal 4.12

  • 139. Working Round Awkward Bugs

  • 140. Using SpawnActor() to Spawn

  • 141. Projectile Movement Components

  • BC03-How-Solutions-Projects-Relate

  • BC14-Introducing-Classes

  • BC15-Using-Header-Files-as-Contracts

  • BC16-Including-Our-Own-Header-File

  • BC23-Using-struct-for-Simple-Types

  • BC25-Debugging-101

  • BE05-Your-First.gitignore-for-Unreal

  • BE07-Unreal-s-Class-System

  • BE10-Getting-Transforms-in-C

  • Course-Wrap-Up

  • Thats-All-For-Now-v.2

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