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How-To Tutorials - Game Development

369 Articles
article-image-tips-and-tricks-getting-started-opengl-and-glsl-40
Packt
03 Aug 2011
14 min read
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Tips and Tricks for Getting Started with OpenGL and GLSL 4.0

Packt
03 Aug 2011
14 min read
  OpenGL 4.0 Shading Language Cookbook Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use  Introduction The first step towards using the OpenGL Shading Language version 4.0 is to create a program that utilizes the latest version of the OpenGL API. GLSL programs don't stand on their own, they must be a part of a larger OpenGL program. In this article, we will see some tips on getting a basic OpenGL/GLSL program up and running and some techniques for communication between the OpenGL application and the shader (GLSL) program. There isn't any GLSL programming in this article, but don't worry, we'll jump into GLSL with both feet in the next article. First, let's start with some background. The OpenGL Shading Language The OpenGL Shading Language (GLSL) is now a fundamental and integral part of the OpenGL API. Going forward, every program written using OpenGL will internally utilize one or several GLSL programs. These "mini-programs" written in GLSL are often referred to as shader programs, or simply shaders. A shader program is one that runs on the GPU, and as the name implies, it (typically) implements the algorithms related to the lighting and shading effects of a 3-dimensional image. However, shader programs are capable of doing much more than just implementing a shading algorithm. They are also capable of performing animation, tessellation, and even generalized computation. The field of study dubbed GPGPU (General Purpose Computing on Graphics Processing Units) is concerned with utilization of GPUs (often using specialized APIs such as CUDA or OpenCL) to perform general purpose computations such as fluid dynamics, molecular dynamics, cryptography, and so on. Shader programs are designed to be executed directly on the GPU and often in parallel. For example, a fragment shader might be executed once for every pixel, with each execution running simultaneously on a separate GPU thread. The number of processors on the graphics card determines how many can be executed at one time. This makes shader programs incredibly efficient, and provides the programmer with a simple API for implementing highly parallel computation. The computing power available in modern graphics cards is impressive. The following table shows the number of shader processors available for several models in the NVIDIA GeForce 400 series cards (source: http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units). Shader programs are intended to replace parts of the OpenGL architecture referred to as the fixed-function pipeline. The default lighting/shading algorithm was a core part of this fixedfunction pipeline. When we, as programmers, wanted to implement more advanced or realistic effects, we used various tricks to force the fixed-function pipeline into being more flexible than it really was. The advent of GLSL helped by providing us with the ability to replace this "hard-coded" functionality with our own programs written in GLSL, thus giving us a great deal of additional flexibility and power. In fact, recent (core) versions of OpenGL not only provide this capability, but they require shader programs as part of every OpenGL program. The old fixed-function pipeline has been deprecated in favor of a new programmable pipeline, a key part of which is the shader program written in GLSL. Profiles: Core vs. Compatibility OpenGL version 3.0 introduced a deprecation model, which allowed for the gradual removal of functions from the OpenGL specification. Functions or features can now be marked as deprecated, meaning that they are expected to be removed from a future version of OpenGL. For example, immediate mode rendering using glBegin/glEnd was marked deprecated in version 3.0 and removed in version 3.1. In order to maintain backwards compatibility, the concept of compatibility profiles was introduced with OpenGL 3.2. A programmer who is writing code intended for a particular version of OpenGL (with older features removed) would use the so-called core profile. Someone who also wanted to maintain compatibility with older functionality could use the compatibility profile. It may be somewhat confusing that there is also the concept of a full vs. forward compatible context, which is distinguished slightly from the concept of a core vs. compatibility profile. A context that is considered forward compatible basically indicates that all deprecated functionality has been removed. In other words, if a context is forward compatible, it only includes functions that are in the core, but not those that were marked as deprecated. A full context supports all features of the selected version. Some window APIs provide the ability to select full or forward compatible status along with the profile. The steps for selecting a core or compatibility profile are window system API dependent. For example, in recent versions of Qt (at least version 4.7), one can select a 4.0 core profile using the following code: QGLFormat format; format.setVersion(4,0); format.setProfile(QGLFormat::CoreProfile); QGLWidget *myWidget = new QGLWidget(format); (you can download the example code here) All programs in this article are designed to be compatible with an OpenGL 4.0 core profile. Using the GLEW Library to access the latest OpenGL functionality The OpenGL ABI (application binary interface) is frozen to OpenGL version 1.1 on Windows. Unfortunately for Windows developers, that means that it is not possible to link directly to functions that are provided in newer versions of OpenGL. Instead, one must get access to these functions by acquiring a function pointer at runtime. Getting access to the function pointers requires somewhat tedious work, and has a tendency to clutter your code. Additionally, Windows typically comes with a standard OpenGL header file that conforms to OpenGL 1.1. The OpenGL wiki states that Microsoft has no plans to update the gl.h and opengl32.lib that comes with their compilers. Thankfully, others have provided libraries that manage all of this for us by probing your OpenGL libraries and transparently providing the necessary function pointers, while also exposing the necessary functionality in its header files. One such library is called GLEW (OpenGL Extension Wrangler). Getting ready Download the GLEW distribution from http://glew.sourceforge.net. There are binaries available for Windows, but it is also a relatively simple matter to compile GLEW from source (see the instructions on the website: http://glew.sourceforge.net). Place the header files glew.h and wglew.h from the GLEW distribution into a proper location for your compiler. If you are using Windows, copy the glew32.lib to the appropriate library directory for your compiler, and place the glew32.dll into a system-wide location, or the same directory as your program's executable. Full installation instructions for all operating systems and common compilers are available on the GLEW website. How to do it... To start using GLEW in your project, use the following steps: Make sure that, at the top of your code, you include the glew.h header before you include the OpenGL header files: #include <GL/glew.h> #include <GL/gl.h> #include <GL/glu.h> In your program code, somewhere just after the GL context is created (typically in an initialization function), and before any OpenGL functions are called, include the following code: GLenum err = glewInit(); if( GLEW_OK != err ) { fprintf(stderr, "Error initializing GLEW: %sn", glewGetErrorString(err) ); } That's all there is to it! How it works... Including the glew.h header file provides declarations for the OpenGL functions as function pointers, so all function entry points are available at compile time. At run time, the glewInit() function will scan the OpenGL library, and initialize all available function pointers. If a function is not available, the code will compile, but the function pointer will not be initialized. There's more... GLEW includes a few additional features and utilities that are quite useful. GLEW visualinfo The command line utility visualinfo can be used to get a list of all available extensions and "visuals" (pixel formats, pbuffer availability, and so on). When executed, it creates a file called visualinfo.txt, which contains a list of all the available OpenGL, WGL, and GLU extensions, including a table of available visuals (pixel formats, pbuffer availability, and the like). GLEW glewinfo The command line utility glewinfo lists all available functions supported by your driver. When executed, the results are printed to stdout. Checking for extension availability at runtime You can also check for the availability of extensions by checking the status of some GLEW global variables that use a particular naming convention. For example, to check for the availability of ARB_vertex_program, use something like the following: if ( ! GLEW_ARB_vertex_program ) { fprintf(stderr, "ARB_vertex_program is missing!n"); ... } See also Another option for managing OpenGL extensions is the GLee library (GL Easy Extension). It is available from http://www.elf-stone.com/glee.php and is open source under the modified BSD license. It works in a similar manner to GLEW, but does not require runtime initialization. Using the GLM library for mathematics Mathematics is core to all of computer graphics. In earlier versions, OpenGL provided support for managing coordinate transformations and projections using the standard matrix stacks (GL_MODELVIEW and GL_PROJECTION). In core OpenGL 4.0, however, all of the functionality supporting the matrix stacks has been removed. Therefore, it is up to us to provide our own support for the usual transformation and projection