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Udemy - Learn to Code in C++ by Developing Your First Game

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种子名称: Udemy - Learn to Code in C++ by Developing Your First Game
文件类型: 其他
文件数目: 216个文件
文件大小: 18.47 GB
收录时间: 2017-1-2 12:58
已经下载: 3
资源热度: 203
最近下载: 2024-12-24 16:53

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Udemy - Learn to Code in C++ by Developing Your First Game.torrent
  • 01. Promo Video.mp420.13MB
  • 03. Setup Visual Studio Or XCode.mp422.2MB
  • 04. Unreal Development Environment.mp430.04MB
  • 05. Intro To Visual Studio On PC.mp419.27MB
  • 06. Intro To Xcode On MacOS.mp421.78MB
  • 07. A Quick Tour Of Unreal Editor.mp445.79MB
  • 08. Section Wrap-Up.mp429.29MB
  • 09. Intro, Notes & section Assets.mp429.22MB
  • 10. Game Design Document.mp433.97MB
  • 100. Upgrading Engine Version.mp468.44MB
  • 101. Using Landscape Layers.mp4238.32MB
  • 102. Flat Shading Low Poly Landscapes.mp4237.02MB
  • 103. More Landscaping tools.mp4241.61MB
  • 104. Tank Control System.mp4107.44MB
  • 105. Actors from Multiple Meshes.mp467.31MB
  • 105. Composing Multi-Part Actors.mp4197.89MB
  • 106. Configuring a Tank.mp466.12MB
  • 106. Using Blueprints to Discover C++.mp4124.21MB
  • 107. 3rd Person Camera Control.mp468.4MB
  • 107. Call C++ Functions from Blueprint .mp4137.64MB
  • 108. Fixing 3rd Person Camera Rotation.mp448.68MB
  • 108. Using BindAxis() for Input.mp4165.73MB
  • 109. User Interface (UI) in Unreal.mp441.18MB
  • 109. Using DeltaTimeSeconds.mp4181.84MB
  • 11. How Solutions And Projects Relate.mp435.07MB
  • 110. Main Menu Screens.mp435.95MB
  • 111. UI Scale Box, Buttons & Mouse.mp461.9MB
  • 112. Controller Ready Navigation.mp440.4MB
  • 113. Trial Packaging Your Game.mp445.7MB
  • 114. Delegating to Components.mp442.4MB
  • 115. Using virtual and override.mp461.12MB
  • 116. Creating an AI Controller Class.mp450.87MB
  • 117. Get the Player Controller with C++.mp440.23MB
  • 118. Add Tick() to PlayerController.mp445.46MB
  • 119. Creating an Out Parameter Method.mp447.04MB
  • 12. C++ Function Syntax.mp433.46MB
  • 120. Finding Screen Pixel Coordinates.mp461.93MB
  • 121. Using DeprojectScreenToWorld.mp458.76MB
  • 122. Using LineTraceSingleByChannel().mp472.39MB
  • 123. Unify Player & AI Aiming.mp443.94MB
  • 124. Create Default Sub Objects in C++.mp448.03MB
  • 125. BlueprintCallable().mp456.95MB
  • 126. SuggestProjectileVelocity().mp449.79MB
  • 127. Predict Projectile Landing Point.mp452.87MB
  • 128. Using FRotators in Unreal.mp444.1MB
  • 129. The C++ Compilation Process.mp4209.75MB
  • 129. Using Forward Declarations.mp449.3MB
  • 13. Using, #include And Namespaces.mp439.18MB
  • 130. BlueprintSpawnableComponent().mp444.47MB
  • 131. BlueprintSpawnableComponent().mp444.47MB
  • 132. Review Our Execution Flow.mp463.53MB
  • 133. How to Report Bugs.mp450.2MB
  • 134. Using Clamp() to Limit Values.mp465.72MB
  • 135. CHALLENGE - Turret Rotation.mp450.15MB
  • 136. CHALLENGE - Turret Rotation Pt.2.mp460.4MB
  • 137. Setting Up Projectiles.mp443.3MB
  • 138. Upgrading to Unreal 4.12.mp454.91MB
  • 139. Working Round Awkward Bugs.mp479.47MB
  • 14. Magic Numbers And Constants.mp432.1MB
  • 140. Using SpawnActor() to Spawn.mp453.97MB
  • 141. Projectile Movement Components.mp450.88MB
  • 142. Making AI Tanks Fire.mp443.69MB
  • 143. EditAnywhere vs EditDefaultsOnly.mp441.02MB
  • 144. Adding a Quit Button.mp470.94MB
