With the major release of Unreal Engine 4, Epic Games has registered its presence in the world of Virtual Reality. Following the release of such popular product launches as Oculus, HTC Vive, Samsung Gear, and more, VR has gained a lot of ground and is a booming industry today.
In this volume we are going to create a Shooter game in VR by learning variations in movement and interaction techniques and by creating dummy enemies. Next we explore how to create UI elements for VR games while learning about optimization techniques and where we can distribute our VR application. We will look at SDKs that support your preferred hardware, and the different engines that you can use to create Virtual Reality content while understanding their strengths and weaknesses. Moving on, you'll learn how to boost the performance of your VR apps by profiling, rendering, and setting up your VR kits. By the end, you will have created a VR game and developed a comprehensive VR experience using Unreal.
About the Authors
Orfeas Eleftheriou was born in Lesvos, a small Greek island in the Mediterranean Sea, and is currently a game developer based in Thessaloniki, Greece. He started developing mobile apps in 2013 and since 2015 has been working in the game industry focusing on gameplay programming. Orfeas is an active engine contributor for Unreal Engine 4 and he is a spotlighted member of its community thanks to his tutorials and tech demos in C++ engine development on his personal website
Kostas Dokos is currently a Computer Games Lecturer at Solent University of Southampton, UK. He has been working in the game industry since 2011 as a Gameplay/AI Programmer as well as a Game Producer and has worked with various companies such as SAE Institute, the Hellenic Ministry of National Defense, and Microsoft. He is also a founding member of Genesis Game Studios, his own game development startup based in Greece, in which he developed and published six titles and worked on various demos, as well as CodeBiz, a freelancing agency working on a wide range of Software Engineering Projects. He was a BSc Program Leader at SAE Institute where he designed the main programming course that currently runs Europe-wide at SAE branches. As a student, Kostas gained a BSc degree in Computer Science from University of Piraeus, Greece, where he graduated, and a MSc degree in eLearning from the same university. He also represented Greece twice at Microsoft Imagine Cup 2013 and 2014, in which his team was placed among the top 10 in the world, twice. His research interests include VR and Immersion Systems in Games.
In this video, we will create the Item Grabbing system for the game.
In this video, we will add animations as a visual cue for interaction to our virtual hands.
This video will build the weapon class for our VR Shooter game.
In this video, we will create a shooting and a teleport system in our game.
This video will introduce widget components as visual cues in the VR game.
This video will add grenades to our VR Shooter.
This video will add reload functionality in our VR Shooter game.
This video will create an enemy lock on mechanic. After the player is looking for a fixed amount of time at a single enemy, the enemy is going to be destroyed.
In this video, we will create a lose condition and an automatic game restart for our shooter.
In this video, we will understand the importance of optimization in VR applications.
In this video, we will understand what GPU profiling is and how it can be used in order to optimize your applications further.
In this video, we will understand the best practices for virtual reality games.
This video let us understand what LOD is and how it can be used in order to achieve better performance in our games.
In this video, we will understand the differences and the benefits of actor merging and convert to static mesh tools.
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