matrices, and then to pass them into our shaders. Of course, we could write our own matrix and vector classes to manage this, but if you're like me, you prefer to use a ready-made, robust library. One such library is GLM (OpenGL Mathematics) written by Christophe Riccio. Its design is based on the GLSL specification, so the syntax is very similar to the mathematical support in GLSL. For experienced GLSL programmers, this makes it very easy to use. Additionally, it provides extensions that include functionality similar to some of the much-missed OpenGL functions such as glOrtho, glRotate, or gluLookAt. Getting ready Download the latest GLM distribution from http://glm.g-truc.net. Unzip the archive file, and copy the glm directory contained inside to anywhere in your compiler's include path. How to do it... Using the GLM libraries is simply a matter of including the core header file (highlighted in the following code snippet) and headers for any extensions. We'll include the matrix transform extension, and the transform2 extension. #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtx/transform2.hpp> The GLM classes are then available in the glm namespace. The following is an example of how you might go about making use of some of them. glm::vec4 position = glm::vec4( 1.0f, 0.0f, 0.0f, 1.0f ); glm::mat4 view = glm::lookAt( glm::vec3(0.0,0.0,5.0), glm::vec3(0.0,0.0,0.0), glm::vec3(0.0,1.0,0.0) ); glm::mat4 model = glm::mat4(1.0f); model = glm::rotate( model, 90.0f, glm::vec3(0.0f,1.0f,0.0) ); glm::mat4 mv = view * model; glm::vec4 transformed = mv * position; How it works... The GLM library is a header-only library. All of the implementation is included within the header files. It doesn't require separate compilation and you don't need to link your program to it. Just placing the header files in your include path is all that's required! The preceding example first creates a vec4 (four coordinate vector) representing a position. Then it creates a 4x4 view matrix by using the glm::lookAt function from the transform2 extension. This works in a similar fashion to the old gluLookAt function. In this example, we set the camera's location at (0,0,5), looking towards the origin, with the "up" direction in the direction of the Y-axis. We then go on to create the modeling matrix by first storing the identity matrix in the variable model (via the constructor: glm::mat4(1.0f)), and multiplying by a rotation matrix using the glm::rotate function. The multiplication here is implicitly done by the glm::rotate function. It multiplies its first parameter by the rotation matrix that is generated by the function. The second parameter is the angle of rotation (in degrees), and the third parameter is the axis of rotation. The net result is a rotation matrix of 90 degrees around the Y-axis. Finally, we create our model view matrix (mv) by multiplying the view and model variables, and then using the combined matrix to transform the position. Note that the multiplication operator has been overloaded to behave in the expected way. As stated above, the GLM library conforms as closely as possible to the GLSL specification, with additional features that go beyond what you can do in GLSL. If you are familiar with GLSL, GLM should be easy and natural to use. Swizzle operators (selecting components using commands like: foo.x, foo.xxy, and so on) are disabled by default in GLM. You can selectively enable them by defining GLM_SWIZZLE before including the main GLM header. The GLM manual has more detail. For example, to enable all swizzle operators you would do the following: #define GLM_SWIZZLE #include <glm/glm.hpp> There's more... It is not recommended to import all of the GLM namespace using a command like: using namespace glm; This will most likely cause a number of namespace clashes. Instead, it is preferable to import symbols one at a time, as needed. For example: #include <glm/glm.hpp> using glm::vec3; using glm::mat4; Using the GLM types as input to OpenGL GLM supports directly passing a GLM type to OpenGL using one of the OpenGL vector functions (with the suffix "v"). For example, to pass a mat4 named proj to OpenGL we can use the following code: #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> ... glm::mat4 proj = glm::perspective( viewAngle, aspect, nearDist, farDist ); glUniformMatrix4fv(location, 1, GL_FALSE, &proj[0][0]); See also The GLM website http://glm.g-truc.net has additional documentation and examples. Determining the GLSL and OpenGL version In order to support a wide range of systems, it is essential to be able to query for the supported OpenGL and GLSL version of the current driver. It is quite simple to do so, and there are two main functions involved: glGetString and glGetIntegerv. How to do it... The code shown below will print the version information to stdout: const GLubyte *renderer = glGetString( GL_RENDERER ); const GLubyte *vendor = glGetString( GL_VENDOR ); const GLubyte *version = glGetString( GL_VERSION ); const GLubyte *glslVersion = glGetString( GL_SHADING_LANGUAGE_VERSION ); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); printf("GL Vendor : %sn", vendor); printf("GL Renderer : %sn", renderer); printf("GL Version (string) : %sn", version); printf("GL Version (integer) : %d.%dn", major, minor); printf("GLSL Version : %sn", glslVersion); How it works... Note that there are two different ways to retrieve the OpenGL version: using glGetString and glGetIntegerv. The former can be useful for providing readable output, but may not be as convenient for programmatically checking the version because of the need to parse the string. The string provided by glGetString(GL_VERSION) should always begin with the major and minor versions separated by a dot; however, the minor version could be followed with a vendor-specific build number. Additionally, the rest of the string can contain additional vendor-specific information and may also include information about the selected profile. glGetInteger is available in OpenGL 3.0 or greater. The queries for GL_VENDOR and GL_RENDERER provide additional information about the OpenGL driver. The call glGetString(GL_VENDOR) returns the company responsible for the OpenGL implementation. The call to glGetString(GL_RENDERER) provides the name of the renderer which is specific to a particular hardware platform (such as "ATI Radeon HD 5600 Series"). Note that both of these do not vary from release to release, so can be used to determine the current platform. Of more importance to us is the call to glGetString(GL_SHADING_LANGUAGE_VERSION) which provides the supported GLSL version number. This string should begin with the major and minor version numbers separated by a period, but similar to the GL_VERSION query, may include other vendor-specific information. There's more... It is often useful to query for the supported extensions of the current OpenGL implementation. In versions prior to OpenGL 3.0, one could retrieve a full, space separated list of extension names with the following code: GLubyte *extensions = glGetString(GL_EXTENSIONS); The string that is returned can be extremely long and parsing it can be susceptible to error if not done carefully. In OpenGL 3.0, a new technique was introduced, and the above functionality was deprecated (and finally removed in 3.1). Extension names are now indexed and can be individually queried by index. We use the glGetStringi variant for this. For example, to get the name of the extension stored at index i, we use: glGetString(GL_EXTENSIONS, i). To print a list of all extensions, we could use the following code: GLint nExtensions; glGetIntegerv(GL_NUM_EXTENSIONS, &nExtensions); for( int i = 0; i < nExtensions; i++ ) printf("%sn", glGetStringi( GL_EXTENSIONS, i ) );
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Packt
10 Aug 2011
7 min read
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GLSL 4.0: Using Subroutines to Select Shader Functionality

Packt
10 Aug 2011
7 min read
OpenGL 4.0 Shading Language Cookbook Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use         In many ways it is similar to function pointers in C. A uniform variable serves as the pointer and is used to invoke the function. The value of this variable can be set from the OpenGL side, thereby binding it to one of a few possible definitions. The subroutine's function definitions need not have the same name, but must have the same number and type of parameters and the same return type. A single shader could be written to provide several shading algorithms intended for use on different objects within the scene. When rendering the scene, rather than swapping shader programs (or using a conditional statement), we can simply change the subroutine's uniform variable to choose the appropriate shading algorithm as each object is rendered. Since performance is crucial in shader programs, avoiding a conditional statement or a shader swap can be very valuable. With subroutines, we can implement the functionality of a conditional statement or shader swap without the computational overhead. In the following image, we see an example of a rendering that was created using subroutines. The teapot on the left is rendered with the full ADS shading model, and the teapot on the right is rendered with diffuse shading only. A subroutine is used to switch between shader functionality. Getting ready As with previous recipes, provide the vertex position at attribute location 0 and the vertex normal at attribute location 1. Uniform variables for all of the ADS coefficients should be set from the OpenGL side, as well as the light position and the standard matrices. We'll assume that, in the OpenGL application, the variable programHandle contains the handle to the shader program object. How to do it... To create a shader program that uses a subroutine to switch between pure-diffuse and ADS shading, use the following code: Use the following code for the vertex shader: #version 400 subroutine vec3 shadeModelType( vec4 