
斯坦福专用课程 UE4 & C++ 专业游戏开发教程 24.5小时 中文字幕
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课程目录
- Lecture 1 – Introduction & Setup
- 1 – Welcome! (Course Structure).en-US.srt
- 1 – Welcome! (Course Structure)
- 1 – Welcome! (Course Structure).zh-CN.srt
- Lecture 10 – Basic AI & Behavior Trees
- 39 – AI Overview (Behavior Trees, Blackboards, EQS).en-US.srt
- 39 – AI Overview (Behavior Trees, Blackboards, EQS)
- 39 – AI Overview (Behavior Trees, Blackboards, EQS).zh-CN.srt
- 40 – Bot Behaviors and Movement.en-US.srt
- 40 – Bot Behaviors and Movement
- 40 – Bot Behaviors and Movement.zh-CN.srt
- 41 – Custom Check Attack Range Service for BT _ Tom Looman.en-US.srt
- 41 – Custom Check Attack Range Service for BT _ Tom Looman
- 41 – Custom Check Attack Range Service for BT _ Tom Looman.zh-CN.srt
- Lecture 11 – Intermediate AI with Custom Tasks & EQS
- 42 – Custom C++ BT Task for Ranged Attacks.en-US.srt
- 42 – Custom C++ BT Task for Ranged Attacks
- 42 – Custom C++ BT Task for Ranged Attacks.zh-CN.srt
- 43 – Environment Queries for smarter movement.en-US.srt
- 43 – Environment Queries for smarter movement
- 43 – Environment Queries for smarter movement.zh-CN.srt
- 44 – Adding Sight with Pawn Sensing Component.en-US.srt
- 44 – Adding Sight with Pawn Sensing Component
- 44 – Adding Sight with Pawn Sensing Component.zh-CN.srt
- 45 – Improving Bot Animations & C++ Asserts.en-US.srt
- 45 – Improving Bot Animations & C++ Asserts
- 45 – Improving Bot Animations & C++ Asserts.zh-CN.srt
- Lecture 12 – More AI, Environment Query Spawn Logic
- 46 – Assignment 3 Solution Review.en-US.srt
- 46 – Assignment 3 Solution Review
- 46 – Assignment 3 Solution Review.zh-CN.srt
- 47 – Assignment 4 (Expanding AI Behavior).en-US.srt
- 47 – Assignment 4 (Expanding AI Behavior)
- 47 – Assignment 4 (Expanding AI Behavior).zh-CN.srt
- 48 – EQS to find bot spawnpoints.en-US.srt
- 48 – EQS to find bot spawnpoints
- 48 – EQS to find bot spawnpoints.zh-CN.srt
- 49 – GameMode with custom AI spawn behavior.en-US.srt
- 49 – GameMode with custom AI spawn behavior
- 49 – GameMode with custom AI spawn behavior.zh-CN.srt
- Lecture 13 – Finalizing AI, Extending the Framework
- 50 – Further AI improvements (Damage, Death, Ragdolling).en-US.srt
- 50 – Further AI improvements (Damage, Death, Ragdolling)
- 50 – Further AI improvements (Damage, Death, Ragdolling).zh-CN.srt
- 51 – More senses for AI (Reacting to Damage).en-US.srt
- 51 – More senses for AI (Reacting to Damage)
- 51 – More senses for AI (Reacting to Damage).zh-CN.srt
- 52 – Helpful utilities for game framework (static functions).en-US.srt
- 52 – Helpful utilities for game framework (static functions)
- 52 – Helpful utilities for game framework (static functions).zh-CN.srt
- 53 – Improving bot firing logic (weapon accuracy, collision checks).en-US.srt
- 53 – Improving bot firing logic (weapon accuracy, collision checks)
- 53 – Improving bot firing logic (weapon accuracy, collision checks).zh-CN.srt
- 54 – Damage feedback through Hitflash effect.en-US.srt
- 54 – Damage feedback through Hitflash effect
- 54 – Damage feedback through Hitflash effect.zh-CN.srt
- Lecture 14 – UMG With C++ & More Framework Extensions
- 55 – 3D (Projected) Health bar with C++.en-US.srt
- 55 – 3D (Projected) Health bar with C++
- 55 – 3D (Projected) Health bar with C++.zh-CN.srt
