Pro Unreal Engine Game Coding
Pro Unreal Engine Game Coding, available at $99.99, has an average rating of 4.19, with 129 lectures, based on 733 reviews, and has 8121 subscribers.
You will learn about Game programming wisdom from an industry veteran still working at the forefront A series of very deep dives into the code behind the game GRIP: Combat Racing How to go from having a game idea with zero code, all the way up to final implementation How to setup Unreal Engine both from stock build and from source code Using Perforce version control and how to work effectively within a team How to use the Unreal Engine Editor Coding standards and best practices Common programming problems and their common solutions Writing readable, maintainable, yet fast and efficient code Advanced C++ to buff those coding chops Mathematical magic for solving many common coding problems Complex vector mathematics for working effectively in a 3D game world Understanding the Unreal Engine object framework for creating professional games Graphics programming to create and use materials, particle systems and procedural geometry Audio programming to create and use sound cues, classes and mixers Understanding vehicle dynamics and building a physics model from the ground up Understanding artificial intelligence and building an autonomous vehicle bot Understanding cameras and how to make your game shine How to create a pickup system featuring weapons and other power-ups How to implement those weapons and power-ups, from a simple turbo to a homing missile How to modify the Unreal Engine source code itself, and perform upgrades to the engine This course is ideal for individuals who are Game coders wanting to work in Unreal Engine or Game coders wanting to take their skills to the top It is particularly useful for Game coders wanting to work in Unreal Engine or Game coders wanting to take their skills to the top.
Enroll now: Pro Unreal Engine Game Coding
Summary
Title: Pro Unreal Engine Game Coding
Price: $99.99
Average Rating: 4.19
Number of Lectures: 129
Number of Published Lectures: 129
Number of Curriculum Items: 129
Number of Published Curriculum Objects: 129
Original Price: £99.99
Quality Status: approved
Status: Live
What You Will Learn
- Game programming wisdom from an industry veteran still working at the forefront
- A series of very deep dives into the code behind the game GRIP: Combat Racing
- How to go from having a game idea with zero code, all the way up to final implementation
- How to setup Unreal Engine both from stock build and from source code
- Using Perforce version control and how to work effectively within a team
- How to use the Unreal Engine Editor
- Coding standards and best practices
- Common programming problems and their common solutions
- Writing readable, maintainable, yet fast and efficient code
- Advanced C++ to buff those coding chops
- Mathematical magic for solving many common coding problems
- Complex vector mathematics for working effectively in a 3D game world
- Understanding the Unreal Engine object framework for creating professional games
- Graphics programming to create and use materials, particle systems and procedural geometry
- Audio programming to create and use sound cues, classes and mixers
- Understanding vehicle dynamics and building a physics model from the ground up
- Understanding artificial intelligence and building an autonomous vehicle bot
- Understanding cameras and how to make your game shine
- How to create a pickup system featuring weapons and other power-ups
- How to implement those weapons and power-ups, from a simple turbo to a homing missile
- How to modify the Unreal Engine source code itself, and perform upgrades to the engine
Who Should Attend
- Game coders wanting to work in Unreal Engine
- Game coders wanting to take their skills to the top
Target Audiences
- Game coders wanting to work in Unreal Engine
- Game coders wanting to take their skills to the top
Hey there, and welcome to the course, Pro, Unreal Engine, Game Coding. aka, the Black Book, but why the Black Book? Well, just watch the short preview video if you want the full experience. But if you like reading, then around 25 years ago, when I was just entering the games industry, there emerged just such a black book. A book of graphics programming, full of coding voodoo written by the programming powerhouse that is Michael Abrash. And this black book, took many coders like myself, from being merely competent, to being able to produce something akin to magic on the screen. It was legendary.
Naturally, a lot has changed since then, and in this course we’ve crafted a new black book for a new generation, a series of masterclasses in Unreal Engine game coding for the 2020s. I want to give you guys, what it was, that Michael Abrash gave my generation. I’m going to take you from being an Unreal Engine virgin, to being a real pro, and a prized asset to any employer.
My last game, GRIP: Combat Racing, will be the focus for the latter half of this course, and we’ll get to see an awful lot of what’s going on under the hood there. We’re going to expose all of its secrets. This journey will take you from being a C++ novice,all the way up to writing the most challenging racing game I’ve ever been involved with, and I’ve written a few. But if that sounds terrifying, don’t worry, we’ve got this. We can do this, together.
