- Series: For Teens
- Paperback: 304 pages
- Publisher: Cengage Learning PTR; 1 edition (December 7, 2006)
- Language: English
- ISBN-10: 1598633465
- ISBN-13: 978-1598633467
- Product Dimensions: 9.1 x 7.3 x 0.7 inches
- Shipping Weight: 1.4 pounds (View shipping rates and policies)
- Average Customer Review: 1 customer review
- Amazon Best Sellers Rank: #4,383,037 in Books (See Top 100 in Books)
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Unreal Tournament Game Programming for Teens 1st Edition
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CHAPTER 1. GETTING STARTED Unreal Ed and Unreal Tournament Viewing Unreal Tournament features CHAPTER 2. SETTING UP TO PROGRAM WITH UNREALSCRIPT Hello World with Unreal Script Variables Operators and operators The Guessing Game CHAPTER 3. BASIC PROGRAMMING ACTIVITIES Repetition Methods Arrays Classes CHAPTER 4 MODIFYING A WEAPON Inheritance Overloading Overriding Adding customized ammo Loading our work into the game CHAPTER 5 CREATING YOUR OWN LEVEL The floor plan Creating structures Adding textures Adding lights Adding events Trying it out CHAPTER 6 CREATING YOUR OWN MODEL WITH MILKSHAPE Staring with the model snowflake Modifying the model Customizing the texture Adding your work to a level Adding lights and events Playing in the snow CHAPTER 7 DEALING WITH PHYSICS THROUGH BUBBLE MAKING Vectors Iterators Rotators Adding bubbles CHAPTER 8 SCORING AND INTERACTION WITH WACK-A-MOLE Adding the models Setting up the level AI Setting up controls Voice and sound interaction Keeping score Winning and losing CHAPTER 9 GOING DEEPER WITH LASER TAG Working with physics and light Selecting targets Creating a beam Modifying controls Fire away! CHAPTER 10 SPACE SHOOTERS UNREAL STYLE Working with the level Programming the actions Implementing controls Making it happen CHAPTER 13 HACKY SACK JOE OR JOSEPHINE Understanding the loading the model Controlling events Making it happen
About the Author
John P. Flynt, Ph.D., works in the software development industry, has taught at colleges and universities, and has authored courses and curricula for several college level game development programs. His academic background includes work in information technology, the social sciences, and the humanities. Among his previous books are "In the Mind of a Game," "Perl Power!," "UnrealScript Game Programming All in One," "Simulation and Event Modeling for Game Developers" (with co-author Ben Vinson), "Beginning Pre-Calculus for Game Developers," "Java Programming for the Absolute Beginner," "Beginning Math Concepts for Game Developers," and "Software Engineering for Game Developers." Among other engagements, he has been a speaker at game and educational conferences in San Antonio, LA, Atlanta, Austin, West Lafayette, and the 2004 Xtreme Game Developers Expo in Mountain View, CA. He has worked as a consultant on several curriculum development initiatives involving some of the largest proprietary colleges in the US and has taught literature, political science, computer science, and game development. He has been contracted by DeVry University as a game course developer, and DeVry has adopted Software Engineering for Game Developers for its national curriculum. John lives in the foothills near Boulder, Colorado.
Brandon Booth wrote his first program on the Twelve Days of Christmas at the age of twelve. He wrote his first game on a TI graphing calculator, and when he was in high school, he was teaching himself how to program computers in Java. He graduated from high school with an International Baccalaureate diploma and decided to pursue dual degrees in applied mathematics and computer science at the University of Colorado, Boulder. While a student at CU, he has written a number of AI-based games for PCs. In other respects, he remains an avid player of games. His favorites include Final Fantasy, Guitar Hero, Kingdom Hearts, Guild Wars, Unreal Tournament, Half-life, and Worms Armageddon
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The book starts with a whirlwind introduction to programming, the Unreal Editor, and even the architecture of the game itself. It shows how to set up the game and editor for scripting, and gives a quick tour of some features of the editor that the new scriptor will want to know. It then gets the reader scripting with the creation of a new type of trigger derived from an existing one in-game, a simple "Hello world" that's a cool little in-game start. Next, it gets into making new classes and instancing them in the triggers, using a script to check the state of an in-game character (i.e. a pawn), and then doing some basic programming like using conditionals, casting, and so on.
The problem is, it never really gets at the things that many new programmers to Unreal Script probably want to do. Since it covers so many of the basics, it doesn't get much past the point of simple triggers that spur simple events in the game, like showing a short text message on-screen, and it isn't until the final two chapters that the user starts writing scripts that actually interact with visual and audio elements of the game.
Now it's true that the author goes into some depth on scripting topics and offers plenty of variety and complexity about the triggers and how they can affect what goes on in the game. You'll learn how to derive new classes from old and how to use classes together to make clearer code and accomplish more complex tasks. You'll also learn programming essentials like conditionals, loops, arrays and structs. A clever programmer will be able to take this experience, go to a place like the Unreal Developers' Network, and come up with plenty of exciting scripts. It would have been nice, though, to see some of this stuff in the book. If you compare this to Shawn Holmes's book _Focus on Mod Programming in Quake III Arena_, you'll see what I mean. Holmes starts out by throwing the reader right into the middle of the action by tweaking a weapon in a way that teaches basic concepts while also showing the user how to do things he/she might really want to do in a mod. It's a much steeper slope to start out on, but it's a rewarding one.
The CD-ROM that comes with the book includes the code examples, simple Unreal maps to use them in, and
for some reason, one appendix of the book in .pdf format. There seem to be a few more code examples that expand on what's in the book, but not much at all.
So to sum up, this book gives new and inexperienced programmers a solid foundation in UnrealScript. The projects really feel like the kind of stuff you'd do in a beginning Computer Science class. But it's then up to the individual to take the next step and go to other sources for more information on how to make his or her own flashy UT2k4 mods. If you're really new to programming, this is book is likely a good choice. It will get you started and help you understand the tutorials you'll later read on-line. If you're a more experienced programmer and terms like "composition," "data types" and "member variables" are old hat to you, you'll probably do better going directly to the UDN or even working with the 3DBuzz VMTs. They'll jump you right into Unreal scripting without so much of the basic programming review.
Be sure to check the publisher's site (Thompson Course Technology) for a complete table of contents.