..... l ss t h t an an $100,000 of 000 of ann an u n al u al gross r evenu n e
|
|
- Robyn Bruce
- 5 years ago
- Views:
Transcription
1 Outline Introduction to Game Programming Autumn Game architecture case Unity game engine Juha Vihavainen University of Helsinki Basic concepts and architecture of Unity On origins/developments of Unity Unity as an integrated development environment (IDE): Unity world/level editor and its major user interfaces The logical architecture of a Unity game scenes => game objects => components => settings, scripts Asset handling in Unity; ; project's reusable models and images (textures)) are seen in Project pane (located in Assets folder) Briefly on implementation and architecture of the Unity engine Unity scripting in more detail later 2 References Lots and lots of Unity documentation and manuals, both online and printed versions Michael P. Rogers, Bringing Unity to the classroom. In Journal of Computing Sciences in Colleges 27 (2012), 5 (May), Philip Chu, Game development with Unity,, Technicat LLC, (One nice condensed introduction to Unity) Joseph Hocking, Unity in Action - Multiplatform game development in C# with Unity 5. Manning, Choosing a game engine One option was an in-house game engine that usually only did what the game required Then, commercial full-featuredfeatured Unreal (by Epic Games,, USA) and CryEngine (by German game developer Crytek) ) were often licensed on a per-game basis The Unity engine and development environment has become a popular choice as an engine for small studios and individuals offers a lot of high-end features (physics, integrated asset mgmt..) has a free version and low-cost Pro versions (details changing) runs either on a Mac (originally) or on a Windows PC targets several platforms; in 2013, made the ios and Android licenses free for Unity free-version users Unity Free has no fee; it is available for any use to individuals or companies with less than $100,000 of annual gross revenue 4
2 Background: many kinds of libraries/engines Game development is mostly in C/C++ and script languages, e.g. Unreal Engine uses C++ (for core system code) and optionally a custom visual script language Blueprint (for gameplay) Unity is mostly implemented in C++ (and partly in Boo,, I think) but can use UnityScript and C# as scripting languages Blender is coded in C, C++ and Python; Python is used as an internal scripting language (including its game engine part) Ogre graphics engine (over 1,300,000 lines of C++) OpenGL and DirectX graphics libraries (low level, in C) Use mostly the same fundamental concepts (graphics, update loop) We ll do little or no 3D modeling; it is assumed friendly artists will do that for us (or we can search free assets from the web) We ll only be interested in interactive video games, and not in general graphics Unity basics Unity is a multi-platform development tool platforms include: desktops, mobile devices, web pages, consoles Unity s visual editor has several sections that work together build/edit scenes/levels, editing of a selected game object (in inspector pane) scripts are attached to objects as special kinds of components,, and executed by a hidden game loop a Unity project is represented by a folder C# scripts are edited and processed by a separate programming environment (MonoDevelop/Visual Studio); UnityScript by a suitable text editor interactions/processing between different sections (views) is mostly automatic, e.g., updating settings change visuals 5 6 On history/developments (2005 -> ) Started 2005 as a Mac-based tool developing for Mac and Windows Windows-based version available 2009 (Unity 2.5) Unity 3.5 (Feb 2012), new Shuriken particle system, HDR, etc. Unity 4 (June 2012): Mecanim animation system (bought), DirectX11 support, Ubuntu platform, etc. Unity 4.2 (July 2013): Android, ios, Windows Phone 8, etc. were included with the free license; dyn. shadows w/ one-directional light Unity 4.3 (2013) added complete native 2D tools (instead of 3rd-party 2D tools), blendshape facial animation, among others In July 2013, reached over 2 million registered Unity users (downloads) In March 3, 2015, the release of Unity 5.0 had improvements in shading techniques, lighting, audio, animation, WebGL (soon), etc. 7 Some more history On May 21, 2002, Nicholas Francis, a Danish programmer, posted on the Mac OpenGL board asking for assistance with a shader system he was trying to implement into his game engine; Joachim Ante responded; David Helgason heard about the project and thought they were "really onto something", so jumped aboard as the third developer Unity: "A A toolset used to build games, and.. the technology that executes the graphics, the audio, the physics, the interactions, and the networking" Nowadays, Unity has hundreds of employees around the world Needed to make a full commercial game using their new engine; Gooball was published in March 2005 Using the profits from Gooball,, the company hired more developers to refine Unity before its initial 1.0 release in June 2005 an opportunity to tear apart the engine to find bugs, remove annoyances, and fix the interface before its official release 8