position, vec3 normal); subroutine uniform shadeModelType shadeModel; layout (location = 0) in vec3 VertexPosition; layout (location = 1) in vec3 VertexNormal; out vec3 LightIntensity; struct LightInfo { vec4 Position; // Light position in eye coords. vec3 La; // Ambient light intensity vec3 Ld; // Diffuse light intensity vec3 Ls; // Specular light intensity }; uniform LightInfo Light; struct MaterialInfo { vec3 Ka; // Ambient reflectivity vec3 Kd; // Diffuse reflectivity vec3 Ks; // Specular reflectivity float Shininess; // Specular shininess factor }; uniform MaterialInfo Material; uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 ProjectionMatrix; uniform mat4 MVP; void getEyeSpace( out vec3 norm, out vec4 position ) { norm = normalize( NormalMatrix * VertexNormal); position = ModelViewMatrix * vec4(VertexPosition,1.0); } subroutine( shadeModelType ) vec3 phongModel( vec4 position, vec3 norm ) { // The ADS shading calculations go here (see: "Using // functions in shaders," and "Implementing // per-vertex ambient, diffuse and specular (ADS) shading") ... } subroutine( shadeModelType ) vec3 diffuseOnly( vec4 position, vec3 norm ) { vec3 s = normalize( vec3(Light.Position - position) ); return Light.Ld * Material.Kd * max( dot(s, norm), 0.0 ); } void main() { vec3 eyeNorm; vec4 eyePosition; // Get the position and normal in eye space getEyeSpace(eyeNorm, eyePosition); // Evaluate the shading equation. This will call one of // the functions: diffuseOnly or phongModel. LightIntensity = shadeModel( eyePosition, eyeNorm ); gl_Position = MVP * vec4(VertexPosition,1.0); } Use the following code for the fragment shader: #version 400 in vec3 LightIntensity; layout( location = 0 ) out vec4 FragColor; void main() { FragColor = vec4(LightIntensity, 1.0); } In the OpenGL application, compile and link the above shaders into a shader program, and install the program into the OpenGL pipeline. Within the render function of the OpenGL application, use the following code: GLuint adsIndex = glGetSubroutineIndex( programHandle, GL_VERTEX_SHADER,"phongModel" ); GLuint diffuseIndex = glGetSubroutineIndex(programHandle, GL_VERTEX_SHADER, "diffuseOnly"); glUniformSubroutinesuiv( GL_VERTEX_SHADER, 1, &adsIndex); ... // Render the left teapot glUniformSubroutinesuiv( GL_VERTEX_SHADER, 1, &diffuseIndex); ... // Render the right teapot How it works... In this example, the subroutine is defined within the vertex shader. The first step involves declaring the subroutine type. subroutine vec3 shadeModelType( vec4 position, vec3 normal); This defines a new subroutine type with the name shadeModelType. The syntax is very similar to a function prototype, in that it defines a name, a parameter list, and a return type. As with function prototypes, the parameter names are optional. After creating the new subroutine type, we declare a uniform variable of that type named shadeModel. subroutine uniform shadeModelType shadeModel; This variable serves as our function pointer and will be assigned to one of the two possible functions in the OpenGL application. We declare two functions to be part of the subroutine by prefixing their definition with the subroutine qualifier: subroutine ( shadeModelType ) This indicates that the function matches the subroutine type, and therefore its header must match the one in the subroutine type definition. We use this prefix for the definition of the functions phongModel and diffuseOnly. The diffuseOnly function computes the diffuse shading equation, and the phongModel function computes the complete ADS shading equation. We call one of the two subroutine functions by utilizing the subroutine uniform shadeModel within the main function. LightIntensity = shadeModel( eyePosition, eyeNorm ); Again, this call will be bound to one of the two functions depending on the value of the subroutine uniform shadeModel, which we will set within the OpenGL application. Within the render function of the OpenGL application, we assign a value to the subroutine uniform with the following steps. First, we query for the index of each subroutine function using glGetSubroutineIndex. The first argument is the program handle. The second is the shader stage. In this case, the subroutine is defined within the vertex shader, so we use GL_VERTEX_SHADER here. The third argument is the name of the subroutine. We query for each function individually and store the indexes in the variables adsIndex and diffuseIndex. To select the appropriate subroutine function, we need to set the value of the subroutine uniform shadeModel. To do so, we call glUniformSubroutinesuiv. This function is designed for setting multiple subroutine uniforms at once. In our case, of course, we are setting only a single uniform. The first argument is the shader stage (GL_VERTEX_SHADER), the second is the number of uniforms being set, and the third is a pointer to an array of subroutine function indexes. Since we are setting a single uniform, we simply provide the address of the GLuint variable containing the index, rather than a true array of values. Of course, we would use an array if multiple uniforms were being set. In general, the array of values provided as the third argument is assigned to subroutine uniform variables in the following way. The ith element of the array is assigned to the subroutine uniform variable with index i. Since we have provided only a single value, we are setting the subroutine uniform at index zero. You may be wondering, "How do we know that our subroutine uniform is located at index zero? We didn't query for the index before calling glUniformSubroutinesuiv!" The reason that this code works is that we are relying on the fact that OpenGL will always number the indexes of the subroutines consecutively starting at zero. If we had multiple subroutine uniforms, we could (and should) query for their indexes using glGetSubroutineUniformLocation, and then order our array appropriately. Finally, we select the phongModel function by setting the uniform to adsIndex and then render the left teapot. We then select the diffuseOnly function by setting the uniform to diffuseIndex and render the right teapot. There's more... A subroutine function defined in a shader can match multiple subroutine types. In that case, the subroutine qualifier can contain a comma-separated list of subroutine types. For example, if a subroutine matched the types type1 and type2, we could use the following qualifier: subroutine( type1, type2 ) This would allow us to use subroutine uniforms of differing types to refer to the same subroutine function. Summary With subroutines we can implement the functionality of a conditional statement or shader swap without the computational overhead. Further resources on this subject: Tips and Tricks for Getting Started with OpenGL and GLSL 4.0 [Article] OpenGL 4.0: Using Uniform Blocks and Uniform Buffer Objects [Article] OpenGL 4.0: Building a C++ Shader Program Class [Article] The Basics of GLSL 4.0 Shaders [Article] GLSL 4.0: Discarding Fragments to Create a Perforated Look [Article]
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Packt
23 Jul 2015
16 min read
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Exploring and Interacting with Materials using Blueprints

Packt
23 Jul 2015
16 min read
In this article by Brenden Sewell, author of the book Blueprints Visual Scripting for Unreal Engine, we will cover the following topics: Exploring materials Creating our first Blueprint When setting out to develop a game, one of the first steps toward exploring your idea is to build a prototype. Fortunately, Unreal Engine 4 and Blueprints make it easier than ever to quickly get the essential gameplay functionality working so that you can start testing your ideas sooner. To develop some familiarity with the Unreal editor and Blueprints, we will begin by prototyping simple gameplay mechanics using some default assets and a couple of Blueprints. (For more resources related to this topic, see here.) Exploring materials Earlier, we set for ourselves the goal of changing the color of the cylinder when it is hit by a projectile. To do so, we will need to change the actor's material. A material is an asset that can be added to an actor's mesh (which defines the physical shape of the actor) to create its look. You can think of a material as paint applied on top of an actor's mesh or shape. Since an actor's material determines its color, one method of changing the color of an actor is to replace its material with a material of a different color. To do this, we will first be creating a material of our own. It will make an actor appear red. Creating materials We can start by creating a new folder inside the FirstPersonBP directory and calling it Materials. Navigate to the newly created folder and right-click inside the empty space in the content browser, which will generate a new asset creation popup. From here, select Material to create a new material asset. You will be prompted to give the new material a name, which I have chosen to call TargetRed. Material Properties and Blueprint Nodes Double-click on TargetRed to open a new editor tab for editing the material, like this: You are now looking at Material Editor, which shares many features and conventions with Blueprints. The center of this screen is called the grid, and this is where we will place all the objects that will define the logic of our Blueprints. The initial object you see in the center of the grid screen, labeled with the name of the material, is called a node. This node, as seen in the previous screenshot, has a series of input pins that other material nodes can attach to in order to define its properties. To give the material a color, we will need to create a node that will give information about the color to the input labeled Base Color on this node. To do so, right-click on empty space near the node. A popup will appear, with a search box and a long list of expandable options. This shows all the available Blueprint