- 56 – Updating HUD Widgets (Health, Credits, GameTime) UMG Learning Resources.en-US.srt
- 56 – Updating HUD Widgets (Health, Credits, GameTime) UMG Learning Resources
- 56 – Updating HUD Widgets (Health, Credits, GameTime) UMG Learning Resources.zh-CN.srt
- 57 – Setup Proper Player Spawn.en-US.srt
- 57 – Setup Proper Player Spawn
- 57 – Setup Proper Player Spawn.zh-CN.srt
- 58 – Adding Debug Commands.en-US.srt
- 58 – Adding Debug Commands
- 58 – Adding Debug Commands.zh-CN.srt
- Lecture 15 – Console Variables, GameMode Rules
- 59 – Assignment 4 Solution Review.en-US.srt
- 59 – Assignment 4 Solution Review
- 59 – Assignment 4 Solution Review.zh-CN.srt
- 60 – Refining Player Respawns.en-US.srt
- 60 – Refining Player Respawns
- 60 – Refining Player Respawns.zh-CN.srt
- 61 – Console Variables for debugging and game balancing.en-US.srt
- 61 – Console Variables for debugging and game balancing
- 61 – Console Variables for debugging and game balancing.zh-CN.srt
- 62 – Assignment 5 (Credits System, EQS Spawning).en-US.srt
- 62 – Assignment 5 (Credits System, EQS Spawning)
- 62 – Assignment 5 (Credits System, EQS Spawning).zh-CN.srt
- Lecture 16 – Writing our own Gameplay Ability System alternative
- 63 – What is GAS and why write our own.en-US.srt
- 63 – What is GAS and why write our own
- 63 – What is GAS and why write our own.zh-CN.srt
- 64 – Starting our Action System and first Action (Sprinting).en-US.srt
- 64 – Starting our Action System and first Action (Sprinting)
- 64 – Starting our Action System and first Action (Sprinting).zh-CN.srt
- 65 – Converting the Projectile Attacks to Actions.en-US.srt
- 65 – Converting the Projectile Attacks to Actions
- 65 – Converting the Projectile Attacks to Actions.zh-CN.srt
- 66 – Improving the Physics Impulses on bot ragdolls
- Lecture 17 – GameplayTags
- 67 – Setting up GameplayTags.en-US.srt
- 67 – Setting up GameplayTags
- 67 – Setting up GameplayTags.zh-CN.srt
- 68 – Comparing Tags in our Action System (Granting and Blocking Tags).en-US.srt
- 68 – Comparing Tags in our Action System (Granting and Blocking Tags)
- 68 – Comparing Tags in our Action System (Granting and Blocking Tags).zh-CN.srt
- 69 – GameplayTags for DOOM-style Door & Keycard system.en-US.srt
- 69 – GameplayTags for DOOM-style Door & Keycard system
- 69 – GameplayTags for DOOM-style Door & Keycard system.zh-CN.srt
- 70 – Parrying Attacks using GameplayTags.en-US.srt
- 70 – Parrying Attacks using GameplayTags
- 70 – Parrying Attacks using GameplayTags.zh-CN.srt
- Lecture 18 – Creating Buffs, World Interaction
- 71 – Assignment 5 Solution Review.en-US.srt
- 71 – Assignment 5 Solution Review
- 71 – Assignment 5 Solution Review.zh-CN.srt
- 72 – Creating Buffs & Debuffs (Damage over Time Effect).en-US.srt
- 72 – Creating Buffs & Debuffs (Damage over Time Effect)
- 72 – Creating Buffs & Debuffs (Damage over Time Effect).zh-CN.srt
- 73 – Improving World Interaction with UI Feedback.en-US.srt
- 73 – Improving World Interaction with UI Feedback
- 73 – Improving World Interaction with UI Feedback.zh-CN.srt
- 74 – Assignment 6 (Rage, Thorns, Power-up, Spotted UI).en-US.srt
- 74 – Assignment 6 (Rage, Thorns, Power-up, Spotted UI)
- 74 – Assignment 6 (Rage, Thorns, Power-up, Spotted UI).zh-CN.srt
- Lecture 19 – Multiplayer 1 “Network Replication”