3 Some distinguishing features Supports development of a wide range of games on diverse platforms Supports C# # and UnityScript (earlier also Boo) ) as scripting languages A single IDE provides prototyping tools for game development edit world/level => edit components/scripts => run the game =>.. Applies Composite, Component, Prototype, Game Loop, Update Method plus other design patterns in its design and implementation Inheritance vs. components Unity in Action - Multiplatform game development in C# by Joseph Hocking. Especially, uses a well-thought design for game objects uses a version of "property property-centric centric" " approach to game objects dynamic components simulate multiple inheritance/mixins (to compose an object from multiple varying parts) Utilizes C# built-in in iterators to implement a coroutine facility => one script (code block with state) may span multiple frames 9 10 Unity game engine: basic concepts An asset is anything that is imported into your project (project view), and then to be instantiated & placed into the game world (scene view) Scenes are used to create different levels (a term used by Unity docs) separately loaded / managed (game object space and assets) to make a "persistent"" object: call DontDestroyOnLoad (object) A game object is a essentially a container for components A component is something to be attached to a game entity, describing some property, capability, behaviour, or relationship created independently but always attached to some game object can be separately removed and destroyed A script is a special kind of component that defines the behaviour of a game object; the same script class can be "attached" to multiple gameobjects, and multiple scripts can be attached to the same object 11 How to start a game development with Unity 1. Create a Unity project for the game (creates a folder, actually) 2. Import assets via menu,, or (directly) to the Assets folder 3. Create a scene for each level (or a game screen/page) 4. In each scene, select and place initial assets into the game world 5. Adjust/place the main (default) camera; ; add cameras as desired 6. Add light objects, adjust ambient light.. 7. Add and adjust materials in objects' renderer components 8. Attach rigidbodies, physics materials, colliders to objects 9. Write and attach scripts to objects. 10. Test the game in the Editor's "Game Window" " (pane, view) 11. Publish to the desired platform, building selected scenes 12
4 Parts of the interface in Unity The main parts of the UI of Unity Editor 1. Project view shows all of the project's assets, possibly in their own subfolders (can select one one-- or two two--column formats) 2. Scene view where we arrange and manipulate game objects; describes the initial configuration (state) of the level (scene) 3. Hierarchy view lists the objects of the current scene in a tree form (an alternative view on all the game objects, in alphabetical order) 4. Game window shows the running game (as seen by the player) 5. Inspector where we can access asset parameters, game objects' settings, components, script fields, and scene or project settings 6. Console can display system errors and warnings, user log/trace output with Debug.Log ("Hello");, ("Hello");, etc. Note. Never rearrange or rename the contents of the project s assets Note. folder outside the Unity editor (but just adding/updating is OK) Editor screenshot: Toolbar Toolbar,, Scene Scene,, and Game 16
5 Sample of Unity Editor toolbar controls Game world/level Hierarchy Project pan move rotate scale orbit Manipulate the selected game object Inspector To selectively control which objects are rendered by which cameras or lit by which lights (also collisions and raycasting) 17 object Unity game architecture Alt + RHB Game "player" (~ video player) Running game zoom Alt Select from default or predefined world Editor layouts 18 The main entities in Unity by [Petri Veijonen] Unity's own root class C# root class - combines aggregation with inheritance The game objects (included in a scene) form a treetree-like hierarchy determined by parentparent-child relationships ( ~ scene graph) graph) children are affected by changing the parent's transform properties: position position,, rotation rotation,, and scale a child can also be changed and updated independently, but the transform properties are interpreted in relation to the parent AddComponent (type) GetComponent (type) : Component Object.Destroy (obj) Can be enabled/disabled Game object scripts Transform is not optional childcount parent GetChild (index):transform; Hierarchy view: the initial contents of the scene Light AudioListener AudioSource 19 materials (shaders) 20
6 Get common Components via public variables. Note the duplication of interfaces in GameObject and Component... // these are obsolete... +name is inherited Note. Not identical. BroadcastMessage calls the method on MonoBehaviours in this game object or any of its children (a tree). Attach responsibilities to an object dynamically. Provides an alternative to subclassing. // these four has been deprecated in 5.0.; use GetComponent GameObject is sealed, Component is not. 21 Common game object components Transform specifies position, rotation, and scale MonoBehaviour adds custom functionality (as scripts) MeshFilter represents a 3D mesh from the Assets folder MeshRenderer draws the game object (with settings/materials..) Collider makes rigid bodies react when colliding/touching Rigidbody makes a game object obey physics (gravity, drag..) but kinematic rigidbodies if moved only by its Transform but they still affect other physics-controlled controlled objects Camera to view the world from the game object's perspective Light can act as a lighting source (lamp, other emissive object) CharacterController moves an object by a script, instead of a Rigidbody (still affected by collisions) GUIText to be associated with a particular game object 22 The class MonoBehaviour A script's public variables are viewed and edited within the IDE: booleans appear as checkboxes; strings as textfields; etc. Initialization in the Inspector overrides initialization in the script code 23 The base class for scripts Awake (), Start (), Update (), FixedUpdate (), LateUpdate (), and OnGUI () are kind of callbacks (executed by the engine) The variable gameobject refers to the owner game object; also: transform, name, tag Convenient notation to access other components (null if not attached): c = GetComponent <Collider> ();... c = script.getcomponent <Camera> (); Sample of services; some events require colliders can be enabled/ disabled Delayed calls Coroutines named by string value Callbacks called if present 24
