Creación De Un Manual Para El Diseño E Implementación De Videojuegos En Blender 2.49B”

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Creación De Un Manual Para El Diseño E Implementación De Videojuegos En Blender 2.49B” UNIVERSIDAD CARLOS III DE MADRID ESCUELA POLITÉCNICA SUPERIOR Ingeniería en Informática Proyecto Fin de Carrera “Creación de un manual para el diseño e implementación de videojuegos en Blender 2.49b” Autor: Roberto Peral Castro Tutor: Juan Peralta Donate 20 Marzo, 2010 Manual de diseño de videojuegos en Blender 2 Manual de diseño de videojuegos en Blender Agradecimientos: A mi familia, que siempre me ha apoyado en todos los aspectos de mi vida, y especialmente en los estudios. A mi tutor D. Juan Peralta Donate, por haberme dado la oportunidad de realizar este proyecto, y por el entusiasmo mostrado a lo largo de todo su desarrollo. A mis compañeros de beca, por su comprensión. A mi pareja, que ha demostrado ser una gran amiga y compañera, y cuya ayuda a lo largo de toda la carrera me ha permitido llegar hasta aquí con menos contratiempos de los que podrían haber ocurrido debido a mi carácter despreocupado y despistado. 3 Manual de diseño de videojuegos en Blender Contenido 1. Introducción .................................................................................................................................. 10 1.1. Descripción de los capítulos del proyecto ............................................................................ 11 1.2. Acrónimos y definiciones ...................................................................................................... 13 2. Objetivos del proyecto .................................................................................................................. 14 3. Estado de la cuestión .................................................................................................................... 15 3.1. Descripción de un Motor de juego o Game Engine .............................................................. 15 3.2. Historia de los motores de juego .......................................................................................... 16 3.3. Estado actual de los motores de juego ................................................................................. 25 3.4. Blender .................................................................................................................................. 26 3.4.1. Descripción .................................................................................................................... 26 3.4.2. The Blender Foundation, desarrollo y soporte .............................................................. 30 3.4.3. “Yo Frankie”, el videojuego de código abierto desarrollado en Blender ...................... 31 3.5. Conclusiones ......................................................................................................................... 32 4. Manual de desarrollo de videojuegos en Blender ........................................................................ 34 4.1. Introducción a Blender Game Engine.................................................................................... 34 4.1.1. Pasos para crear un juego avanzado en Blender .......................................................... 34 4.1.2. Resumen Descriptivo del interfaz ................................................................................. 38 4.2. Modelado de personajes y entornos .................................................................................... 48 4.2.1. Algunas directrices sobre el diseño 3D en Blender ....................................................... 48 4.2.2. Creación de un esqueleto y fijación del mismo a una malla ......................................... 54 4.2.3. Texturas y materiales .................................................................................................... 61 4.3. IPO y acciones ....................................................................................................................... 65 4.3.1. IPO ................................................................................................................................. 65 4.3.2. Acciones ........................................................................................................................ 67 4.4. Motor de físicas de Blender .................................................................................................. 69 4.4.1. Objetos estáticos y dinámicos....................................................................................... 69 4.5. Inserción de la lógica en Blender (logic bricks) ..................................................................... 71 4.5.1. Sensores, controladores, actuadores y estados ........................................................... 72 4.5.2. Scripts en Python .......................................................................................................... 77 4.5.3. Ejemplos de aplicación de lógica .................................................................................. 79 4.6. Detección de colisiones......................................................................................................... 85 4 Manual de diseño de videojuegos en Blender 4.7. Inserción dinámica de objetos en escenas ........................................................................... 89 4.8. Implementación de un menú dinámico de selección de personajes .................................... 90 4.9. Implementación de un controlador configurable y reutilizable ........................................... 93 4.10. Implementación de una barra de vida para un personaje ................................................ 95 4.10.1. Diseño ............................................................................................................................ 95 4.10.2. Animación ..................................................................................................................... 96 4.10.3. Lógica ............................................................................................................................ 96 4.11. Técnicas especiales ........................................................................................................... 97 4.11.1. Toon shading ................................................................................................................. 97 4.11.2. Efectos especiales ......................................................................................................... 98 4.11.3. Configuración de la cámara ........................................................................................ 102 4.12. Compilación del juego y creación de los ficheros ejecutables ........................................ 105 5. Conclusiones ............................................................................................................................... 106 6. Líneas futuras .............................................................................................................................. 108 7. Gestión del proyecto ................................................................................................................... 109 8. Bibliografía .................................................................................................................................. 114 9. Referencias .................................................................................................................................. 115 5 Manual de diseño de videojuegos en Blender ILUSTRACIÓN 1. SPACE ROUGE ..................................................................................................................................... 16 ILUSTRACIÓN 2. ULTIMA UNDERGROUND ....................................................................................................................... 16 ILUSTRACIÓN 3. DOOM ............................................................................................................................................... 16 ILUSTRACIÓN 4. DUKE NUKEM 3D ................................................................................................................................ 17 ILUSTRACIÓN 5. XNGINE ............................................................................................................................................. 18 ILUSTRACIÓN 6. JEDI .................................................................................................................................................. 18 ILUSTRACIÓN 7. QUAKE .............................................................................................................................................. 19 ILUSTRACIÓN 8. RENDERWARE EJEMPLO1 ...................................................................................................................... 20 ILUSTRACIÓN 9. RENDERWARE EJEMPLO 2 ...................................................................................................................... 20 ILUSTRACIÓN 10. GOLDSRC ........................................................................................................................................ 20 ILUSTRACIÓN 11. UNREAL ........................................................................................................................................... 21 ILUSTRACIÓN 12. OUTCAST ......................................................................................................................................... 21 ILUSTRACIÓN 13. GAMEBRYO ...................................................................................................................................... 22 ILUSTRACIÓN 14.HALF LIFE 2 ......................................................................................................................................
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