- 75 – What is Network Replication.en-US.srt
- 75 – What is Network Replication
- 75 – What is Network Replication.zh-CN.srt
- 76 – Networking the world interaction logic (RPCs).en-US.srt
- 76 – Networking the world interaction logic (RPCs)
- 76 – Networking the world interaction logic (RPCs).zh-CN.srt
- 77 – Networking the Treasure Chest (RepNotify).en-US.srt
- 77 – Networking the Treasure Chest (RepNotify)
- 77 – Networking the Treasure Chest (RepNotify).zh-CN.srt
- Lecture 2 – Project Start & Version Control
- 2 – GitHub Repository and Blank C++ Project.en-US.srt
- 2 – GitHub Repository and Blank C++ Project
- 2 – GitHub Repository and Blank C++ Project.zh-CN.srt
- 3 – Project Walkthrough and first C++ Class UNREAL ENGINE 5.0EDITOR BASICS.en-US.srt
- 3 – Project Walkthrough and first C++ Class UNREAL ENGINE 5.0EDITOR BASICS
- 3 – Project Walkthrough and first C++ Class UNREAL ENGINE 5.0EDITOR BASICS.zh-CN.srt
- 4 – Adding Components (Third-person Camera).en-US.srt
- 4 – Adding Components (Third-person Camera)
- 4 – Adding Components (Third-person Camera).zh-CN.srt
- 5 – Binding Movement Input.en-US.srt
- 5 – Binding Movement Input
- 5 – Binding Movement Input.zh-CN.srt
- 6 – Character Setup & Course Content (GitHub Commit Example).en-US.srt
- 6 – Character Setup & Course Content (GitHub Commit Example)
- 6 – Character Setup & Course Content (GitHub Commit Example).zh-CN.srt
- Lecture 20 – Multiplayer 2
- 78 – Authority and Actor instances on Clients.en-US.srt
- 78 – Authority and Actor instances on Clients
- 78 – Authority and Actor instances on Clients.zh-CN.srt
- 79 – Networking the Attributes & UI state (Health).en-US.srt
- 79 – Networking the Attributes & UI state (Health)
- 79 – Networking the Attributes & UI state (Health).zh-CN.srt
- 80 – Blueprint Networking.en-US.srt
- 80 – Blueprint Networking
- 80 – Blueprint Networking.zh-CN.srt
- 81 – Networking the Action System.en-US.srt
- 81 – Networking the Action System
- 81 – Networking the Action System.zh-CN.srt
- Lecture 21 – Multiplayer 3
- 82 – Assignment 6 Solution Review.en-US.srt
- 82 – Assignment 6 Solution Review
- 82 – Assignment 6 Solution Review.zh-CN.srt
- 83 – Assignment 7 (Replicating Attributes & Power-ups).en-US.srt
- 83 – Assignment 7 (Replicating Attributes & Power-ups)
- 83 – Assignment 7 (Replicating Attributes & Power-ups).zh-CN.srt
- 84 – Preparing the Actions with on-screen logging.en-US.srt
- 84 – Preparing the Actions with on-screen logging
- 84 – Preparing the Actions with on-screen logging.zh-CN.srt
- 85 – Networking UObjects & Actions (Action System).en-US.srt
- 85 – Networking UObjects & Actions (Action System)
- 85 – Networking UObjects & Actions (Action System).zh-CN.srt
- 86 – Note on RepNotify behavior.en-US.srt
- 86 – Note on RepNotify behavior
- 86 – Note on RepNotify behavior.zh-CN.srt
- Lecture 22 – Finishing up Multiplayer
- 87 – Code flow and execution between Clients and Server.en-US.srt
- 87 – Code flow and execution between Clients and Server
- 87 – Code flow and execution between Clients and Server.zh-CN.srt
- 88 – Limiting Authority of the Client.en-US.srt
- 88 – Limiting Authority of the Client
- 88 – Limiting Authority of the Client.zh-CN.srt
- 89 – Networking remaining features (Sprint, etc.).en-US.srt
- 89 – Networking remaining features (Sprint, etc.)