7 Colliders in Unity Colliders give game objects a "physical presence" " so that they "interact"" (touch, push, collide) with each other A mesh collider follows the surface of a geometry (model): expensive Each primitive (built-in) in) game object has a default collider; they are more efficient Set physics materials to define friction and bounciness; provided as standard assets. Note.. Put rigidbodies on game objects that both move and collide - that react to collisions and other forces (e.g., gravity). 25 On the implementation of Unity Unity is closed-source, source, so we cannot but guess at its actual internal implementation (and anyway, it keeps changing) Unity engine is itself written in C/C++ but game logic is expressed via scripts (C#, UnityScript) Generally, a component-based engine supports well user interfaces that use drag-and-drop-style game creation any component can be handled both in the editor and by script code All scripts are compiled to a.net.dll file (i.e., an assembly) - and finally to native code - so script languages tend to behave rather alike, except perhaps differences in compile-time vs. run-time typing/binding UnityScript and C# are compiled into different assemblies so you can't just refer to one from the other (messy compilation orders..) 26 Unity system architecture (hypothetical sketch only) [by Petri Veijonen] Unity physics is based on a version of the PhysX physics simulation engine; implementing/installing your own would be a major undertaking! 27
Learn Unity by Creating a 3D Multi-Level Platformer Game
Learn Unity by Creating a 3D Multi-Level Platformer Game By Pablo Farias Navarro Certified Unity Developer and Founder of Zenva Table of Contents Introduction Tutorial requirements and project files Scene
More informationUnity 3.x. Game Development Essentials. Game development with C# and Javascript PUBLISHING
Unity 3.x Game Development Essentials Game development with C# and Javascript Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! Will Goldstone
More informationUnity Certified Programmer
Unity Certified Programmer 1 unity3d.com The role Unity programming professionals focus on developing interactive applications using Unity. The Unity Programmer brings to life the vision for the application
More informationUnity Game Development Essentials
Unity Game Development Essentials Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! Will Goldstone 1- PUBLISHING -J BIRMINGHAM - MUMBAI Preface
More informationSpace Invadersesque 2D shooter
Space Invadersesque 2D shooter So, we re going to create another classic game here, one of space invaders, this assumes some basic 2D knowledge and is one in a beginning 2D game series of shorts. All in
More informationCMSC 425: Lecture 3 Introduction to Unity
CMSC 425: Lecture 3 Introduction to Unity Reading: For further information about Unity, see the online documentation, which can be found at http://docs.unity3d.com/manual/. The material on Unity scripts
More informationExperiment 02 Interaction Objects
Experiment 02 Interaction Objects Table of Contents Introduction...1 Prerequisites...1 Setup...1 Player Stats...2 Enemy Entities...4 Enemy Generators...9 Object Tags...14 Projectile Collision...16 Enemy
More informationMacquarie University Introductory Unity3D Workshop
Overview Macquarie University Introductory Unity3D Workshop Unity3D - is a commercial game development environment used by many studios who publish on iphone, Android, PC/Mac and the consoles (i.e. Wii,
More informationThe purpose of this document is to outline the structure and tools that come with FPS Control.
FPS Control beta 4.1 Reference Manual Purpose The purpose of this document is to outline the structure and tools that come with FPS Control. Required Software FPS Control Beta4 uses Unity 4. You can download
More informationPropietary Engine VS Commercial engine. by Zalo
Propietary Engine VS Commercial engine by Zalo zalosan@gmail.com About me B.S. Computer Engineering 9 years of experience, 5 different companies 3 propietary engines, 2 commercial engines I have my own
More informationBeginning 3D Game Development with Unity:
Beginning 3D Game Development with Unity: The World's Most Widely Used Multi-platform Game Engine Sue Blackman Apress* Contents About the Author About the Technical Reviewer Acknowledgments Introduction
More informationWorkshop 4: Digital Media By Daniel Crippa
Topics Covered Workshop 4: Digital Media Workshop 4: Digital Media By Daniel Crippa 13/08/2018 Introduction to the Unity Engine Components (Rigidbodies, Colliders, etc.) Prefabs UI Tilemaps Game Design
More informationINTRODUCTION TO GAME AI
CS 387: GAME AI INTRODUCTION TO GAME AI 3/31/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html Outline Game Engines Perception
More informationThe 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, / X
The 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, 2012 10.5682/2066-026X-12-153 SOLUTIONS FOR DEVELOPING SCORM CONFORMANT SERIOUS GAMES Dragoş BĂRBIERU
More informationAdding in 3D Models and Animations
Adding in 3D Models and Animations We ve got a fairly complete small game so far but it needs some models to make it look nice, this next set of tutorials will help improve this. They are all about importing
More informationpubli l c i c c l c a l s a s s s Ga G m a e1 e1 : M i M c i r c os o o s f o t. t Xn X a. a Fram a ew o k.ga G m a e m { G ap a hic i s c D s ev
Game Engine Architecture Spring 2017 0. Introduction and overview Juha Vihavainen University of Helsinki [Gregory, Chapter 1. Introduction, pp. 3-62 ] [McShaffry, Chapter 2. What's in a Game ] On classroom
More informationCS Game Programming, Fall 2014
CS 38101 Game Programming, Fall 2014 Recommended Text Learn Unity 4 for ios Game Development, Philip Chu, 2013, Apress, ISBN-13 (pbk): 978-1-4302-4875-0 ISBN-13 (electronic): 978-1-4302-4876-7, www.apress.com.