node options that we can add to this Material Blueprint. The search box is context sensitive, so if you start typing the first few letters of a valid node name, you will see the list below shrink to include only those nodes that include those letters in the name. The node we are looking for is called VectorParameter, so we start typing this name in the search box and click on the VectorParameter result to add that node to our grid: A vector parameter in the Material Editor allows us to define a color, which we can then attach to the Base Color input on the tall material definition node. We first need to give the node a color selection. Double-click on the black square in the middle of the node to open Color Picker. We want to give our target a bright red color when it is hit, so either drag the center point in the color wheel to the red section of the wheel, or fill in the RGB or Hex values manually. When you have selected the shade of red you want to use, click on OK. You will notice that the black box in your vector parameter node has now turned red. To help ourselves remember what parameter or property of the material our vector parameter will be defining, we should name it color. You can do this by ensuring that you have the vector parameter node selected (indicated by a thin yellow highlight around the node), and then navigating to the Details panel in the editor. Enter a value for Parameter Name, and the node label will change automatically: The final step is to link our color vector parameter node to the base material node. With Blueprints, you can connect two nodes by clicking and dragging one output pin to another node's input pin. Input pins are located on the left-hand side of a node, while output pins are always located to the right. The thin line that connects two nodes that have been connected in this way is called a wire. For our material, we need to click and drag a wire from the top output pin of the color node to the Base Color input pin of the material node, as shown in the following screenshot: Adding substance to our material We can optionally add some polish to our material by taking advantage of some of the other input pins on the material definition node. 3D objects look unrealistic with flat, single color materials applied, but we can add additional reflectiveness and depth by setting a value for the materials Metallic and Roughness inputs. To do so, right click in empty grid space and type scalar into the search box. The node we are looking for is called ScalarParameter. Once you have a scalar parameter node, select it, and go to the Details panel. A scalar parameter takes a single float value (a number with decimal values). Set Default Value to 0.1, as we want any additive effects to our material to be subtle. We should also change Parameter Name to Metallic. Finally, we click and drag the output pin from our Metallic node to the Metallic input pin of the material definition node. We want to make an additional connection to the Roughness parameter, so right-click on the Metallic node we just created and select Duplicate. This will generate a copy of that node, without the wire connection. Select this duplicate Metallic node and then change the Parameter Name field in the Details panel to Roughness. We will keep the same default value of 0.1 for this node. Now click and drag the output pin from the Roughness node to the Roughness input pin of the Material definition node. The final result of our Material Blueprint should look like what is shown in the following screenshot: We have now made a shiny red material. It will ensure that our targets will stand out when they are hit. Click on the Save button in the top-left corner of the editor to save the asset, and click again on the tab labeled FirstPersonExampleMap to return to your level. Creating our first Blueprint We now have a cylinder in the world, and the material we would like to apply to the cylinder when shot. The final piece of the interaction will be the game logic that evaluates that the cylinder has been hit, and then changes the material on the cylinder to our new red material. In order to create this behavior and add it to our cylinder, we will have to create a Blueprint. There are multiple ways of creating a Blueprint, but to save a couple of steps, we can create the Blueprint and directly attach it to the cylinder we created in a single click. To do so, make sure you have the CylinderTarget object selected in the Scene Outliner panel, and click on the blue Blueprint/Add Script button at the top of the Details panel. You will then see a path select window. For this project, we will be storing all our Blueprints in the Blueprints folder, inside the FirstPersonBP folder. Since this is the Blueprint for our CylinderTarget actor, leaving the name of the Blueprint as the default, CylinderTarget_Blueprint, is appropriate. CylinderTarget_Blueprint should now appear in your content browser, inside the Blueprints folder. Double-click on this Blueprint to open a new editor tab for the Blueprint. We will now be looking at the Viewport view of our cylinder. From here, we can manipulate some of the default properties of our actor, or add more components, each of which can contain their own logic to make the actor more complex. for creating a simple Blueprint attached to the actor directly. To do so, click on the tab labeled Event Graph above the Viewport window. Exploring the Event Graph panel The Event Graph panel should look very familiar, as it shares most of the same visual and functional elements as the Material Editor we used earlier. By default, the event graph opens with three unlinked event nodes that are currently unused. An event refers to some action in the game that acts as a trigger for a Blueprint to do something. Most of the Blueprints you will create follow this structure: Event (when) | Conditionals (if) | Actions (do). This can be worded as follows: when something happens, check whether X, Y, and Z are true, and if so, do this sequence of actions. A real-world example of this might be a Blueprint that determines whether or not I have fired a gun. The flow is like this: WHEN the trigger is pulled, IF there is ammo left in the gun, DO fire the gun. The three event nodes that are present in our graph by default are three of the most commonly used event triggers. Event Begin Play triggers actions when the player first begins playing the game. Event Actor Begin Overlap triggers actions when another actor begins touching or overlapping the space containing the existing actor controlled by the Blueprint. Event Tick triggers attached actions every time a new frame of visual content is displayed on the screen during gameplay. The number of frames that are shown on the screen within a second will vary depending on the power of the computer running the game, and this will in turn affect how often Event Tick triggers the actions. We want to trigger a "change material" action on our target every time a projectile hits it. While we could do this by utilizing the Event Actor Begin Overlap node to detect when a projectile object was overlapping with the cylinder mesh of our target, we will simplify things by detecting only when another actor has hit our target actor. Let's start with a clean slate, by clicking and dragging a selection box over all the default events and hitting the Delete key on the keyboard to delete them. Detecting a hit To create our hit detection event, right-click on empty graph space and type hit in the search box. The Event Hit node is what we are looking for, so select it when it appears in the search results. Event Hit triggers actions every time another actor hits the actor controlled by this Blueprint. Once you have the Event Hit node on the graph, you will notice that Event Hit has a number of multicolored output pins originating from it. The first thing to notice is the white triangle pin that is in the top-right corner of the node. This is the execution pin, which determines the next action to be taken in a sequence. Linking the execution pins of different nodes together enables the basic functionality of all Blueprints. Now that we have the trigger, we need to find an action that will enable us to change the material of an actor. Click and drag a wire from the execution pin to the empty space to the right of the node. Dropping a wire into empty space like this will generate a search window, allowing you to create a node and attach it to the pin you are dragging from in a single operation. In the search window that appears, make sure that the Context Sensitive box is checked. This will limit the results in the search window to only those nodes that can actually be attached to the pin you dragged to generate the search window. With Context Sensitive checked, type set material in the search box. The node we want to select is called Set Material (StaticMeshComponent). If you cannot find the node you are searching for in the context-sensitive search, try unchecking Context Sensitive to find it from the complete list of node options. Even if the node is not found in the context-sensitive search, there is still a possibility that the node can be used in conjunction with the node you are attempting to attach it to. The actions in the Event Hit node can be set like this: Swapping a material Once you have placed the Set Material node, you will notice that it is already connected via its input execution pin to the Event Hit node's output execution pin. This Blueprint will now fire the Set Material action whenever the Blueprint's actor hits another actor. However, we haven't yet set up the material that will be called when the Set Material action is called. Without setting the material, the action will fire but not produce any observable effect on the cylinder target. To set the material that will be called, click on the drop-down field labeled Select Asset underneath Material inside the Set Material node. In the asset finder window