

desertcart.com: Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints: 9781789132878: Mack, Kevin, Ruud, Robert: Books Review: Almost Flawless. VR Crash Course for Unreal Devs. - This book right here is gold for anyone wanting to get into virtual reality development with Unreal. There is not a lot of handholding, you are expected to understand the basics of using Unreal to get the most out of the book. Rather than trying to explain programming fundamentals or UE4 basic functionality, the authors instead jump straight into actual VR development. That said, they do show how to setup your development environment at the start, but this is mostly for completeness. The book is about VR specifically, which is great because there are already tons of resources for general development that are not repeated here. Contained in the text a 11 chapters, each building upon each other for how to work with VR in the context of Unreal Engine. We learn about thinking in VR and the established concepts, setting up the dev environment, using a basic VR template and exporting for mobile VR. Navigation and moving around. Interacting with your hands. User interface considerations and solutions. Building in VR. Playing media, including 360 and stereo 3D video. Multiplayer, and more. I’d consider this quite a complete survey and I’m happy the authors stuck to VR only and did not dilute the text with general information. So overall, I’d consider this book a big success. If you’re looking to get into VR with Unreal Engine, this is the ticket. It is well explained, not confusing at all, and does cover the most essential aspects of creating for virtual reality. Mack and Ruud also spend a good amount of time explaining certain considerations you need to do with respect to VR, such as special locomotion methods to avoid sickness, as well as the performance limits of mobile VR hardware. This is an almost flawless execution and should not be missed. Review: Fantastic book - I am about halfway through this book so far, and already it has propelled my knowledge farther than other resources. Just the thorough discussion of locomotion by itself justifies the cost of the book. The true value though is found in the way the authors take the time to explain why things are being done, not just how. A lot of books become obsolete rather quickly because UE4 changes so fast. But this book's philosophy of explaining why things are done will make it useful long after the engine version changes. It doesn't depend on outside tools, just sticks to the engine. The verdict: Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime.
| Best Sellers Rank | #2,015,859 in Books ( See Top 100 in Books ) #380 in C++ Programming Language #862 in Game Programming #3,201 in Video & Computer Games |
| Customer Reviews | 4.6 4.6 out of 5 stars (60) |
| Dimensions | 7.5 x 1.43 x 9.25 inches |
| ISBN-10 | 1789132878 |
| ISBN-13 | 978-1789132878 |
| Item Weight | 2.36 pounds |
| Language | English |
| Print length | 632 pages |
| Publication date | April 30, 2019 |
| Publisher | Packt Publishing |
C**Y
Almost Flawless. VR Crash Course for Unreal Devs.
This book right here is gold for anyone wanting to get into virtual reality development with Unreal. There is not a lot of handholding, you are expected to understand the basics of using Unreal to get the most out of the book. Rather than trying to explain programming fundamentals or UE4 basic functionality, the authors instead jump straight into actual VR development. That said, they do show how to setup your development environment at the start, but this is mostly for completeness. The book is about VR specifically, which is great because there are already tons of resources for general development that are not repeated here. Contained in the text a 11 chapters, each building upon each other for how to work with VR in the context of Unreal Engine. We learn about thinking in VR and the established concepts, setting up the dev environment, using a basic VR template and exporting for mobile VR. Navigation and moving around. Interacting with your hands. User interface considerations and solutions. Building in VR. Playing media, including 360 and stereo 3D video. Multiplayer, and more. I’d consider this quite a complete survey and I’m happy the authors stuck to VR only and did not dilute the text with general information. So overall, I’d consider this book a big success. If you’re looking to get into VR with Unreal Engine, this is the ticket. It is well explained, not confusing at all, and does cover the most essential aspects of creating for virtual reality. Mack and Ruud also spend a good amount of time explaining certain considerations you need to do with respect to VR, such as special locomotion methods to avoid sickness, as well as the performance limits of mobile VR hardware. This is an almost flawless execution and should not be missed.
J**A
Fantastic book
I am about halfway through this book so far, and already it has propelled my knowledge farther than other resources. Just the thorough discussion of locomotion by itself justifies the cost of the book. The true value though is found in the way the authors take the time to explain why things are being done, not just how. A lot of books become obsolete rather quickly because UE4 changes so fast. But this book's philosophy of explaining why things are done will make it useful long after the engine version changes. It doesn't depend on outside tools, just sticks to the engine. The verdict: Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime.