More informationEmergent s Gamebryo. Casey Brandt. Technical Account Manager Emergent Game Technologies. Game Tech 2009
Emergent s Gamebryo Game Tech 2009 Casey Brandt Technical Account Manager Emergent Game Technologies Questions To Answer What is Gamebryo? How does it look today? How is it designed? What titles are in
More informationComputer Games 2011 Engineering
Computer Games 2011 Engineering Dr. Mathias Lux Klagenfurt University This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Agenda Game Loop Sprites & 2.5D Game Engines
More informationForeword Thank you for purchasing the Motion Controller!
Foreword Thank you for purchasing the Motion Controller! I m an independent developer and your feedback and support really means a lot to me. Please don t ever hesitate to contact me if you have a question,
More informationShoot It Game Template - 1. Tornado Bandits Studio Shoot It Game Template - Documentation.
Shoot It Game Template - 1 Tornado Bandits Studio Shoot It Game Template - Documentation Shoot It Game Template - 2 Summary Introduction 4 Game s stages 4 Project s structure 6 Setting the up the project
More informationBy Chris Burton. User Manual v1.60.5
By Chris Burton User Manual v1.60.5 Table of Contents Introduction 7 Chapter I: The Basics 1. 9 Setting up 10 1.1. Installation 1.2. Running the demo games 1.3. The Game Editor window 1.3.1. The New Game
More informationCOMPASS NAVIGATOR PRO QUICK START GUIDE
COMPASS NAVIGATOR PRO QUICK START GUIDE Contents Introduction... 3 Quick Start... 3 Inspector Settings... 4 Compass Bar Settings... 5 POIs Settings... 6 Title and Text Settings... 6 Mini-Map Settings...
More informationSteamVR Unity Plugin Quickstart Guide
The SteamVR Unity plugin comes in three different versions depending on which version of Unity is used to download it. 1) v4 - For use with Unity version 4.x (tested going back to 4.6.8f1) 2) v5 - For
More informationIntroduction to Game Design. Truong Tuan Anh CSE-HCMUT
Introduction to Game Design Truong Tuan Anh CSE-HCMUT Games Games are actually complex applications: interactive real-time simulations of complicated worlds multiple agents and interactions game entities
More informationBall Color Switch. Game document and tutorial
Ball Color Switch Game document and tutorial This template is ready for release. It is optimized for mobile (iphone, ipad, Android, Windows Mobile) standalone (Windows PC and Mac OSX), web player and webgl.
More informationInstallation Instructions
Installation Instructions Important Notes: The latest version of Stencyl can be downloaded from: http://www.stencyl.com/download/ Available versions for Windows, Linux and Mac This guide is for Windows
More informationTATAKAI TACTICAL BATTLE FX FOR UNITY & UNITY PRO OFFICIAL DOCUMENTATION. latest update: 4/12/2013
FOR UNITY & UNITY PRO OFFICIAL latest update: 4/12/2013 SPECIAL NOTICE : This documentation is still in the process of being written. If this document doesn t contain the information you need, please be
More informationWarmup Due: Feb. 6, 2018
CS1950U Topics in 3D Game Engine Development Barbara Meier Warmup Due: Feb. 6, 2018 Introduction Welcome to CS1950U! In this assignment you ll be creating the basic framework of the game engine you will
More informationGame Design Document (GDD)
Game Design Document (GDD) (Title) Tower Defense Version: 1.0 Created: 5/9/13 Last Updated: 5/9/13 Contents Intro... 3 Gameplay Description... 3 Platform Information... 3 Artistic Style Outline... 3 Systematic
More informationInstructions for using Object Collection and Trigger mechanics in Unity
Instructions for using Object Collection and Trigger mechanics in Unity Note for Unity 5 Jason Fritts jfritts@slu.edu In Unity 5, the developers dramatically changed the Character Controller scripts. Among
More informationPoolKit - For Unity.