- 89 – Networking remaining features (Sprint, etc.).zh-CN.srt
- 90 – Improving on Event-based UI UNREAL ENGINE 5.0.en-US.srt
- 90 – Improving on Event-based UI UNREAL ENGINE 5.0
- 90 – Improving on Event-based UI UNREAL ENGINE 5.0.zh-CN.srt
- Lecture 23 – Serializing Game & Player Progression
- 91 – Setup core Save & Load Functionality (SaveGame & Slots).en-US.srt
- 91 – Setup core Save & Load Functionality (SaveGame & Slots)
- 91 – Setup core Save & Load Functionality (SaveGame & Slots).ts
- 91 – Setup core Save & Load Functionality (SaveGame & Slots).zh-CN.srt
- 92 – Serializing Player Progression (PlayerState).en-US.srt
- 92 – Serializing Player Progression (PlayerState)
- 92 – Serializing Player Progression (PlayerState).zh-CN.srt
- 93 – Serializing World Transforms (World State #1).en-US.srt
- 93 – Serializing World Transforms (World State #1)
- 93 – Serializing World Transforms (World State #1).zh-CN.srt
- 94 – Serializing Any Variables Automatically (World State #2).en-US.srt
- 94 – Serializing Any Variables Automatically (World State #2)
- 94 – Serializing Any Variables Automatically (World State #2).zh-CN.srt
- 95 – Serializing Blueprints & Saving via Actor Interaction.en-US.srt
- 95 – Serializing Blueprints & Saving via Actor Interaction
- 95 – Serializing Blueprints & Saving via Actor Interaction.zh-CN.srt
- Lecture 24 – Building Menus in UMG
- 96 – Assignment 7 Solution Review.en-US.srt
- 96 – Assignment 7 Solution Review
- 96 – Assignment 7 Solution Review.zh-CN.srt
- 97 – Creating Main Menus with UMG.en-US.srt
- 97 – Creating Main Menus with UMG
- 97 – Creating Main Menus with UMG.zh-CN.srt
- 98 – Creating In-Game Menus.en-US.srt
- 98 – Creating In-Game Menus
- 98 – Creating In-Game Menus.zh-CN.srt
- Lecture 25 – UMG & Styling Widgets
- 100 – Finishing Buff Bar & Animated materials for UI.en-US.srt
- 100 – Finishing Buff Bar & Animated materials for UI
- 100 – Finishing Buff Bar & Animated materials for UI.zh-CN.srt
- 101 – Syncing ActionEffect (Duration) for Multiplayer.en-US.srt
- 101 – Syncing ActionEffect (Duration) for Multiplayer
- 101 – Syncing ActionEffect (Duration) for Multiplayer.zh-CN.srt
- 102 – Widget Styling (HUD & Menus).en-US.srt
- 102 – Widget Styling (HUD & Menus)
- 102 – Widget Styling (HUD & Menus).zh-CN.srt
- 99 – Setup Widgets & Event-based logic for Buffs & Debuffs.en-US.srt
- 99 – Setup Widgets & Event-based logic for Buffs & Debuffs
- 99 – Setup Widgets & Event-based logic for Buffs & Debuffs.zh-CN.srt
- Lecture 26 – Animation Blueprints & UI Improvements
- 103 – Animation State Machines (Stunned Effect) & C++ AnimInstancen.en-US.srt
- 103 – Animation State Machines (Stunned Effect) & C++ AnimInstancen
- 103 – Animation State Machines (Stunned Effect) & C++ AnimInstancen.zh-CN.srt
- 104 – Blend Poses & Blend Spaces (Floating Sprint Animation).en-US.srt
- 104 – Blend Poses & Blend Spaces (Floating Sprint Animation)
- 104 – Blend Poses & Blend Spaces (Floating Sprint Animation).zh-CN.srt
- 105 – Status Text for Interactables (UMG) & C++ Loc Text.en-US.srt
- 105 – Status Text for Interactables (UMG) & C++ Loc Text
- 105 – Status Text for Interactables (UMG) & C++ Loc Text.zh-CN.srt
- Lecture 27 – Data Assets, Data Tables, Async Loading (Asset Manager)
- 106 – Data Tables & Data Assets (Setup for Bot Spawns).en-US.srt
- 106 – Data Tables & Data Assets (Setup for Bot Spawns)
- 106 – Data Tables & Data Assets (Setup for Bot Spawns).zh-CN.srt
- 107 – Soft References (Size Map, Reference Viewer).en-US.srt
- 107 – Soft References (Size Map, Reference Viewer)
- 107 – Soft References (Size Map, Reference Viewer).zh-CN.srt
- 108 – Primary Assets & Async Loading (Asset Manager).en-US.srt
