学习用C++开发你的第一个游戏(英文)

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2020-03-15 02:17:51
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www.unrealcourse.com
视频选集
(126/151)
01. Promo Video
01:30
02. Welcome To The Course
02:50
03. Setup Visual Studio Or XCode
03:16
04. Unreal Development Environment
07:26
05. Intro To Visual Studio On PC
05:45
06. Intro To Xcode On MacOS
04:25
07. A Quick Tour Of Unreal Editor
09:47
08. Section Wrap-Up
02:44
09. Intro, Notes & section Assets
03:05
10. Game Design Document
06:57
11. How Solutions And Projects Relate
08:57
12. C++ Function Syntax
07:54
13. Using, #include And Namespaces
10:57
14. Magic Numbers And Constants
07:22
15. Variables And cin for Input
10:01
16. Using getline()
05:05
17. Simplifying With Functions
10:37
18. Iterating With For & While Loops
08:09
19. Clarity Is Worth Fighting For
10:20
20. Booleans And Comparisons
10:38
21. Using Do and While in C++
06:45
22. Introducing Classes
03:00
23. Using Header Files As Contracts
11:36
24. Including Our Own Header File
09:38
25. Instantiating Your Class
07:01
26. Writing And Using Getter Methods
09:01
27. Introducing The Const Keyword
05:38
28. Constructors For Initialisation
07:51
29. Pseudocode Programming
09:08
30. Using using forType Aliases
09:42
31. Using struct for Simple Types
10:13
32. Using if Statements in C++
12:21
33. Debugging 101
09:17
34. A Place for Everything
07:07
35. Introducing enumerations
09:56
36. Writing Error Checking Code
09:18
37. Using switch Statements
11:58
38. Warm Fuzzy Feelings
06:32
39. Handling Game Win Condition
07:59
40. Win Or Lose Screen
06:08
41. Introducing Big O notation
11:50
42. TMAP and map Data Structures
11:10
43. Range-based for Loop
08:35
44. Design a Helper Function
08:24
45. Playtesting Yor Game
07:46
46. Difficulty & Play Tuning
09:36
47. Polishing & Packaging
08:36
48. Section Wrap-Up
01:18
49. Intro, Notes & Section Assets
02:13
50. Game Design Document (GDD)
04:36
51. Version Control 101
07:03
52. Ignoring Unreal Derived Files
08:46
53. Your First .gitignore For Unreal
10:56
54. Getting to Know Unreal's Editor
08:24
55. A Pointers Primer
05:41
56. Unreal's Class System
12:47
57. Runtime Message for Feedback
06:42
58. Accessing Object Names
09:56
59. Getting Transforms In C++
07:38
60. Moving Objects In C++
11:36
61. Laying Out Geometry
14:28
62. Applying Materials
08:39
63. Macros Starting With UPPROPERTY
08:50
64. Using Trigger Volumes
10:16
65. Unreal's PlayerController
10:28
66. Using Collision Volumes
09:09
67. Using GetTimeSeconds()
11:29
68. Grabbing System Overview
05:33
69. Modifying the Default Pawn Actor
07:29
70. Inherit Game Mode Blueprint
07:06
71. Getting Player Viewpoint
12:43
72. Using DrawDebugLine
11:32
73. Line Tracing AKA Ray-Casting
10:17
74. LineTracesingleByObjectType()
12:04
75. REFERENCE & POINTERS
05:52
76. Resetting Your Unreal Project
06:41
77. Using FindComponentByClass()
09:04
78. Introcucing Input Binding
11:31
79. Accessors & Memory Layout
09:26
80. Reducing Code in Hot Loops
13:51
81. Using Physics Handles
12:31
82. Refactoring Rules
12:26
83. Introducing Unreal's TArray
12:09
84. Iterating over TArray with for
07:42
85. Debugging Game Issues
07:59
86. Managing Texture Tiling
08:50
87. Pointer Protection Process
11:35
88. Exposing Events to Blueprint
11:37
89. Using Blueprint Timeline
10:29
90. Everything in its Place
11:26
91. Using Variables in Blueprint
08:36
92. SFX & Audio Clips
06:31
93. Section Wrap Up
02:02
94. Intro, Notes & Section Assets
01:08
95. Game Design Document (GDD)
06:10
96. Setting Up a GitHub “Repo”
10:41
97. Creating & Deleting Landscapes
10:04
98. Landscape Setup & Scaling
12:17
99. A Landscaping Process
10:17
100. Upgrading Engine Version
05:49
101. Using Landscape Layers
12:05
102. Flat Shading Low Poly Landscapes
12:33
103. More Landscaping tools
12:11
104. Tank Control System
07:33
105. Composing Multi-Part Actors
10:28
106. Using Blueprints to Discover C++
09:41
107. Call C++ Functions from Blueprint
11:59
108. Using BindAxis() for Input
14:56
109. Using DeltaTimeSeconds
14:20
111. UI Scale Box, Buttons & Mouse
11:15
112. Controller Ready Navigation
08:26
113. Trial Packaging Your Game
07:09
114. Delegating to Components
11:22
115. Using virtual and override
14:06
116. Creating an AI Controller Class
10:57
117. Get the Player Controller with C++
09:05
118. Add Tick() to PlayerController
11:52
119. Creating an Out Parameter Method
12:10
120. Finding Screen Pixel Coordinates
13:50
121. Using DeprojectScreenToWorld
12:50
122. Using LineTraceSingleByChannel()
15:26
123. Unify Player & AI Aiming
10:38
124. Create Default Sub Objects in C++
12:08
125. BlueprintCallable()
13:06
126. SuggestProjectileVelocity()
11:55
127. Predict Projectile Landing Point
12:17
128. Using FRotators in Unreal
11:00
129. Using Forward Declarations
12:52
130. BlueprintSpawnableComponent()
10:57
131. BlueprintSpawnableComponent()
10:57
132. Review Our Execution Flow
13:36
133. How to Report Bugs
10:48
134. Using Clamp() to Limit Values
14:19
135. CHALLENGE - Turret Rotation
12:45
136. CHALLENGE - Turret Rotation Pt.2
11:33
137. Setting Up Projectiles
10:36
138. Upgrading to Unreal 4.12
11:05
139. Working Round Awkward Bugs
13:57
140. Using SpawnActor() to Spawn
11:37
141. Projectile Movement Components
11:12
BC03-How-Solutions-Projects-Relate
07:20
BC14-Introducing-Classes
03:00
BC15-Using-Header-Files-as-Contracts
10:23
BC16-Including-Our-Own-Header-File
08:47
BC23-Using-struct-for-Simple-Types
10:02
BC25-Debugging-101
07:40
BE05-Your-First.gitignore-for-Unreal
10:21
BE07-Unreal-s-Class-System
10:40
BE10-Getting-Transforms-in-C
07:13
Course-Wrap-Up
01:17
Thats-All-For-Now-v.2
00:39
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