Alireza Tavakkoli

Alireza Tavakkoli

I am currently an assistant professor of Computer Science and the director of both undergraduate and graduate Digital Gaming and Simulations programs at the School of Arts and Sciences within the University of Houston-Victoria.

I have a Ph.D. (2009) and an M.Sc. (2006) in Computer Science from the University of Nevada, Reno. I also hold an M.Sc. (2004) and a B.Sc. (2001) both in Electronics from the Department of Electrical Engineering at Sharif University of Technology in Tehran, Iran.

My primary research interest is in Artificial Intelligence with an emphasis on Computer and Robot Vision, Computational Vision and Digital Graphics, Modeling, and Animation as well as AI for Games and Heterogeneous Integrated Robotics.

I have worked on object detection and tracking for video surveillance applications and action/intention recognition. I am generally interested in investigating the applications of basic imagery in conjunction with artificial intelligence tools to implement efficient communication frameworks for human-computer-robot interaction for gaming and virtual reality applications.

Game Development and Simulation with Unreal Technology

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Features

    • Presents beginner- through advanced-level concepts in designing and developing games with the Unreal Engine 4
    • Includes small/mid-scale projects developed as concept examples throughout the book, which can be used in more comprehensive and entertaining interactive computer simulations and games
    • Contains chapter exercises that take readers’ understanding of Unreal Engine to the next level

 

Summary

 

Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. 

This is one of the first books on developing interactive content for games, entertainment, and simulation to cover the newly released UE4. Industry-level game concepts in level design, coding, and programming, networking, and multiplayer concepts are covered. 

The book presents beginner- through advanced-level concepts in designing and developing games with the Unreal Engine 4. It includes small/mid-scale projects developed as concept examples throughout the book, which can be used in more comprehensive and entertaining interactive computer simulations and games.

The book is organized into three parts. Part 1 covers the basics of the unreal engine, including an overview of each subcomponent of the engine, an overview of the UE4 project templates, and the main features each provides. Part 2 delves into more advanced topics in the new UE4 material pipeline, including layered materials and different shading models. Part 3 walks you through the steps of building your own games with UE4. It also provides advanced coverage of Blueprint systems in UE4.

Each chapter includes do-it-yourself extensions to the concept modules presented to solidify your understanding of the concepts and techniques. Exercises and summaries are also included at the end of each chapter to help take your understanding of Unreal Engine 4 to the next level.

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