I’ll be presenting in a no-nonsense style, side-stepping a lot of the hokum you don’t need to know, focusing intently on the stuff you really do, and providing rock-solid examples of how to apply what you’ll be taught here. This is not academia, this is real-world getting it done, and getting it done well kind of coding. This is stuff taken straight from the battlefield of game development. After firmly establishing all of the fundamentals, I’ll be imbuing you with tricks and techniques, algorithms and insights, gathered from decades of coding experience that you can apply across many game genres. We’re going to turn you, into an Unreal Engine Ninja.
So get ready coder one, because we’ve got work to do.
Course Curriculum
Chapter 1: Getting Started
Lecture 1: Very quickly before we begin
Lecture 2: What is Unreal Engine?
Lecture 3: The Epic Games Launcher
Lecture 4: Stock or customized engine?
Lecture 5: Downloading the stock engine
Lecture 6: Downloading from source code
Lecture 7: SSD and HDD
Lecture 8: Downloading Visual Studio
Lecture 9: Visual Studio updates
Lecture 10: Preparing Visual Studio
Lecture 11: Visual Studio productivity tools
Lecture 12: Compiling from source code
Lecture 13: Version control
Lecture 14: Preparing for version control
Lecture 15: Adding your custom engine to version control
Lecture 16: Basic terminology
Lecture 17: Exploring the editor
Lecture 18: C++
Lecture 19: Blueprints
Lecture 20: C++ or blueprints
Lecture 21: Coding standard
Chapter 2: Metal in motion, part I
Lecture 1: Starting your first project
Lecture 2: Creating your first project
Lecture 3: Core class hierarchy
Lecture 4: Creating a new class
Lecture 5: Properties
Lecture 6: Mobilizing our ball bearing
Lecture 7: Metal in motion failing to compile correctly?
Lecture 8: Editor naming conventions
Lecture 9: Adding a debugging HUD
Lecture 10: Arrays, an introduction
Lecture 11: The actor life-cycle
Lecture 12: The goal of the game
Lecture 13: Constructing a level
Lecture 14: The C++ / blueprint divide
Lecture 15: Wrapping up
Chapter 3: Game mathematics fundamentals
Lecture 1: Math primer
Lecture 2: Evaluation order
Lecture 3: Degrees and radians
Lecture 4: Ratios
Lecture 5: Trigonometry
Lecture 6: Abs and Sign
Lecture 7: Pow
Lecture 8: Interpolation
Lecture 9: Easing in and out
Lecture 10: Time-based smoothing
Lecture 11: Random number generation
Lecture 12: Vectors
Lecture 13: Dot products
Lecture 14: Cross products
Lecture 15: Quaternions
Lecture 16: Rotators
Lecture 17: Transforms
Lecture 18: Coordinate spaces
Lecture 19: Matrices
Lecture 20: Wrapping up
Chapter 4: Metal in motion, part II
Lecture 1: Upping our game
Lecture 2: Functions
Lecture 3: Magnetism
Lecture 4: The console
Lecture 5: Finishing up
Lecture 6: Where now?
Lecture 7: Build configurations
Lecture 8: Version control check-in process
Lecture 9: Visual Studio version control integration
Chapter 5: Vehicle dynamics, part I
Lecture 1: The road ahead
Lecture 2: Finding GRIP
Lecture 3: Physics primer
Lecture 4: Creating your second project
Lecture 5: Unreal Engine modifications
Lecture 6: Downloading the GRIP goods
Lecture 7: GRIP failing to compile correctly?
Lecture 8: Skeletal meshes and physics assets
Lecture 9: Exploration of the GRIP code
Lecture 10: I am vehicle
Lecture 11: Diagnostic checks
Lecture 12: Raising the vehicle
Lecture 13: Output logging
Lecture 14: Fundamental physics forces and control
Lecture 15: Class specifiers
Lecture 16: Adding grip to GRIP, and vehicle animation
Lecture 17: Improving the physics body setup
Lecture 18: Vehicle drifting
Lecture 19: Physics materials and surface types
Chapter 6: Time and timing
Lecture 1: Engine timing
Lecture 2: Physics timing
Lecture 3: Time dilation
Lecture 4: Timers and time sharing
Lecture 5: Floating point precision
Chapter 7: Graphics
Lecture 1: Textures, materials, particle systems and data assets
Lecture 2: Driving surfaces and wheel effects
Lecture 3: Vehicle impact effects
Chapter 8: Vehicle dynamics, part II
Instructors
-
Rob Baker
Video Games Programmer
Rating Distribution
- 1 stars: 15 votes
- 2 stars: 14 votes
- 3 stars: 38 votes
- 4 stars: 165 votes
- 5 stars: 501 votes
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