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WE ARE MUCH MORE CONNECTED TO NATURE AND EACH OTHER THAN WE REALISE . .
.
- Most of our 37 trillion cells have such a short lifespan
that we are essentially made anew every few weeks
- The molecules forming our bodies have been component parts
of countless other organisms, from ancient plants to dinosaurs
- The bacteria, fungi and viruses that make up our bodies
influence our moods and even manipulate our behaviour
- Every word and every touch we receive from other people
transforms the neural networks in our brain and changes our sense of
self
THE SELF DELUSION is an explosive, powerful and inspiring book that
brings together overwhelming evidence against the illusion we have of
ourselves as independent beings - and explains how understanding our
many connections may be the key to a better future.
Improve your game's code to make it more readable, reusable,
modular and optimized following design patterns, and enhance your
overall use of C++ with Unreal Engine Key Features * Explore the
fascinating world of design patterns and their application to game
development in Unreal Engine 5 * Learn how to translate code from
Blueprint to C++ to produce performant solutions for your game's
development * Discover best practices for clean code and apply them
to Unreal Engine 5 and C++ Book Description Design patterns are a
series of tools and practices by which we can learn to write faster
and easier to work with code. With this book, you will explore a
range of design patterns and how they can be applied to projects
developed in Unreal Engine 5. The book begins by exploring the key
principles which underpin code and develop an understanding of the
concepts, challenges, and key benefits of using patterns in your
code. We'll then move on to identifying patterns which are woven
into the core of Unreal Engine 5 such as Double Buffer, Flyweight
and Spatial Partitioning, then explore some of the existing tool
sets which embody patterns in their design and usage including
Component, Behaviour Tree and Update. You'll then start to develop
a series of gameplay use cases through C++ to implement a range of
design patterns including Interface and Event based Observers to
build a decoupled communications hierarchy and explore Singleton,
Command and State, as well as Behavioural Patterns, Template,
Subclass Sandbox and Type Object. The final section of the book
will introduce the use of design patterns for optimization
including Dirty Flag, Data Locality and Object Pooling. By the end
of this book, you will be able to design systems with the perfect
C++/Blueprint blend for maintainable and scalable systems. What you
will learn * Understand what a design pattern is and why it is
useful * Understand the layers within UE5 and how they work
together * Develop an understanding of the relationship between C++
code and Blueprint in Unreal Engine 5 * Translate code from
Blueprint to C++ in Unreal Engine 5 * Understand design patterns
found within existing Unreal Engine 5 functions * Explore design
patterns to understand their purpose and application within Unreal
Engine 5 * Creatively apply design patterns to existing code to
simplify common problems * Apply best practice principles for clean
code Who This Book Is For If you are a beginner or intermediate
game developer who is working with Unreal Engine and would like to
improve your C++ coding practices, this book will help you produce
clean, reusable code using design patterns. The book will cover
introductory tasks to show the key fundamentals of using Unreal
Engine 5 however learning Unreal Engine from scratch is not the
purpose of this book. You would benefit from having some experience
of the Unreal Engine but deep working knowledge is not required as
activities will introduce the tools and features when needed.
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