Diseño E Implementación De Un Videojuego Multiplayer Online, Utilizando El Motor Unity3d”

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Diseño E Implementación De Un Videojuego Multiplayer Online, Utilizando El Motor Unity3d” Universidad del Bío-Bío. Red de Bibliotecas - Chile UNIVERSIDAD DEL BIO-BIO FACULTAD DE CIENCIAS EMPRESARIALES DEPARTAMENTO DE CIENCIAS DE LA COMPUTACIÓN Y TECNOLOGÍA DE LA INFORMACIÓN CAMPUS CHILLÁN “DISEÑO E IMPLEMENTACIÓN DE UN VIDEOJUEGO MULTIPLAYER ONLINE, UTILIZANDO EL MOTOR UNITY3D” JOSÉ ANDRÉS FUENTES RUBILAR MEMORIA PARA OPTAR AL TÍTULO DE INGENIERO CIVIL EN INFORMÁTICA Chillán, Enero 2011 Universidad del Bío-Bío. Red de Bibliotecas - Chile UNIVERSIDAD DEL BIO-BIO FACULTAD DE CIENCIAS EMPRESARIALES DEPARTAMENTO DE CIENCIAS DE LA COMPUTACIÓN Y TECNOLOGÍA DE LA INFORMACIÓN CAMPUS CHILLÁN “DISEÑO E IMPLEMENTACIÓN DE UN VIDEOJUEGO MULTIPLAYER ONLINE, UTILIZANDO EL MOTOR UNITY3D” JOSÉ ANDRÉS FUENTES RUBILAR PROFESOR GUIA : SR. LUIS GAJARDO DÍAZ PROFESOR INFORMANTE : SR. MARIO GAETE PRADENAS NOTA FINAL EXAMEN TITULO : _________________________ MEMORIA PARA OPTAR AL TÍTULO DE INGENIERO CIVIL EN INFORMÁTICA Chillán, Enero 2011 Universidad del Bío-Bío. Red de Bibliotecas - Chile Agradecimientos Quisiera agradecer principalmente a Dios y a mi familia, por el gran apoyo brindado durante todos estos años. Además, también dar gracias a todos los que colaboraron en este proyecto, como son Rodrigo y Cristian de Jobbitgames, al profesor Miguel Pincheira por su aporte musical, y en especial al profesor Luis Gajardo, quien guió todo el desarrollo de éste trabajo. En fin, agradecer a mis amigos y compañeros de universidad, por su incondicional amistad y a todos los profesores que me educaron durante toda esta carrera. José Andrés Fuentes Rubilar Universidad del Bío-Bío. Red de Bibliotecas - Chile Dedicatoria A mis padres, por su incansable lucha por darle lo mejor a sus hijos, a mi tía y en especial a mi abuelita que está en el cielo. José Andrés Fuentes Rubilar Universidad del Bío-Bío. Red de Bibliotecas - Chile RESUMEN En la actualidad, los videojuegos tienen un rol muy importante en el rubro del entretenimiento a nivel mundial. De hecho, es un fenómeno social que traspasa todas las edades, sin distinción de géneros. Sin embargo, en Chile, la industria de los videojuegos no ha alcanzado la madurez y envergadura de otros países del mundo, como es el caso de Estados Unidos, Japón y otros países desarrollados. Es más, existe un número muy reducido de empresas dedicadas al rubro, a pesar de las millonarias ventas que registra la industria alrededor del mundo, las que incluso han superado a las obtenidas por sectores tan importantes como lo es el cine. Una de las principales razones, de ésta situación, se debe al desconocimiento por parte de las empresas e instituciones de las tecnologías y procedimientos que son utilizados para producir un videojuego. El presente proyecto aborda el tema del desarrollo de videojuegos utilizando tecnologías y herramientas especializadas, que permiten reducir tanto tiempo, así como también la complejidad que supone la producción de un videojuego. Todo esto, con el fin de mostrar la accesibilidad y el gran potencial que poseen herramientas como Unity3D, para las empresas emergentes de videojuegos como Jobbitgames, ubicada en la ciudad de Chillán. En el desarrollo de éste trabajo, se utilizó la metodología de proceso de software iterativa incremental, con el fin de producir continuamente incrementos completamente funcionales. Además, se debió ajustar la etapa de diseño, producto de lo complejo y distinto que resulta el desarrollo de un videojuego, en comparación al software tradicional. Por otro lado, en la etapa de construcción del proyecto, se tuvo que implementar diferentes tipos de algoritmos, como por ejemplo, para dar inteligencia a los enemigos. Cabe mencionar, que todo esto fue posible gracias a la utilización e integración de diversas herramientas, como son, Unity3D, Google Sketchup, Maya, Blender, Gimp y Audacity, principalmente. Una vez finalizado éste trabajo, se obtuvo como resultado un videojuego 3D respaldado con componentes y funcionalidades de nivel profesional, que entregan al usuario final una experiencia única. Universidad del Bío-Bío. Red de Bibliotecas - Chile ÍNDICE GENERAL CAPÍTULO I: ANTECEDENTES GENERALES........................................................ 1 1.1 INTRODUCCIÓN ............................................................................................. 2 1.2 DESCRIPCIÓN DEL PROBLEMA ............................................................................ 2 1.3 OBJETIVO DEL PROYECTO ................................................................................. 3 1.3.1 Objetivo General .............................................................................. 3 1.3.2 Objetivos Específicos......................................................................... 