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Shoeisha Co., Ltd.
| Address | 5 Funamachi Shinjuku-ku Tokyo, JAPAN ZIP:160-0006 |
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| Representative Name | Kaoru Usui |
| Annual Revenue | closed |
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Other items from this category
SD item code:13045792
| Detail | Price & Quantity | ||
|---|---|---|---|
| S1 |
Takuya Musha (Author)
武者 拓也 (著)
(177700)
JAN:9784798177700
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(177700)
JAN:9784798177700
Wholesale Price: Members Only
1 pc /set
In Stock
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| Shipping Date |
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About 1 week
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| Dimensions |
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Format:B5
Number of pages:664 |
| Specifications |
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Country of manufacture: Japan
Material / component: Format:Book (paper)
Year of manufacture: 2023
Product tag: None
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Description
| With a high-performance game engine Get the graphics production technology. In game development, visual effects are the spice that improves the user experience, and are now considered an essential element in creating a "pleasant to play" or "addicting" experience. However, visual effects do not affect the game logic that makes the game "fun," and to realize them requires techniques in both "sense" and "implementation," which are different from those for the game itself. This book teaches the theory of effects, sensory elements, and implementation using various features of Unreal Engine 5 (UE5), the latest high-performance game engine, along with a wealth of examples. This book will help you learn [those] effects that are used in all kinds of games, from large-scale titles to personal development. [Intended Audience] Anyone who is working on game development with Unreal Engine 5 and is looking for effective effects. *Game programmers *Artists *Technical artists [Table of Contents] *Chapter 1 Introduction to Effects *Chapter 2 Introduction to Unreal Engine 5 *Chapter 3 Creating Effects with Materials *Chapter 4 Creating Post-Processing *Chapter 5 Blueprinting *Chapter 6 Overview of Niagara *Chapter 7 Creating Basic Effects in Niagara *Chapter 8 Integrating Niagara with your game *Chapter 9 Expanding your expression with advanced features *Chapter 10 Expand your expression with external tools *Chapter 11 Overview of the GPU Simulation stage *Chapter 12 Simulation of a school of fish *Chapter 13 Game of Life *Chapter 14 Simulation of tree formation *Chapter 15 Fluid Simulation (Theory) *Chapter 16 [Example] Fluid Simulation (Implementation) |
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| Shipping Method | Estimated Arrival |
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| Sea Mail | From Aug.5th 2026 to Oct.7th 2026 |
| Air Mail | From Jul.20th 2026 to Jul.22nd 2026 |
| EMS | From Jul.17th 2026 to Jul.22nd 2026 |
| Pantos Express | From Jul.21st 2026 to Jul.24th 2026 |
| DHL | From Jul.17th 2026 to Jul.21st 2026 |
| UPS | From Jul.17th 2026 to Jul.21st 2026 |
| FedEx | From Jul.17th 2026 to Jul.21st 2026 |
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Other items from this category:
Get the graphics production technology.
In game development, visual effects are the spice that improves the user experience, and are now considered an essential element in creating a "pleasant to play" or "addicting" experience.
However, visual effects do not affect the game logic that makes the game "fun," and to realize them requires techniques in both "sense" and "implementation," which are different from those for the game itself.
This book teaches the theory of effects, sensory elements, and implementation using various features of Unreal Engine 5 (UE5), the latest high-performance game engine, along with a wealth of examples.
This book will help you learn [those] effects that are used in all kinds of games, from large-scale titles to personal development.
[Intended Audience]
Anyone who is working on game development with Unreal Engine 5 and is looking for effective effects.
*Game programmers
*Artists
*Technical artists
[Table of Contents]
*Chapter 1 Introduction to Effects
*Chapter 2 Introduction to Unreal Engine 5
*Chapter 3 Creating Effects with Materials
*Chapter 4 Creating Post-Processing
*Chapter 5 Blueprinting
*Chapter 6 Overview of Niagara
*Chapter 7 Creating Basic Effects in Niagara
*Chapter 8 Integrating Niagara with your game
*Chapter 9 Expanding your expression with advanced features
*Chapter 10 Expand your expression with external tools
*Chapter 11 Overview of the GPU Simulation stage
*Chapter 12 Simulation of a school of fish
*Chapter 13 Game of Life
*Chapter 14 Simulation of tree formation
*Chapter 15 Fluid Simulation (Theory)
*Chapter 16 [Example] Fluid Simulation (Implementation)