that appears, type red in the search box to find the TargetRed material we created earlier. Clicking on this asset will attach it to the Material field inside the Set Material node. We have now done everything we need with this Blueprint to turn the target cylinder red, but before the Blueprint can be saved, it must be compiled. Compiling is the process used to convert the developer-friendly Blueprint language into machine instructions that tell the computer what operations to perform. This is a hands-off process, so we don't need to concern ourselves with it, except to ensure that we always compile our Blueprint scripts after we assemble them. To do so, hit the Compile button in the top-left corner of the editor toolbar, and then click on Save. Now that we have set up a basic gameplay interaction, it is wise to test the game to ensure that everything is happening the way we expect. Click on the Play button, and a game window will appear directly above the Blueprint Editor. Try both shooting and running into the CylinderTarget actor you created. Improving the Blueprint When we run the game, we see that the cylinder target does change colors upon being hit by a projectile fired from the player's gun. This is the beginning of a framework of gameplay that can be used to get enemies to respond to the player's actions. However, you also might have noticed that the target cylinder changes color even when the player runs into it directly. Remember that we wanted the cylinder target to become red only when hit by a player projectile, and not because of any other object colliding with it. Unforeseen results like this are common whenever scripting is involved, and the best way to avoid them is to check your work by playing the game as you construct it as often as possible. To fix our Blueprint so that the cylinder target changes color only in response to a player projectile, return to the CylinderTarget_Blueprint tab and look at the Event Hit node again. The remaining output pins on the Event Hit node are variables that store data about the event that can be passed to other nodes. The color of the pins represents the kind of data variable it passes. Blue pins pass objects, such as actors, whereas red pins contain a boolean (true or false) variable. You will learn more about these pin types as we get into more complicated Blueprints; for now, we only need to concern ourselves with the blue output pin labeled Other, which contains the data about which other actor performed the hitting to fire this event. This will be useful in order for us to ensure that the cylinder target changes color only when hit by a projectile fired from the player, rather than changing color because of any other actors that might bump into it. To ensure that we are only triggering in response to a player projectile hit, click and drag a wire from the Other output pin to empty space. In this search window, type projectile. You should see some results that look similar to the following screenshot. The node we are looking for is called Cast To FirstPersonProjectile: FirstPersonProjectile is a Blueprint included in Unreal Engine 4's First Person template that controls the behavior of the projectiles that are fired from your gun. This node uses casting to ensure that the action attached to the execution pin of this node occurs only if the actor hitting the cylinder target matches the object referenced by the casting node. When the node appears, you should already see a blue wire between the Other output pin of the Event Hit node and the Object pin of the casting node. If not, you can generate it manually by clicking and dragging from one pin to the other. You should also remove the connections between the Event Hit and Set Material node execution pins so that the casting node can be linked between them. Removing a wire between two pins can be done by holding down the Alt key and clicking on a pin. Once you have linked the three nodes, the event graph should look like what is shown in the following screenshot: Now compile, save, and click on the play button again to test. This time, you should notice that the cylinder target retains its default color when you walk up and touch it, but does turn red when fired upon by your gun. Summary In this article, the skills you have learned will serve as a strong foundation for building more complex interactive behavior. You may wish to spend some additional time modifying your prototype to include a more appealing layout, or feature faster moving targets. One of the greatest benefits of Blueprint's visual scripting is the speed at which you can test new ideas, and each additional skill that you learn will unlock exponentially more possibilities for game experiences that you can explore and prototype. Resources for Article: Further resources on this subject: Creating a Brick Breaking Game [article] Configuration and Handy Tweaks for UDK [article] Unreal Development Toolkit: Level Design HQ [article]
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21 Nov 2011
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Irrlicht: Creating a Basic Template Application

Packt
21 Nov 2011
3 min read
(For more resources related to this topic, see here.) Creating a new empty project Let's get started by creating a new project from scratch. Follow the steps that are given for the IDE and operating system of your choice. Visual Studio Open Visual Studio and select File | New | Project from the menu. Expand the Visual C++ item and select Win32 Console Application. Click on OK to continue: In the project wizard click on Next to edit the Application Settings. Make sure Empty project is checked. Whether Windows application or Console application is selected will not matter. Click on Finish and your new project will be created: Let's add a main source file to the project. Right-click on Source Files and select Add New Item...|. Choose C++ File(.cpp) and call the file main.cpp: CodeBlocks Use the CodeBlocks project wizard to create a new project as described in the last chapter. Now double-click on main.cpp to open this file and delete its contents. Your main source file should now be blank. Linux and the command line Copy the make file of one of the examples from the Irrlicht examples folder to where you wish to create your new project. Open the make file with a text editor of your choice and change, in line 6, the target name to what you wish your project to be called. Additionally, change, in line 10, the variable IrrlichtHome to where you extracted your Irrlicht folder. Now create a new empty file called main.cpp. Xcode Open Xcode and select File | New Project. Select Command Line Tool from Application. Make sure the type of the application is set to C++ stdc++: When your new project is created, change Active Architecture to i386 if you are using an Intel Mac, or ppc if you are using a PowerPC Mac. Create a new target by right-clicking on Targets, select Application and click on Next. Target Name represents the name of the compiled executable and application bundle: The target info window will show up. Fill in the location of the include folder of your extracted Irrlicht package in the field Header Search Path and make sure the field GCC_ PREFIX_HEADER is empty: Right-click on the project file and add the following frameworks by selecting Add Existing Frameworks...|: Cocoa.framework Carbon.framework IOKit.framework OpenGL.framework Now, we have to add the static library named libIrrlicht.a that we compiled in Chapter 1, Installing Irrlicht. Right-click on the project file and click on Add | Existing Frameworks.... Now click on the button Add Other... and select the static library. Delete the original compile target and delete the contents of main.cpp. Time for action – creating the main entry point Now that our main file is completely empty, we need a main entry point. We don't need any command-line parameters, so just go ahead and add an empty main() method as follows: int main(){ return 0;} If you are using Visual Studio, you need to link against the Irrlicht library. You can link from code by adding the following line of code: #pragma comment(lib, "Irrlicht.lib") This line should be placed between your include statements and your main() function. If you are planning to use the same codebase for compiling on different platforms, you should use a compiler-specific define statement, so that this line will only be active when compiling the application with Visual Studio. #if defined(_MSC_VER) #pragma comment(lib, "Irrlicht.lib")#endif
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19 Mar 2014
10 min read
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Adding Animations

Packt
19 Mar 2014
10 min read
