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OverviewUnreal Tournament Game Programming for Teens provides you with a structured but entertaining way to learn how to develop your own simple computer games using Unreal Tournament. It addresses the fundamentals of computer programming by allowing you to work with UnrealScript and the Unreal Level Editor. You'll begin with programming basics and will then quickly progress to creating elementary events and games within the modification framework provided by Unreal Tournament. This book does not involve actual game play with Unreal Tournament, but rather focuses on how to derive classes from the classes in the Unreal Tournament class hierarchy, how to use features of the Unreal Level Editor, and how to work with the syntax of UnrealScript. Using the skills you develop as you work through the book, you can begin exploring how to program a number of events characteristic of Unreal Tournament. Full Product DetailsAuthor: John Flynt, Ph.D. , Brandon BoothPublisher: Cengage Learning, Inc Imprint: Delmar Cengage Learning Edition: International Edition Dimensions: Width: 18.50cm , Height: 2.00cm , Length: 23.10cm Weight: 0.640kg ISBN: 9781598633467ISBN 10: 1598633465 Pages: 304 Publication Date: 01 December 2006 Audience: College/higher education , Tertiary & Higher Education Format: Mixed media product Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsCHAPTER 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 happenReviewsCHAPTER 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 Author InformationBrandon 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 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. Tab Content 6Author Website:Countries AvailableAll regions |