3 1.4 METODOLOGÍA A UTILIZAR EN EL PROYECTO ........................................................... 4 1.5 DESCRIPCIÓN DE LA EMPRESA ASOCIADA AL PROYECTO .............................................. 4 CAPÍTULO II: EL MUNDO 3D ............................................................................ 5 2.1 SISTEMA DE COORDENADAS .............................................................................. 6 2.2 TRANSFORMACIONES GEOMÉTRICAS ..................................................................... 8 2.2.1 Translación ...................................................................................... 8 2.2.2 Rotación .......................................................................................... 9 2.2.3 Escalamiento ................................................................................... 9 2.3 VECTORES ................................................................................................. 11 2.4 LA CÁMARA ............................................................................................... 12 2.5 RENDERIZACIÓN .......................................................................................... 14 2.6 POLÍGONOS, BORDES, VÉRTICES Y MALLAS .......................................................... 15 2.7 TEXTURAS, MATERIALES Y SHADERS .................................................................. 17 2.8 ILUMINACIÓN ............................................................................................. 18 CAPÍTULO III: MOTORES DE VIDEOJUEGOS .................................................. 19 3.1 DEFINICIÓN ............................................................................................... 20 3.2 LA INDUSTRIA DE LOS VIDEOJUEGOS .................................................................. 21 3.3 HISTORIA .................................................................................................. 22 3.4 GÉNEROS Y ESTILOS DE VIDEOJUEGOS ............................................................... 25 3.5 PLATAFORMAS ............................................................................................ 27 3.6 ROLES DENTRO DEL DESARROLLO DE UN VIDEOJUEGO ............................................. 28 3.6.1 Productor ...................................................................................... 28 3.6.2 Diseñador ...................................................................................... 28 3.6.3 Programador .................................................................................. 29 3.6.4 Artistas ......................................................................................... 29 3.6.4.1 Visuales ............................................................................ 29 3.6.4.2 Sonido .............................................................................. 29 CAPÍTULO IV: UNITY3D ................................................................................. 30 4.1 CARACTERÍSTICAS ....................................................................................... 31 4.2 LOS ASSETS .............................................................................................. 31 i Universidad del Bío-Bío. Red de Bibliotecas - Chile 4.3 LAS ESCENAS ............................................................................................. 32 4.4 LOS GAME OBJECTS ..................................................................................... 32 4.5 LOS COMPONENTES ...................................................................................... 33 4.6 SCRIPTS ................................................................................................... 33 4.6.1 Operaciones Comunes ..................................................................... 34 4.6.2 Funciones Importantes .................................................................... 36 4.7 LOS PREFABS ............................................................................................. 36 4.8 LA INTERFAZ DE USUARIO .............................................................................. 37 4.8.1 La Ventana de Escena ..................................................................... 37 4.8.2 El Panel de Jerarquía....................................................................... 38 4.8.3 El Inspector ................................................................................... 39 4.8.4 El Panel de Proyecto ....................................................................... 40 4.8.5 La Ventana de Juego ....................................................................... 41 4.9 HERRAMIENTAS EXTERNAS .............................................................................. 42 4.9.1 Modelado 3D .................................................................................. 42 4.9.2 Audio ...........................................................................................
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