学习用C++开发你的第一个游戏(英文)


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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

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