PoolKit - For Unity. www.unitygamesdevelopment.co.uk Created By Melli Georgiou 2018 Hell Tap Entertainment LTD The ultimate system for professional and modern object pooling, spawning and despawning. Table
More informationCreating Bullets in Unity3D (vers. 4.2)
AD41700 Computer Games Prof. Fabian Winkler Fall 2013 Creating Bullets in Unity3D (vers. 4.2) I would like to preface this workshop with Celia Pearce s essay Beyond Shoot Your Friends (download from: http://www.gardensandmachines.com/ad41700/readings_f13/pearce2_pass.pdf)
More informationUnreal Studio Project Template
Unreal Studio Project Template Product Viewer What is the Product Viewer project template? This is a project template which grants the ability to use Unreal as a design review tool, allowing you to see
More informationGame Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017
Game Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017 2 person team 3 years 300 person team 10 years Final Fantasy 15 ART GAME DESIGN ENGINEERING PRODUCTION/BUSINESS TECHNICAL CHALLENGES OF
More informationGame Design Comp 150GD. Michael Shah 3/6/15
Game Design Comp 150GD Michael Shah 3/6/15 Topics 1. Digital Game Testing 2. C# Scripting Tips 3. GUI 4. Music Room Part 1 - Digital Game Testing PLAYTEST ROUND #3 (20 minutes): 1. Observers stay to manage
More informationGame Design 1. Unit 1: Games and Gameplay. Learning Objectives. After studying this unit, you will be able to:
Game Design 1 Are you a gamer? Do you enjoy playing video games or coding? Does the idea of creating and designing your own virtual world excite you? If so, this is the course for you! When it comes to
More informationSword & Shield Motion Pack 11/28/2017
The Sword and Shield Motion pack requires the following: Motion Controller v2.6 or higher Mixamo s free Pro Sword and Shield Pack (using Y Bot) Importing and running without these assets will generate
More informationBMOSLFGEMW: A Spectrum of Game Engine Architectures
BMOSLFGEMW: A Spectrum of Game Engine Architectures Adam M. Smith amsmith@soe.ucsc.edu CMPS 164 Game Engines March 30, 2010 What I m about to show you cannot be found in any textbook, on any website, on
More informationSpell Casting Motion Pack 8/23/2017
The Spell Casting Motion pack requires the following: Motion Controller v2.50 or higher Mixamo s free Pro Magic Pack (using Y Bot) Importing and running without these assets will generate errors! Why can
More informationUNITY TECHNOLOGY ROADMAP
UNITY TECHNOLOGY ROADMAP COPYRIGHT 2015 @ UNITY TECHNOLOGIES Good Afternoon and welcome to the Unity Technology Roadmap Discussion. Objectives Decide if upcoming releases are right for your project Understand
More informationMoving Web 3d Content into GearVR
Moving Web 3d Content into GearVR Mitch Williams Samsung / 3d-online GearVR Software Engineer August 1, 2017, Web 3D BOF SIGGRAPH 2017, Los Angeles Samsung GearVR s/w development goals Build GearVRf (framework)
More informationCatch The Kites A Lightweight Android Game
Catch The Kites A Lightweight Android Game Submitted By Woaraka Been Mahbub ID: 2012-2-60-033 Md. Tanzir Ahasion ID: 2012-2-60-036 Supervised By Md. Shamsujjoha Senior Lecturer Department of Computer Science
More informationOfficial Documentation
Official Documentation Doc Version: 1.0.0 Toolkit Version: 1.0.0 Contents Technical Breakdown... 3 Assets... 4 Setup... 5 Tutorial... 6 Creating a Card Sets... 7 Adding Cards to your Set... 10 Adding your
More informationGame Architecture. Rabin is a good overview of everything to do with Games A lot of these slides come from the 1 st edition CS
Game Architecture Rabin is a good overview of everything to do with Games A lot of these slides come from the 1 st edition CS 4455 1 Game Architecture The code for modern games is highly complex Code bases
More informationGame Programming Paradigms. Michael Chung
Game Programming Paradigms Michael Chung CS248, 10 years ago... Goals Goals 1. High level tips for your project s game architecture Goals 1. High level tips for your project s game architecture 2.
