UnrealScript Game Programming Cookbook

(Chris Devlin) #1
Preface

3

Who this book is for


This book is designed for users who have a solid understanding of object oriented
programming and want to get introduced to a powerful yet unique language using a well
established framework. Although the Unreal Development Kit offers an extensive schema
for first-person shooters, it can be so much more if harnessed correctly. Prior experience
with 3D Math or other 3D engines will certainly be helpful as well.


Conventions


In this book, you will find a number of styles of text that distinguish between different kinds
of information. Here are some examples of these styles, and an explanation of their meaning.


Code words in text are shown as follows: "A player's view into the world is determined by the
Camera class."


A block of code is set as follows:


classTutorialGame extends UTGame;

defaultproperties
{
PlayerControllerClass=class'Tutorial.TutorialPlayerController'
DefaultPawnClass=class'Tutorial.TutorialPawn'
DefaultInventory(0)=class'UTWeap_ShockRifle'
}

New terms and important words are shown in bold. Words that you see on the screen,
in menus or dialog boxes for example, appear in the text like this: "Scroll down to World
Properties, and left-click on that".


Warnings or important notes appear in a box like this.

Tips and tricks appear like this.
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