(For more resources related to this topic, see here.) Exploring 3D hierarchies The ability to parent objects among one another is a versatile feature in Unity3D. So far, in this article, we have seen how hierarchies can be used as a means of associating objects with one another and organizing them into hierarchies. One example of this is the character Prefabs with their child hats we developed for the player Prefab and the racers. In this example, by dragging-and-dropping the hat object onto the player's body, we associated the hat with the object body by putting the child into the parent's coordinate system. After doing this, we saw that the rotations, translations, and scales of the body's transform component were propagated to the hat. In practice, this is how we attach objects to one another in 3D games, that is, by parenting them to different parents and thereby changing their coordinate systems or frames of reference. Another example of using hierarchies as a data structure was for collections. Examples of this are the splineData collections we developed for the NPCs. These objects had a single game object at the head and a collection of data as child objects. We could then perform operations on the head, which lets us process all of the child objects in the collection (in our case, installing the way points). A third use of hierarchies was for animation. Since rotations, translations, and scales that are applied to a parent transform are propagated to all of the children, we have a way of developing fine-tuned motion for a hierarchy of objects. It turns out that characters in games and animated objects alike use this hierarchy of transforms technique to implement their motion. Skinned meshes in Unity3D A skinned mesh is a set of polygons whose positions and rotations are computed based on the positions of the various transforms in a hierarchy. Instead of each GameObject in the hierarchy have its own mesh, a single set of polygons is shared across a number of transforms. This results in a single mesh that we call a skin because it envelops the transforms in a skin-like structure. It turns out that this type of mesh is great for in-game characters because it moves like skin. We will now use www.mixamo.com to download some free models and animations for our game. Acquiring and importing models Let's download a character model for the hero of our game. Open your favorite Internet browser and go to www.mixamo.com. Click on Characters and scroll through the list of skinned models. From the models that are listed free, choose the one that you want to use. At the time of writing this article, we chose Justin from the free models available, as shown in the following screenshot: Click on Justin and you will be presented with a preview window of the character on the next page. Click on Download to prepare the model for download. Note, you may have to sign up for an account on the website to continue. Once you have clicked on Download, the small downloads pop-up window at the bottom-right corner of the screen will contain your model. Open the tab and select the model. Make sure to set the download format to FBX for Unity (.fbx) and then click on Download again. FBX (Filmbox)—originally created by a company of the same name and now owned by AutoDesk—is an industry standard format for models and animations. Congratulations! You have downloaded the model we will use for the main player character. While this model will be downloaded and saved to the Downloads folder of your browser, go back to the character select page and choose two more models to use for other NPCs in the game. At the time of writing this article, we chose Alexis and Zombie from the selection of free models, as shown in the following screenshot: Go to Unity, create a folder in your Project tab named Chapter8, and inside this folder, create a folder named models. Right-click on this folder and select Open In Explorer. Once you have the folder opened, drag-and-drop the two character models from your Download folder into the models folder. This will trigger the process of importing a model into Unity, and you should then see your models in your Project view as shown in the following screenshot: Click on each model in the models folder, and note that the Preview tab shows a t-pose of the model as well as some import options. In the Inspector pane, under the Rig tab, ensure that Animation Type is set to Humanoid instead of Generic. The various rig options tell Unity how to animate the skinned mesh on the model. While Generic would work, choosing Humanoid will give us more options when animating under Mechanim. Let Unity create the avatar definition file for you and you can simply click on Apply to change the Rig settings, as shown in the following screenshot: We can now drag-and-drop your characters to the game from the Project tab into the Scene view of the level, as shown in the following screenshot: Congratulations! You have successfully downloaded, imported, and instantiated skinned mesh models. Now, let's learn how to animate them, and we will do this starting with the main player's character. Exploring the Mechanim animation system The Mechanim animation system allows the Unity3D user to integrate animations into complex state machines in an intuitive and visual way! It also has advanced features that allow the user to fine-tune the motion of their characters, right from the use of blend trees to mix, combine, and switch between animations as well as Inverse Kinematics (IK) to adjust the hands and feet of the character after animating. To develop an FSM for our main player, we need to consider the gameplay, moves, and features that the player represents in the game. Choosing appropriate animations In level one, our character needs to be able to walk around the world collecting flags and returning them to the flag monument. Let's go back to www.mixamo.com, click on Animations, and download the free Idle, Gangnam Style, and Zombie Running animations, as shown in the following screenshot: Building a simple character animation FSM Let's build an FSM that the main character will use. To start, let's develop the locomotion system. Import the downloaded animations to a new folder named anims, in Chapter8. If you downloaded the animations attached to a skin, don't worry. We can remove it from the model, when it is imported, and apply it to the animation FSM that you will build. Open the scene file from the first gameplay level TESTBED1. Drag-and-drop the Justin model from the Projects tab into the Scene view and rename it Justin. Click on Justin and add an Animator component. This is the component that drives a character with the Mechanim system. Once you have added this component, you will be able to animate the character with the Mechanim system. Create a new animator controller and call it JustinController. Drag-and-drop JustinController into the controller reference on the Animator component of the Justin instance. The animator controller is the file that will store the specific Mechanim FSM that the Animator component will use to drive the character. Think of it as a container for the FSM. Click on the Justin@t-pose model from the Project tab, and drag-and-drop the avatar definition file from Model to the Avatar reference on the Animator component on the Justin instance. Go to the Window drop-down menu and select Animator. You will see a new tab open up beside the Scene view. With your Justin model selected, you should see an empty Animator panel inside the tab, as shown in the following screenshot: Right now our Justin model has no animations in his FSM. Let's add the idle animation (named Idle_1) from the Adam model we downloaded. You can drag-and-drop it from the Project view to any location inside this panel. That's all there is to it! Now, we have a single anim FSM attached to our character. When you play the game now, it should show Justin playing the Idle animation. You may notice that the loop doesn't repeat or cycle repeatedly. To fix this, you need to duplicate the animation and then select the Loop Pose checkbox. Highlight the animation child object idle_1 and press the Ctrl + D shortcut to duplicate it. The duplicate will appear outside of the hierarchy. You can then rename it to a name of your choice. Let's choose Idle as shown in the following screenshot: Now, click on Idle, and in the Inspector window, make sure that Loop Pose is selected. Congratulations! Using this Idle animation now results in a character who idles in a loop. Let's take a look at adding the walk animation. Click on the Zombie Running animation, which is a child asset of the Zombie model, and duplicate it such that a new copy appears in the Project window. Rename this copy Run. Click on this animation and make sure to check the Loop Pose checkbox so that the animation runs in cycles. Drag-and-drop the Run animation into the Animator tab. You should now have two animations in your FSM, with the default animation still as Idle; if you run the game, Justin should still just be idle. To make him switch animations, we need to do the following: Add some transitions to the Run animation from the Idle animation and vice versa. Trigger the transitions from a script. You will want to switch from the Idle to the Run animation when the player's speed (as determined from the script) is greater than a small number (let's say 0.1 f). Since the variable for speed only lives in the script, we will need a way for the script to communicate with the animation, and we will do this with parameters. In your Animator tab, note that the FSM we are developing lives in the Base Layer screen. While it is possible to add multiple animation layers by clicking on the + sign under Base Layer, this would allow the programmer to design multiple concurrent animation FSMs that could be used to develop varying degrees/levels of complex animation. Add a new parameter by clicking on the + sign beside the Parameters panel. Select float from the list of datatypes. You should now see a new parameter. Name this speed as shown in the following screenshot: Right-click on the Idle Animation and select Make Transition. You will now see that a white arrow is visible, which extends from Idle, that tracks the position of your mouse pointer. If you now click on the Run animation, the transition from Idle to Run will lock into place. Left-click on the little white triangle of the transition and observe the inspector for the transition itself. Scroll down in the Inspector window to the very bottom and set the condition for the transition to speed greater than 0.1, as shown in the following screenshot: Make the transition from the Run animation cycle back to the Idle cycle by following the same procedure. Right-click on the Run animation to start the transition. Then, left-click on Idle. After this, left-click on the transition once it is locked into place. Then, when the transition is activated in Conditions, set its speed to less than 0.09. Congratulations! Our character will now transition from Idle to Run when the speed crosses the 0.1 threshold. The transition is a nice blend from the first animation to the second over a brief period of time, and this is indicated in the transition graph.