J**T
Clearly written, excellent book
This is a great book to learn not just how, but why you do what you do. It begins to form an intuitive thinking process in the understanding of Blueprint. Hitting chapter 5, and looking forward to the upcoming studies. One issue I will tell you is this - the screen captures in the book are not always legible. Where you have red wire connections, these totally drop out in the printing process. But there is hope - on the kindle version, the screen-caps are in full color and all the wires show up perfectly. I have both paperback and kindle (Kindle is only $2.99 once you buy the book). 5 stars, please write more Unreal books guys!!!
C**S
AWESOME BOOK
Wow, now on Chapter 4 and the instructor KNOWS how to teach this course. Everything is laid out well and you understand what you are doing when you working with Unreal.
A**N
Where is the C++!?!?
Literally the author talks about using c++ in one section and no place else. The entire book is just blueprints, now if I'm going to get any use out of this book I'll have to convert every example to blueprints. Just disappointed that it would state something that isn't even used in the book.
D**R
Learn VR gaming the easy way.
I'm a beginner and it was very easy to learn from.
P**T
Step-by-step for UE4 VR projects
More details and cleary, easy to follow and understand.
A**R
Out of date and littered with incorrect instructions
I'm just a few chapters in and woo boy is this book terrible to learn on. Each chapter feels like it was written by a different person. In one chapter you are tasked with going to a VR template to migrate a pair of mannequin hands. But the hands don't exist any more in that project so you are left screwed. The book does a poor job at explaining WHY you are adding particular items to a blueprint. It just tells you to add them with very little explanation. Other portions like programing inputs didn't work like explained in the book and I had to figure out for myself why it wasn't working. This book doesn't explain how to add a VR body which was something I wanted to learn I didn't want to be a floating orb with hands. If this is your first foray into VR and Unreal I would look elsewhere. All this book did was leave me extremely frustrated and confused.
C**N
Tengo muchos años de experiencia con Unreal y he visto todo tipo de documentación y libros. Este libro es realmente recomendable (tienes que conocer un poco Unreal, no es una introducción desde cero). Lo mejor de todo es que no se limita a dar recetas al estilo de un tutorial rápido, si no que trata de explicar el porqué siempre. Además, está lleno de grandes consejos a mi modo de ver muy acertados y profesionales. No es en C++, solo con Blueprints, aunque tiene apartados muy sorprendentes e inesperados que van más allá de la VR (configuración de la caché del motor, depuración de código con el tracer y el callstack, estructura de un plugin, etcétera). Aborda los problemas principales del movimiento de un pawn en VR y asienta los principios a los que debe obedecer un desarrollador para evitar el mareo en el jugador. Lo recomiendo si ya tienes un mes o dos de experiencia en Unreal o si eres un experto.
A**I
Tengo poco conocimiento de VR dev pero algo se, y tambien algo de programación, en fin no estoy en blanco pero si necesitaba un buen tutorial o curso de 0 a 100 sobre VR inside UE4 y este libro hasta ahora ha funcionado, realmente explica todo a detalle lo cual es bueno para un principiante total...pero si tienes conocimiento tal vez te resulte redundante o innecesarias algunas cosas, aun asi seguramente encontraras buena información, reitero...todo esta explicado a detalle which is g8
R**T
This is a very great book. I got to know a lot from this. Thank But I have a question *Is this also for Oculus quest 2?*
P**L
This is by far the best game engine development book I've read so far (not just Unreal). The focus of this book isn't about just following through step-by-step buttons clicks required to achieve something, but about how to think like a developer - Understand ways of working, debugging, using various tools for various things and great best practises. There are many examples, lots of hands-on as well as a nice amount of theory, and something that was great was the fact that they purposely encourage iterative development; something you do won't be perfect and things will need to be fixed/changed to make it right, which is such a valuable experience to develop the right knowledge and mindset. Can't recommend this book enough!
D**O
A fantastic book. Very clear and easy to follow, gives a great introduction to developing VR in Unreal and at the same time introduces lots of the fundamentals of Blueprint design in general. the authors also focus on good coding practice. The only negative point I have is that on the front cover it mentions C++ but the book is almost totally focussed on Blueprint coding, so if you specifically want to learn C++ coding for Unreal you would need another book.
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