- 108 – Primary Assets & Async Loading (Asset Manager)
- 108 – Primary Assets & Async Loading (Asset Manager).zh-CN.srt
- Lecture 28 – Packaging, Performance, Polish
- 109 – Cooking Content & Packaging.en-US.srt
- 109 – Cooking Content & Packaging
- 109 – Cooking Content & Packaging.zh-CN.srt
- 110 – Profiling Basics & Stat Commands.en-US.srt
- 110 – Profiling Basics & Stat Commands
- 110 – Profiling Basics & Stat Commands.zh-CN.srt
- 111 – Unreal Insights for CPU & LoadTimes.en-US.srt
- 111 – Unreal Insights for CPU & LoadTimes
- 111 – Unreal Insights for CPU & LoadTimes.zh-CN.srt
- 112 – Fixing up log warnings and errors.en-US.srt
- 112 – Fixing up log warnings and errors
- 112 – Fixing up log warnings and errors.zh-CN.srt
- Lecture 29 – Wrapping Up
- 113 – Improving the SaveGame, Collisions & UI.en-US.srt
- 113 – Improving the SaveGame, Collisions & UI
- 113 – Improving the SaveGame, Collisions & UI.zh-CN.srt
- 114 – WARPSQUAD Project Workflow Demo.en-US.srt
- 114 – WARPSQUAD Project Workflow Demo
- 114 – WARPSQUAD Project Workflow Demo.zh-CN.srt
- 115 – Where to go next…en-US.srt
- 115 – Where to go next…mp4
- 115 – Where to go next…zh-CN.srt
- Lecture 3 – Gameplay, Collision, and Physics
- 7 – Character Input & Rotations.en-US.srt
- 7 – Character Input & Rotations
- 7 – Character Input & Rotations.zh-CN.srt
- 8 – Magic Projectile Attack.en-US.srt
- 8 – Magic Projectile Attack
- 8 – Magic Projectile Attack.zh-CN.srt
- 9 – Assignment 1 (Character Setup, Magic Projectile, Explosive Barrel).en-US.srt
- 9 – Assignment 1 (Character Setup, Magic Projectile, Explosive Barrel)
- 9 – Assignment 1 (Character Setup, Magic Projectile, Explosive Barrel).zh-CN.srt
- Lecture 30 – Additional Features
- 114 – Programming with Subsystems (UGameInstanceSubsystem).en-US.srt
- 114 – Programming with Subsystems (UGameInstanceSubsystem)
- 114 – Programming with Subsystems (UGameInstanceSubsystem).zh-CN.srt
- 115 – Extending Editor & Project Settings (UDeveloperSettings).en-US.srt
- 115 – Extending Editor & Project Settings (UDeveloperSettings)
- 115 – Extending Editor & Project Settings (UDeveloperSettings).zh-CN.srt
- JetBrains_Coupon
- Lecture 4 – Interfaces & Collision Queries
- 10 – C++ Interfaces (Interacting with Actors).en-US.srt
- 10 – C++ Interfaces (Interacting with Actors)
- 10 – C++ Interfaces (Interacting with Actors).zh-CN.srt
- 11 – ActorComponents & Collision Traces (InteractionComponent).en-US.srt
- 11 – ActorComponents & Collision Traces (InteractionComponent)
- 11 – ActorComponents & Collision Traces (InteractionComponent).zh-CN.srt
- 12 – Animations and Timers (Improving the Attack).en-US.srt
- 12 – Animations and Timers (Improving the Attack)
- 12 – Animations and Timers (Improving the Attack).zh-CN.srt
- Lecture 5 – Blueprints 101
- 13 – What is Unreal’s Blueprint.en-US.srt
- 13 – What is Unreal’s Blueprint
- 13 – What is Unreal’s Blueprint.zh-CN.srt
- 14 – Blueprint Interaction & Casting.en-US.srt
- 14 – Blueprint Interaction & Casting
- 14 – Blueprint Interaction & Casting.zh-CN.srt
- 15 – Animating in Blueprint.en-US.srt
- 15 – Animating in Blueprint
- 15 – Animating in Blueprint.zh-CN.srt
- 16 – Projectile Blueprint & Collision.enUS.srt
- 16 – Projectile Blueprint & Collision
- 16 – Projectile Blueprint & Collision.zh-CN.srt
- Lecture 6 – Debugging Tools
- 17 – Assignment 1 Solution Review.en-US.srt
- 17 – Assignment 1 Solution Review
- 17 – Assignment 1 Solution Review.zh-CN.srt
- 18 – Hotreload Warning.en-US.srt
- 18 – Hotreload Warning
- 18 – Hotreload Warning.zh-CN.srt
- 19 – Debugging C++ & Blueprints (Logging, Breakpoints, Drawing Debug Shapes).en-US.srt
- 19 – Debugging C++ & Blueprints (Logging, Breakpoints, Drawing Debug Shapes)