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01 Mar 2012
18 min read
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Configuration and Handy Tweaks for UDK

Packt
01 Mar 2012
18 min read
(For more resources on UDK, see here.) Groundwork for adjusting configuration defaults In this article we'll build up from simply changing some trivial configuration settings to orchestrating unique gaming experiences. To start out, we need to make clear how UDK configures content under the hood by introducing the layout and formatting for this kind of file. The experience in this recipe can be likened to savoring morsels of cake samples in a shop before committing to a purchase; while you're not actually changing major settings yet, the aim is to make some tasty observations so later the changes you make will come from informed decisions. Getting ready In your UDK installation, you have a folder called C:UDK~UDKGameConfig and it is worthwhile to browse the files here and get to know them. Treat them like the faces of colleagues in a new company. It may take a while, but you'll eventually know all their names! You may want to make an alternative install of UDK before starting this article, to protect any content you've been working on. In these examples we're going to assume you are using ConTEXT, or a notepad alternative that highlights UnrealScript syntax, like those listed at http://wiki.beyondunreal.com/Legacy:Text_Editor. The advantage with ConTEXT is that you have a history of recently opened files, and several concurrently open files can be arranged in tabs; also, you can view specific lines in the file in response to line error warnings from the UDK log, should they arise. In ConTEXT, to display line numbers go to the Options | Environment Options menu then click on the Editor tab in the options dialog, tick on Line Numbers and press Apply. How to do it... Open the file C:UDK~UDKGameConfigDefaultCharInfo.INI using ConTEXT. Alongside it, open C:UDK~UDKGameConfigUDKCharInfo.INI, which is a rather similar file. Values we set from an existing class are presented after a reference to the class in square brackets which surround the folder and class name, such as [UTGame.UTCharInfo]. Commented out lines or notes are distinguished using ; and the entire line isn't parsed. This differs from the // used to comment out lines in UnrealScript. In some configuration files you will see BasedOn=... followed by the path to another configuration file. This helps you track where the info is coming from. Values for variables are set in the configuration file as in the example: LOD1DisplayFactor=0.4. In ConTEXT , click on File | Open... and scroll down the list of files. Notice that it previews the contents of the highlighted .INI files before you open them. Choose DefaultWeapon.INI and edit line 3 (strictly speaking line 1 is empty). Press Ctrl + G (or View | Go to Line) and enter the line number 3. This line specifies CrosshairColor for the weapon. If you change the value A=255 to A=0 you will effectively have hidden the weapon target. Supposing you wanted to do so, you'd just have to save this file then reload UDK. No compiling is needed for adjusting configuration files, unlike classes, unless the configuration is defining custom scripts to be used in some way. Let's assume for now that you don't want to hide the weapon cursor, so close the file without saving by pressing Ctrl + W and choose No for the file save option. Open the file UDKEditor.INI and go to line 12: Bindings=(Key="S",SeqObjClassName="Engine.SeqAct_PlaySound") then look at line 28: Bindings=(Key="S",bControl=true,SeqObjClassName="Engine.SeqEvent_LevelLoaded"). What's important here is the added bControl=true for the S key. S will create a Play Sound node in Kismet. Ctrl + S will create a Level Loaded event. We really don't need to change anything but you can, for instance, change Ctrl + S to Ctrl + L in line 28, for adding a new Level Loaded event node in Kismet: Bindings=(Key="L",bControl=true,SeqObjClassName="Engine.SeqEvent_LevelLoaded") . Make sure that UDK is closed before you save the change or the file will not be effected at all. Reloading UDK after saving the change will see it take effect. Unless you have very long hands you will probably want to test this using the right Ctrl button on the right-hand side of the keyboard so your fingers can hold L and Ctrl and left mouse click all at once. You should get the Level Loaded event in Kismet from this key combination now. On that note, when you are specifying hotkeys for your game, bear in mind the idea of user friendly interface as you decide what keys to use. Often used keys should be easy to remember, fast to reach, and possibly semantically clustered together. How it works... What we looked at in this recipe were some formatting features that occur in every configuration file. In particular it is important to know that edits should be made while UDK is closed or they get scrubbed back out immediately. Also you will have noticed that the values we change reference UnrealScript classes from the C:UDK~DevelopmentSrc folder, and reading through their layout can help you learn how the default content in UDK is made to work during gameplay. There's more... Consider a version control software for editing UDK content There is a free version control system called Bazaar ( http://bazaar.canonical.com) that integrates with Windows folders. What version control software does is keep track of changes you have made to files, protecting them through a history based backup that lets you review and revert changes to a previous state if needed. You can init a folder, then browse it, add content and commit changes to changed files with comments that help you track what's going on. Where needed you can review the change history and revert files to any previously committed state. Alternatives to Bazaar are the commercial tool Alienbrain Essentials for Artists, or the free repository TortoiseSVN. The utility of version control in the case of UDK development is to prevent unrecoverable problems when doing a script compile when changes haven't been tracked and therefore can't be restored without re-installing from scratch, and to allow assets to be overwritten with a history. Enabling the remote control for game inspection This is a method for turning on an extra feature of UDK called the Remote Control that can be used to manipulate render nodes, inspect Actors, and evaluate performance. How to do it... In Windows, go to the Start menu or your desktop and find the shortcut for the UDK Editor and right-click on it to expose its properties. In the Target field edit it to read: C:UDK~BinariesUDKLift.exe editor -wxwindows -remotecontrol -log. The main point of this entry is so that we can launch a tool called RemoteControl. The usefulness of running the -log window increases over time. It is used for tracking what is happening while you run the editor and PIE. When trouble shooting problems in Kismet or with missing assets for example, it is a good first port of call for seeing where and when errors occur. In the following screenshot, the log shows the creation of a Trigger Touch event in the main Kismet sequence based on the actor Trigger_0 in the scene: Having edited the UDK launch properties to allow RemoteControl to launch, now load the Midday Lighting map template and PIE (F8). If you press Tab and type remotecontrol you should get a pop-up window like this: If you hit the Actors tab you get access to properties of certain actors, and you can change properties live while playing. For example, expand Actors | DominantDirectionalLight and double-click on DominantDirectionalLight_0 . Then in the light's property Movement | Rotation | Yaw or Pitch, try out different angle values. However, the changed values will revert to the editor state after PIE is closed. See also: http://udn.epicgames.com/Three/RemoteControl.html. An additional note: if you happen to minimize the RemoteControl window in some cases it may stay like that until you press Alt + Space . And to swap between the game and the Remote Control window press Alt + Tab . Pressing Show Flags lets you display various elements of the scene such as Collision, Bones, and Bounds. Go to the Stats tab and tick on Memory in the listing, then expand it and tick on the item within it called Lightmap Memory . This shows the cost of displaying lighting backed into lightmaps. Further down in the Stats tab list, tick on the item D3D9RHI and look at the DrawPrimitive calls. In the game, look straight up at the empty