  • 145. Setup Track Throttles.mp454.64MB
  • 146. ApplyForceAtLocation() in Action.mp455.82MB
  • 147. Physics Materials & Friction.mp486.55MB
  • 148. Fly-by-Wire Control System.mp442.94MB
  • 149. Using BlueprintReadOnly.mp450.43MB
  • 15. Variables And cin for Input.mp444.7MB
  • 150. A Better Component Architecture.mp463.86MB
  • 151. Completing Manual Tank Movement.mp461.03MB
  • 152. Introducing AI Pathfinding.mp474.09MB
  • 153. Dissecting RequestDirectMove().mp456.2MB
  • 154. DotProduct() Vector Operator.mp470.38MB
  • 155. CrossProduct() Vector Operator.mp491.04MB
  • 156. Finalising Your Class Code.mp467.57MB
  • 157. How to Use Blueprint Variables.mp459.68MB
  • 158. Using Enum(erations) in UE4.mp461.56MB
  • 159. Refactoring our Aiming Component.mp460.14MB
  • 16. Using getline().mp433.23MB
  • 160. Attaching a Debugger to Unreal.mp436.06MB
  • 161. Constructor & Begin Play Timing.mp455.06MB
  • 162. Decoupling Your Architecture.mp443.07MB
  • 163. BlueprintImplementableEvent.mp452.39MB
  • 164. Using the ensure Assertion.mp448.41MB
  • 165. Dependency Mapping.mp448.01MB
  • 166. Talking Head - Real World Skills.mp423.17MB
  • 167. Starting From Green.mp458.06MB
  • 168. Aiming Without the Tank.mp466.01MB
  • 169. Finishing our Refactoring.mp478.88MB
  • 17. Simplifying With Functions.mp453.73MB
  • 170. Adding TickComponent() Back.mp467.47MB
  • 171. Are Two Floats Equal.mp459.84MB
  • 172. Programmatic Sideways Friction.mp481.52MB
  • 173. OnComponentHit Event in 4.12.mp443.52MB
  • 174. Avoiding Boolean Flags.mp481.63MB
  • 175. Improving Tank Aiming.mp472.19MB
  • 176. Tweaking Tank AI.mp488.95MB
  • 177. Making an Ammo Display.mp484.34MB
  • 178. Making an AutoMortar.mp478.7MB
  • 179. Using the Reference Viewer.mp459.22MB
  • 18. Iterating With For & While Loops.mp439.97MB
  • 180. Preparing for Particles.mp462.97MB
  • 181. Introducing Particle Systems.mp494.26MB
  • 182. Particle Bounding Boxes.mp450.66MB
  • 183. Using FAttachmentTransformRules.mp486.65MB
  • 184. Radial Forces & Caching.mp479.11MB
  • 185. Using GetTimerManager().mp463.38MB
  • 186. Using TakeDamage() on Actors.mp470.51MB
  • 187. BlueprintPure & Health Bars.mp462.82MB
  • 188. The Observer Pattern.mp467.26MB
  • 189. Finishing Off - Part 1.mp484.62MB
  • 19. Clarity Is Worth Fighting For.mp447.53MB
  • 190. Finishing Off - Part 2.mp4114.65MB
  • 191. Section 4 Wrap-Up.mp429.4MB
  • 192. Bonus - Switching Cameras.ts96.11MB
  • 193. Testing Grounds Introduction.ts91.13MB
  • 194. Testing Grounds GDD.ts248.07MB
  • 195. Source Control Revisited.mp464.29MB
  • 195. Using Git LFS (Large File Support).mp4369.36MB
  • 196. Marketing & Markdown.mp4405.28MB
  • 197. Use git clean to Revert Project.ts385.45MB
  • 198. First Person Character Overview.ts270.84MB
  • 199. The Third Person Character.ts345.5MB
  • 2. Welcome To The Course.mp428.29MB
  • 20. Booleans And Comparisons.mp446.04MB
  • 200. Introducing AI Behaviour Trees.ts333.23MB
  • 201. Introducing AI Blackboard Data.ts374.84MB
  • 202. Target Points and Patrol Routes.ts342.88MB
  • 203. Using Any Actor for Waypoints.ts360.79MB
  • 204. Options for Grouping Actors.ts256.02MB
  • 205. Blueprint Behaviour Tree Tasks.ts412.68MB
  • 206. Modular Arithmetic & Cycles.ts366.67MB
  • 207. Performance Profiling 101.ts264.94MB
  • 208. C++ AI Behaviour Tree Tasks.ts351.01MB
  • 209. Reading Blackboard Data in C++.ts274.27MB
  • 21. Using Do and While in C++.mp433.82MB