- 19 – Debugging C++ & Blueprints (Logging, Breakpoints, Drawing Debug Shapes).zh-CN.srt
- 20 – Camera Changes & First UMG Widget (Crosshair).en-US.srt
- 20 – Camera Changes & First UMG Widget (Crosshair)
- 20 – Camera Changes & First UMG Widget (Crosshair).zh-CN.srt
- 21 – Assignment 2 (Blackhole Projectile, Dash Ability, Targeting).en-US.srt
- 21 – Assignment 2 (Blackhole Projectile, Dash Ability, Targeting)
- 21 – Assignment 2 (Blackhole Projectile, Dash Ability, Targeting).zh-CN.srt
- 22 – ‘Asserts’ for pro-active detection of bugs.en-US.srt
- 22 – ‘Asserts’ for pro-active detection of bugs
- 22 – ‘Asserts’ for pro-active detection of bugs.zh-CN.srt
- Lecture 7 – UMG & (Player) Attributes
- 23 – Attribute Component (RPG-style).en-US.srt
- 23 – Attribute Component (RPG-style)
- 23 – Attribute Component (RPG-style).zh-CN.srt
- 24 – UMG with Data Bindings (Health Bar).en-US.srt
- 24 – UMG with Data Bindings (Health Bar)
- 24 – UMG with Data Bindings (Health Bar).zh-CN.srt
- 25 – Event-based principles with UMG (Health Change Events).en-US.srt
- 25 – Event-based principles with UMG (Health Change Events)
- 25 – Event-based principles with UMG (Health Change Events).zh-CN.srt
- 26 – Animating UMG Widgets.en-US.srt
- 26 – Animating UMG Widgets
- 26 – Animating UMG Widgets.zh-CN.srt
- 27 – Dealing Damage with Attributes (Explosive Barrel).en-US.srt
- 27 – Dealing Damage with Attributes (Explosive Barrel)
- 27 – Dealing Damage with Attributes (Explosive Barrel).zh-CN.srt
- Lecture 8 – (Dynamic) Materials for Gameplay
- 28 – Intro & Projectile Collision Fix.en-US.srt
- 28 – Intro & Projectile Collision Fix
- 28 – Intro & Projectile Collision Fix.zh-CN.srt
- 29 – Material Basics (Shaders).en-US.srt
- 29 – Material Basics (Shaders)
- 29 – Material Basics (Shaders).zh-CN.srt
- 30 – Hit Flash Material & Driving Material parameters through C++.en-US.srt
- 30 – Hit Flash Material & Driving Material parameters through C++
- 30 – Hit Flash Material & Driving Material parameters through C++.zh-CN.srt
- 31 – Simple Dissolve Materials (Textures).en-US.srt
- 31 – Simple Dissolve Materials (Textures)
- 31 – Simple Dissolve Materials (Textures).zh-CN.srt
- 32 – Creating Re-usable Material Functions.en-US.srt
- 32 – Creating Re-usable Material Functions
- 32 – Creating Re-usable Material Functions.zh-CN.srt
- 33 – Materials for User Interface (UMG).en-US.srt
- 33 – Materials for User Interface (UMG)
- 33 – Materials for User Interface (UMG).zh-CN.srt
- Lecture 9 – Audio, Animation, UI
- 34 – Assignment 2 Solution Review.en-US.srt
- 34 – Assignment 2 Solution Review
- 34 – Assignment 2 Solution Review.zh-CN.srt
- 35 – Creating Sound Cues.en-US.srt
- 35 – Creating Sound Cues
- 35 – Creating Sound Cues.zh-CN.srt
- 36 – Animation Blueprints & Handling Player Death.en-US.srt
- 36 – Animation Blueprints & Handling Player Death
- 36 – Animation Blueprints & Handling Player Death.zh-CN.srt
- 37 – Projected 3D UI (Damage Numbers).en-US.srt
- 37 – Projected 3D UI (Damage Numbers)
- 37 – Projected 3D UI (Damage Numbers).zh-CN.srt
- 38 – Assignment 3 (Health – Damage, Audio, Projectiles, UI).en-US.srt
- 38 – Assignment 3 (Health – Damage, Audio, Projectiles, UI)
- 38 – Assignment 3 (Health – Damage, Audio, Projectiles, UI).zh-CN.srt
- 斯坦福FPS素材
- 斯坦福FPS素材.exe
包含内容
- · Lecture 1 – Introduction & Setup
- · 1 – Welcome! (Course Structure).en-US.srt
- · 1 – Welcome! (Course Structure)
- · 1 – Welcome! (Course Structure).zh-CN.srt
- · Lecture 10 – Basic AI & Behavior Trees
- · 39 – AI Overview (Behavior Trees, Blackboards, EQS).en-US.srt
- · 39 – AI Overview (Behavior Trees, Blackboards, EQS)
- · 39 – AI Overview (Behavior Trees, Blackboards, EQS).zh-CN.srt
贡献者
陈可
白银