More informationThe Archery Motion pack requires the following: Motion Controller v2.23 or higher. Mixamo s free Pro Longbow Pack (using Y Bot)
The Archery Motion pack requires the following: Motion Controller v2.23 or higher Mixamo s free Pro Longbow Pack (using Y Bot) Importing and running without these assets will generate errors! Demo Quick
More informationUnderstanding OpenGL
This document provides an overview of the OpenGL implementation in Boris Red. About OpenGL OpenGL is a cross-platform standard for 3D acceleration. GL stands for graphics library. Open refers to the ongoing,
More informationDM842 Computer Game Programming
DM842 Computer Game Programming Rolf Fagerberg and Marco Chiarandini Fall 2017 Why Computer Game Programming? Fun, attraction, curiosity Career goal Great display of use of many Computer Science subjects
More informationNew Physically Based Rendering (PBR) and Scene Editor included in latest release of Paradox, C# Game Engine - version 1.1.3β
FOR IMMEDIATE RELEASE Media Contact Elle Airey Silicon Studio pr@siliconstudio.co.jp +81 (0)3 5488 7070 New Physically Based Rendering (PBR) and Scene Editor included in latest release of Paradox, C# Game
More informationSensible Chuckle SuperTuxKart Concrete Architecture Report
Sensible Chuckle SuperTuxKart Concrete Architecture Report Sam Strike - 10152402 Ben Mitchell - 10151495 Alex Mersereau - 10152885 Will Gervais - 10056247 David Cho - 10056519 Michael Spiering Table of
More informationWhiskey2D A 2D Game Creator
Worcester Polytechnic Institute Whiskey2D A 2D Game Creator A Major Qualifying Project Christopher Hanna, Daniel True March 27 th, 2015 Advisor: Professor Charles Rich Table of Contents CHAPTER 1 INTRODUCTION...
More informationUsing Dynamic Views. Module Overview. Module Prerequisites. Module Objectives
Using Dynamic Views Module Overview The term dynamic views refers to a method of composing drawings that is a new approach to managing projects. Dynamic views can help you to: automate sheet creation;
More information3D Game Engine Programming (Game Development Series) By Oliver Duvel, Stefan Zerbst READ ONLINE
3D Game Engine Programming (Game Development Series) By Oliver Duvel, Stefan Zerbst READ ONLINE Python Programming/Game Programming in Python - Wikibooks, open - PySoy is a 3d cloud game engine for Python
More informationMastering Autodesk Navisworks 2013
Mastering Autodesk Navisworks 2013 Dodds, J ISBN-13: 9781118281710 Table of Contents Foreword xvii Introduction xix Part 1 Navisworks Basics 1 Chapter 1 Getting to Know Autodesk Navisworks 3 Interface
More informationPangolin: A Look at the Conceptual Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy
Pangolin: A Look at the Conceptual Architecture of SuperTuxKart Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy Abstract This report will be taking a look at the conceptual
More informationEVAC-CITY. Index. A starters guide to making a game like EVAC-CITY
EVAC-CITY A starters guide to making a game like EVAC-CITY Index Introduction...3 Programming - Character Movement...4 Programming - Character Animation...13 Programming - Enemy AI...18 Programming - Projectiles...22
More informationStep 1 - Setting Up the Scene
Step 1 - Setting Up the Scene Step 2 - Adding Action to the Ball Step 3 - Set up the Pool Table Walls Step 4 - Making all the NumBalls Step 5 - Create Cue Bal l Step 1 - Setting Up the Scene 1. Create
More information3D Top Down Shooter By Jonay Rosales González AKA Don Barks Gheist
3D Top Down Shooter By Jonay Rosales González AKA Don Barks Gheist This new version of the top down shooter gamekit let you help to make very adictive top down shooters in 3D that have made popular with
More informationOutline. Introduction to Game Programming Autumn Game architecture. The (classic) game loop. Fundamental concepts
Introduction to Game Programming Autumn 2017 1. Game architecture [S. Madhav, 2014], Ch. 1. Game programming overview [J. Gregory, 2015], Ch. 15.2 Runtime object model architectures Juha Vihavainen University
More informationAttack of Township. Moniruzzaman, Md. Daffodil International University Institutional Repository Daffodil International University
Daffodil International University Institutional Repository Computer Science and Engineering Project Report of M.Sc 2018-05 Attack of Township Moniruzzaman, Md Daffodil International University http://hdl.handle.net/20.500.11948/2705
More informationCOMPUTING CURRICULUM TOOLKIT
COMPUTING CURRICULUM TOOLKIT Pong Tutorial Beginners Guide to Fusion 2.5 Learn the basics of Logic and Loops Use Graphics Library to add existing Objects to a game Add Scores and Lives to a game Use Collisions
More informationCreate a benchmark mobile game! Tobias Tost Senior Programmer, Blue Byte GmbH A Ubisoft Studio
Create a benchmark mobile game! Tobias Tost Senior Programmer, Blue Byte GmbH A Ubisoft Studio Who am I? Tobias Tost, MSc In the Games Industry since 2006 Visualization, Sound, Gameplay, Tools Joined Ubisoft
More informationMaking Your World with the Aurora Toolset
Making Your World with the Aurora Toolset The goal of this tutorial is to build a very simple module to ensure that you've picked up the necessary skills for the other tutorials. After completing this
More informationEvaluating Performance of Point and Shoot in Bow and Arrow Shoot Mobile Game: Touch, Swipe, Rotate, Artificial Intelligence
Evaluating Performance of Point and Shoot in Bow and Arrow Shoot Mobile Game: Touch, Swipe, Rotate, Artificial Intelligence 1 Aishwarya S. Pagare, 2 Karishma K. Khairnar, 3 Suruchi R. Kharat, 4 Pooja S.