  • 22. Introducing Classes.mp433.97MB
  • 23. Using Header Files As Contracts.mp444.23MB
  • 24. Including Our Own Header File.mp451.49MB
  • 25. Instantiating Your Class.mp433.83MB
  • 26. Writing And Using Getter Methods.mp445.29MB
  • 27. Introducing The Const Keyword.mp431.1MB
  • 28. Constructors For Initialisation.mp439.36MB
  • 29. Pseudocode Programming.mp446.19MB
  • 30. Using using forType Aliases.mp451.03MB
  • 31. Using struct for Simple Types.mp435.04MB
  • 32. Using if Statements in C++.mp463.14MB
  • 33. Debugging 101.mp446.82MB
  • 34. A Place for Everything.mp436.69MB
  • 35. Introducing enumerations.mp447.86MB
  • 36. Writing Error Checking Code.mp445.18MB
  • 37. Using switch Statements.mp465.83MB
  • 38. Warm Fuzzy Feelings.mp436.98MB
  • 39. Handling Game Win Condition.mp439.09MB
  • 40. Win Or Lose Screen.mp431.04MB
  • 41. Introducing Big O notation.mp480.59MB
  • 42. TMAP and map Data Structures.mp461.44MB
  • 43. Range-based for Loop.mp447.16MB
  • 44. Design a Helper Function.mp440.72MB
  • 45. Playtesting Yor Game.mp442.87MB
  • 46. Difficulty & Play Tuning.mp451.01MB
  • 47. Polishing & Packaging.mp443.9MB
  • 48. Section Wrap-Up.mp412.63MB
  • 49. Intro, Notes & Section Assets.mp420.38MB
  • 50. Game Design Document (GDD).mp422.49MB
  • 51. Version Control 101.mp433.07MB
  • 52. Ignoring Unreal Derived Files.mp442.68MB
  • 53. Your First .gitignore For Unreal.mp452.8MB
  • 54. Getting to Know Unreal's Editor .mp474.65MB
  • 55. A Pointers Primer.mp439.12MB
  • 56. Unreal's Class System.mp475.46MB
  • 57. Runtime Message for Feedback.mp445.11MB
  • 58. Accessing Object Names.mp460.03MB
  • 59. Getting Transforms In C++.mp447.24MB
  • 60. Moving Objects In C++.mp474.43MB
  • 61. Laying Out Geometry .mp4114.79MB
  • 62. Applying Materials.mp496.42MB
  • 63. Macros Starting With UPPROPERTY.mp463.07MB
  • 64. Using Trigger Volumes.mp486.41MB
  • 65. Unreal's PlayerController.mp488.7MB
  • 66. Using Collision Volumes.mp490.86MB
  • 67. Using GetTimeSeconds().mp4106.08MB
  • 68. Grabbing System Overview.mp443.76MB
  • 69. Modifying the Default Pawn Actor.mp467.91MB
  • 70. Inherit Game Mode Blueprint .mp459.93MB
  • 71. Getting Player Viewpoint.mp490.76MB
  • 72. Using DrawDebugLine.mp488.54MB
  • 73. Line Tracing AKA Ray-Casting.mp485.04MB
  • 74. LineTracesingleByObjectType().mp478.78MB
  • 75. REFERENCE & POINTERS.mp439.53MB
  • 76. Resetting Your Unreal Project.mp451.71MB
  • 77. Using FindComponentByClass().mp464.79MB
  • 78. Introcucing Input Binding.mp4133.59MB
  • 79. Accessors & Memory Layout.mp463.89MB
  • 80. Reducing Code in Hot Loops.mp495.41MB
  • 81. Using Physics Handles.mp498.48MB
  • 82. Refactoring Rules.mp483.57MB
  • 83. Introducing Unreal's TArray.mp486.78MB
  • 84. Iterating over TArray with for.mp472.45MB
  • 85. Debugging Game Issues.mp477.4MB
  • 86. Managing Texture Tiling.mp4173.15MB
  • 87. Pointer Protection Process.mp494.48MB
  • 88. Exposing Events to Blueprint.mp489.18MB
  • 89. Using Blueprint Timeline.mp475.38MB
  • 90. Everything in its Place.mp4198.88MB
  • 91. Using Variables in Blueprint.mp486.77MB
  • 92. SFX & Audio Clips.mp4132.83MB
  • 93. Section Wrap Up.mp425.21MB
  • 94. Intro, Notes & Section Assets.mp420.19MB
  • 95. Game Design Document (GDD).mp4107.57MB
  • 96. Setting Up a GitHub “Repo”.mp473.85MB
  • 97. Creating & Deleting Landscapes.mp4181.81MB
  • 98. Landscape Setup & Scaling.mp4232.64MB
  • 99. A Landscaping Process.mp4196.99MB