(SCIENCES BUILDING of TUC) USING GAME ENGINE by Stefan P

(SCIENCES BUILDING of TUC) USING GAME ENGINE by Stefan P

DEVELOPMENT OF A LARGE SCALE, SMART, MULTI-PURPOSE VIRTUAL ENVIRONMENT (SCIENCES BUILDING OF TUC) USING GAME ENGINE By Stefan Petrovski Submitted to the Department of Electronics and Computer Engineering Technical University of Crete Examining Committee Dr Aikaterini Mania, Advisor Dr Aggelos Bletsas Dr Antonios Deligiannakis 1 Table of Contents 1 Introduction ................................................................................................... 9 1.1 Thesis Outline ....................................................................................................................... 11 2 Technical Background ................................................................................... 13 2.1 Introduction .......................................................................................................................... 13 2.2 3D computer graphics .......................................................................................................... 13 2.2.1 Modeling ........................................................................................................................... 14 2.2.2 Layout and animation ....................................................................................................... 14 2.2.3 Rendering.......................................................................................................................... 14 2.3 3D Models ............................................................................................................................. 14 2.3.1 Modelling Process ............................................................................................................. 15 2.4 Texturing – Importance of texture maps ............................................................................. 16 2.5 Game Engines ....................................................................................................................... 20 2.5.1 Game Engine Components ............................................................................................... 21 2.6 Three Modern Game Engines ............................................................................................... 21 2.6.1 Unity 3D ............................................................................................................................ 22 2.6.2 Torque 3D ......................................................................................................................... 22 2.6.3 Unreal Development Kit (UDK) ......................................................................................... 22 3 Software Architecture and Development Framework .................................... 24 3.1 Unreal Development Kit ....................................................................................................... 24 3.1.1 Rendering Engine .............................................................................................................. 24 3.1.2 Sound Engine .................................................................................................................... 25 3.1.3 Physics Engine ................................................................................................................... 25 3.1.4 Unreal Editor ..................................................................................................................... 25 3.1.5 Unreal Kismet ................................................................................................................... 28 3.1.6 Material Editor .................................................................................................................. 29 3.1.7 Sound Editor ..................................................................................................................... 30 3.1.8 Unreal Matinee ................................................................................................................. 31 3.1.9 Unreal Lightmass .............................................................................................................. 31 3.2 UnrealScript .......................................................................................................................... 32 3.2.1 The Unreal Virtual Machine .............................................................................................. 33 3.2.2 Class Hierarchy.................................................................................................................. 34 3.2.3 Timers ............................................................................................................................... 35 2 3.2.4 States ................................................................................................................................ 36 3.2.5 Interfaces .......................................................................................................................... 36 3.2.6 UnrealScript Compiler....................................................................................................... 37 3.2.7 UnrealScript Programming Strategy ................................................................................. 37 3.2.8 Configuration Files ............................................................................................................ 38 3.2.9 DLL Files ............................................................................................................................ 39 3.2.10 Input Manager .............................................................................................................. 39 3.2.11 Materials in UDK ........................................................................................................... 40 3.3 Scaleform GFx ....................................................................................................................... 41 3.3.1 Flash Applications ............................................................................................................. 43 3.3.2 Authoring Environment for Interactive Content............................................................... 44 3.3.3 ActionScript 3.0................................................................................................................. 45 3.4 Connection of the Graphical User Interfaces (GUIs) with the Application ......................... 47 3.4.1 Connecting using Kismet:.................................................................................................. 48 3.4.2 Connecting using - Unrealscript: ....................................................................................... 48 3.5 Autodesk 3ds Max ................................................................................................................ 49 3.5.1 Predefined primitives ....................................................................................................... 50 3.6 Setting up the Environment ................................................................................................. 51 3.6.1 Setting up Scaleform GFx .................................................................................................. 51 3.6.2 Setting up Microsoft Visual Studio with nFringe .............................................................. 52 4 Virtual Environment Creation ....................................................................... 53 4.1 World Geometry ................................................................................................................... 53 4.1.1 BSP .................................................................................................................................... 57 4.1.2 Static Meshes .................................................................................................................... 58 4.1.3 Importing the Static Meshes ............................................................................................. 62 4.2 Materials ............................................................................................................................... 64 4.2.1 Textures Vs Materials ....................................................................................................... 64 4.2.2 Textures ............................................................................................................................ 64 4.2.3 Material Creation .............................................................................................................. 65 4.3 Doors ..................................................................................................................................... 67 5 Functionality Creation (Scripting) .................................................................. 70 5.1 The Three Fundamental Classes ........................................................................................... 70 5.2 Application Data ................................................................................................................... 74 5.3 Detecting Focused Actors ..................................................................................................... 77 3 5.4 Lifts ........................................................................................................................................ 79 5.5 Menu System ........................................................................................................................ 98 5.6 Heads-Up Display (HUD)....................................................................................................

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    170 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us