More informationCSE 125 Boot Camp. Or: How I Learned to Stop Worrying and Love The Lab
CSE 125 Boot Camp Or: How I Learned to Stop Worrying and Love The Lab About Me Game Developer since 2010 forever Founder and President of VGDC gamedev.ucsd.edu (shameless self-promotion ftw) I look like
More informationIn the end, the code and tips in this document could be used to create any type of camera.
Overview The Adventure Camera & Rig is a multi-behavior camera built specifically for quality 3 rd Person Action/Adventure games. Use it as a basis for your custom camera system or out-of-the-box to kick
More informationExtensible game engine for Android. Jakub Petriska
Czech Technical University in Prague Faculty of Electrical Engineering Department of Computer Science and Engineering Bachelor s thesis Extensible game engine for Android Jakub Petriska Supervisor: Ing.
More informationKey Abstractions in Game Maker
Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead January 19, 2007 Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Upcoming Assignments Today:
More informationLike Mobile Games* Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape (for ios/android/kindle)
Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape
More informationTOON RACER v1.3. Documentation: 1.3. Copyright Sperensis Applications Page 1
TOON RACER v1.3 Documentation: 1.3 Copyright Sperensis Applications www.sperensis.com Page 1 Unity 5.x Upgrade 4 Contents Re-skin UI Interface of MenuScene and PhysicsCar 5 Re-Skin Environment 6 Player
More informationOrbital Delivery Service
Orbital Delivery Service Michael Krcmarik Andrew Rodman Project Description 1 Orbital Delivery Service is a 2D moon lander style game where the player must land a cargo ship on various worlds at the intended
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology http://www.cs.utexas.edu/~theshark/courses/cs354r/ Fall 2017 Instructor and TAs Instructor: Sarah Abraham theshark@cs.utexas.edu GDC 5.420 Office Hours: MW4:00-6:00pm
More informationCrowd-steering behaviors Using the Fame Crowd Simulation API to manage crowds Exploring ANT-Op to create more goal-directed crowds
In this chapter, you will learn how to build large crowds into your game. Instead of having the crowd members wander freely, like we did in the previous chapter, we will control the crowds better by giving
More informationEasy Input Helper Documentation
Easy Input Helper Documentation Introduction Easy Input Helper makes supporting input for the new Apple TV a breeze. Whether you want support for the siri remote or mfi controllers, everything that is
More informationLecture 1: Introduction and Preliminaries
CITS4242: Game Design and Multimedia Lecture 1: Introduction and Preliminaries Teaching Staff and Help Dr Rowan Davies (Rm 2.16, opposite the labs) rowan@csse.uwa.edu.au Help: via help4242, project groups,
More informationIntroduction. Modding Kit Feature List
Introduction Welcome to the Modding Guide of Might and Magic X - Legacy. This document provides you with an overview of several content creation tools and data formats. With this information and the resources
More informationSave System for Realistic FPS Prefab. Copyright Pixel Crushers. All rights reserved. Realistic FPS Prefab Azuline Studios.
User Guide v1.1 Save System for Realistic FPS Prefab Copyright Pixel Crushers. All rights reserved. Realistic FPS Prefab Azuline Studios. Contents Chapter 1: Welcome to Save System for RFPSP...4 How to
More informationLOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR
LOOKING AHEAD: UE4 VR Roadmap Nick Whiting Technical Director VR / AR HEADLINE AND IMAGE LAYOUT RECENT DEVELOPMENTS RECENT DEVELOPMENTS At Epic, we drive our engine development by creating content. We
More informationOculus Rift Getting Started Guide
Oculus Rift Getting Started Guide Version 1.7.0 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.
More informationUbi meets the students. May 22nd, 2013
Ubi meets the students May 22nd, 2013 UBISOFT 1 Ubisoft - a global network of talented people 2 What do we do? 3 Heroes Wanted 4 UBISOFT - A GLOBAL NETWORK OF TALENTED PEOPLE UBISOFT Over 8,350 talented
More informationOculus Rift Getting Started Guide
Oculus Rift Getting Started Guide Version 1.23 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.
More informationKismet Interface Overview
The following tutorial will cover an in depth overview of the benefits, features, and functionality within Unreal s node based scripting editor, Kismet. This document will cover an interface overview;
More informationConcrete Architecture of SuperTuxKart
Concrete Architecture of SuperTuxKart Team Neo-Tux Latifa Azzam - 10100517 Zainab Bello - 10147946 Yuen Ting Lai (Phoebe) - 10145704 Jia Yue Sun (Selena) - 10152968 Shirley (Xue) Xiao - 10145624 Wanyu
More informationVACUUM MARAUDERS V1.0
VACUUM MARAUDERS V1.0 2008 PAUL KNICKERBOCKER FOR LANE COMMUNITY COLLEGE In this game we will learn the basics of the Game Maker Interface and implement a very basic action game similar to Space Invaders.
More informationKings! Card Swiping Decision Game Asset
Kings! Card Swiping Decision Game Asset V 1.31 Thank you for purchasing this asset! If you encounter any errors / bugs, want to suggest new features/improvements or if anything is unclear (after you have
More informationProcedural Level Generation for a 2D Platformer
Procedural Level Generation for a 2D Platformer Brian Egana California Polytechnic State University, San Luis Obispo Computer Science Department June 2018 2018 Brian Egana 2 Introduction Procedural Content
More informationBuilding Augmented Reality Spatial Audio Compositions for ios Introduction and Terms Spatial Audio Positioning
Building Augmented Reality Spatial Audio Compositions for ios A Guide for Use of AR Positional Tracking in ios 11 and Beyond v 1.2 (Updated 23 April 2018) Introduction and Terms This document outlines
More informationCiv 6 Unit Asset Tutorials Level 2 - Change your behavior! By Leugi
Civ 6 Unit Asset Tutorials Level 2 - Change your behavior! By Leugi Mixing and tinting ingame assets is usually enough for making Civ6 units, but sometimes you will meet up with some issues. If you wanted
More informationSchool of Interactive Arts. Prospectus
School of Interactive Arts Prospectus Intro Urban Arts Partnership Urban Arts Partnership s mission is to advance the intellectual, social and artistic development of underserved public school students
More informationPING. Table of Contents. PING GameMaker Studio Assignment CIS 125G 1. Lane Community College 2015
PING GameMaker Studio Assignment CIS 125G 1 PING Lane Community College 2015 Table of Contents SECTION 0 OVERVIEW... 2 SECTION 1 RESOURCES... 3 SECTION 2 PLAYING THE GAME... 4 SECTION 3 UNDERSTANDING THE
More informationCiv 6 Unit Asset Tutorials Level 1 - Hello World
Civ 6 Unit Asset Tutorials Level 1 - Hello World By Leugi So making units is pretty much a basic and much necessary knowledge for almost all possible Civilization VI mods; whether Leaders, Civilizations
More informationLiquid Galaxy: a multi-display platform for panoramic geographic-based presentations
Liquid Galaxy: a multi-display platform for panoramic geographic-based presentations JULIA GIANNELLA, IMPA, LUIZ VELHO, IMPA, Fig 1: Liquid Galaxy is a multi-display platform
More informationSPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko
SPIDERMAN VR Adam Elgressy and Dmitry Vlasenko Supervisors: Boaz Sternfeld and Yaron Honen Submission Date: 09/01/2019 Contents Who We Are:... 2 Abstract:... 2 Previous Work:... 3 Tangent Systems & Development
More informationVirtual Reality in Unreal Engine 4. Nathan Adara Program of Computer Graphics
Virtual Reality in Unreal Engine 4 Nathan Adara Program of Computer Graphics Let s Kick This Off People s impressions of VR are important. See? People s first impressions of VR are important. Your Blank
More informationGame Design 2. Table of Contents
Course Syllabus Course Code: EDL082 Required Materials 1. Computer with: OS: Windows 7 SP1+, 8, 10; Mac OS X 10.8+. Windows XP & Vista are not supported; and server versions of Windows & OS X are not tested.
More informationTilak Maharashtra Vidyapeeth, Pune. BFA- Game Design
Tilak Maharashtra Vidyapeeth, Pune BFA- Game Design Program OutcomeBFA- Game Design Proficiency: To possess a basic understanding of the different activities that is part of game design; Attitude and approach:
More informationunity 3d and playmaker pdf Unity 3D and PlayMaker Essentials: Game Development from Practical Game Design with Unity and Playmaker - pdf
DOWNLOAD OR READ : UNITY 3D AND PLAYMAKER ESSENTIALS GAME DEVELOPMENT FROM CONCEPT TO PUBLISHING FOCAL PRESS GAME DESIGN WORKSHOPS 3D GAME ENGINE ARCHITECTURE ENGINEERING REAL TIME APPLICATIONS WITH WILD
More informationDenver Defenders Client: The Giving Child nonprofit Heart & Hand nonprofit
Denver Defenders Client: The Giving Child nonprofit Heart & Hand nonprofit Team Members: Corey Tokunaga-Reichert, Jack Nelson, Kevin Day, Milton Tzimourakas, Nathaniel Jacobi Introduction Client Description:
More information