sky and note the value. Now look at the box on the ground. Notice the value increases. This is because the view has to draw the added objects (ground and box). In a large scene, especially on iOS, there is a functional limit to the number of drawcalls. How it works... The RemoteControl tool is external to the game window and is created using wxWindows. It is meant for use during PIE, for evaluation of performance. The Actors tab shows us a tree list of what is in the level, along with filters. You can access Actor Properties for an actor under the crosshairs using the icon [] or access them from a list. What you see in this screenshot is the result of turning the memory statistics on within a scene and the frame rate indicator (FPS = frames per second) through the Rendering tab in the Stats section, as well as the display of bones used in the scene. In Remote Control , you can set the Game Resolution (or game window size) under Rendering | View Settings. In the next recipe, we'll look at how to do this in UDK's configuration. Changing the Play in Editor view resolution This is a very short method for setting the view size for PIE sessions. How to do it... In C:UDK~UDKGameConfigDefaultEngineUDK.INI press Ctrl + F and search for [SystemSettings]. This should expose the lines: [SystemSettings] ; NOTE THAT ANY ITEMS IN THIS SECTION AFFECT ALL PLATFORMS! bEnableForegroundShadowsOnWorld=False bEnableForegroundSelfShadowing=False ResX=1024 ResY=768 Change the ResX and ResY values to suit yourself, using screen resolutions that make sense, such as 1920x1080. This will update UDKEngine.INI in the same folder so you will see the change reflected in these lines: PlayInEditorWidth=1920 PlayInEditorHeight=1080 Load a level and PIE to see the difference. Note that if you update UDKEngine.INI directly it will just revert to whatever is set in DefaultEngineUDK.INI. There is a lot of redundancy built into UDK's configuration that takes some time and practice to get used to. Removing the loading hints and similar articles Quickly getting rid of all the peripheral text and imagery that wraps around a given level, especially in console mode, is not easy. A few options exist for removing the more distracting elements such as splash screens and menus. You may want to do this if you wish to show your work without any artwork made by someone else getting in the way of your own. One method is called destructive editing, where your delete or blank out assets at the source, and this isn't as safe as it is quick. Instead you can provide your own menus, splash, and UI by extending on the classes that call up the default ones. How to do it... Removing the console mode videos during map loading Open C:UDK~UDKGameConfigDefaultEngine.INI. Press Ctrl + F and search for [FullScreenMovie] , which should expose the startup and loadmap references. Comment out the entries as follows: [FullScreenMovie] //+StartupMovies=UDKFrontEnd.UDK_loading //+LoadMapMovies=UDKFrontEnd.UDK_loading Load a level and play in console mode []. You won't get the movies that precede gameplay. If you take out all the pre-loading content there may occur the problem of getting a look at the level too early and "pre-caching" showing up. To learn how to instead swap out the .BIK files that constitute the loading movies between levels you can follow the video by Michael J Collins: http://www.youtube.com/watch?v=SX1VQK1w4NU. Removing the level loading hints To totally prevent .BIK movies during development, you can open C:UDK~EngineConfigBaseEngine.INI and search for NoMovies, then adjust the FALSE in the exposed lines: // Game Type name //class'Engine'.static.AddOverlay( LoadingScreenGameTypeNameFont, Desc, 0.1822, 0.435, 1.0, 1.0, false); // becomes class'Engine'.static.AddOverlay( LoadingScreenGameTypeNameFont, Desc, 0.1822, 0.435, 1.0, 0, false); // and Map name // class'Engine'.static.AddOverlay( LoadingScreenMapNameFont, MapName, 0.1822, 0.46, 2.0, 2.0, false); // becomes class'Engine'.static.AddOverlay( LoadingScreenMapNameFont, MapName, 0.1822, 0.46, 2.0, 0, false); What's happening here is that the last digit of four in an entry 1,1,1,1 is the Alpha value, controlling transparency, so 1,1,1,0 will be invisible. The first three numbers are RGB values, but they can be anything if the Alpha is 0. Removing the default exit menu Open C:UDK~UDKGameConfigDefaultInput.INI and press Ctrl + F to search for Escape. The first time will expose a removed key binding, so search from the cursor again to find in line 205: .Bindings=(Name="Escape",Command="GBA_ShowMenu" and comment it out with ; then add this line underneath instead: .Bindings=(Name="Escape",Command="quit" if UDK should close directly. If you want to provide a custom menu type: .Bindings=(Name="Escape",Command="open Menu" , where players pressing Esc will be sent to Menu.UDK (a scene of your own design) instead of the default menu. This won't do anything if you don't provision a Menu.UDK map first and cook it with your game levels. The map Menu.UDK would typically include some kind of clickable exit, resume, and reload buttons. If you want Esc to automatically restart the level you're playing, put in "open YOURMAPNAME" but bear in mind the only way to exit then will be Alt + F4. Possibly a strong way to approach the Escape option is to have a Pause command that permits a choice about leaving the game through a floating button: Resume or Exit. In addition you might have a similar floating button when the player dies: Replay or Exit, rather than the default Fire to Respawn. Editing DefaultEngineUDK to allow 4096x4096 texture compression This is a method for enabling UDK to use textures larger than its default limit. Conventional wisdom says that game textures should be highly optimized, but large resolution artwork is always enticing for many designers, and computers are getting better all the time. Performance issues aside, it's a good goal to push the graphic envelope and larger textures allow detail to hold up better on close inspection. Getting ready We've provided one really large texture that is 4096x4096 that you may find convenient, intended for use as a Skydome. If you are going to use a large texture it would most likely be on a very important model like a key character always close to the camera or else of a very large model which is always visible, such as a Skydome, or Skybox. A simple tutorial for making a Skybox is at http://www.worldofleveldesign.com/categories/UDK/UDK-how-add-skybox.php but this recipe assumes the use of a provided one. How to do it... With UDK closed, open C:UDK~UDKGameConfigDefaultEngineUDK.INI. Press Ctrl + F in ConTEXT and search for Skybox . You should be directed to line 127: TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point). Change the value for MaxLODSize=2048 to 4096. To really force it, you can also set the MinLODSize=4096 too. Doing this for a Skybox is okay, since there's normally only one used in a map, but you'd risk slowing the game down to do this with regular textures. Note, the TEXTUREGROUP_Skybox will allow a texture for a Skybox to be large, but not other things like character textures. For that, you can edit the relevant values in the other TEXTUREGROUP lines. Further down, in the SystemSettingsMobile section, the texture sizes are much smaller, which is due to the relatively limited processing power of mobile devices. Now save, and next we'll verify this in fact worked by adding a large sky to a scene in UDK. Look in the Content Browser and search the Packt folder for Packt_SkyDome , which is a typical mesh for a sky. You can see there is a completed version, and a copy called Packt_SkyDomeStart which has no material. Go to the Packt texture group. You will see there is already a provisioned 4096x4096 texture for Packt_SkyDome , but let's import a fresh one. Right-click in the Content Browser panel and choose Import , and browse to find Packt_SkydomeStart.PNG which is just a copy of the already existing texture. The reason to import it, is to verify you understand the compression setting. In the options you will see a panel that lets you specify the name info, which you should enter as Packt.Texture.SkyDomeTest or something unique. Further down you will see the compression settings. Choose LODGroup and from the expanding list choose TEXTUREGROUP_Skybox, as shown in the next screenshot, since this is what we have set to have 4096x4096 compression enabled in the configuration: The file may take some time to process, given its size. Once it is complete you can create a new Material Packt.Material.SkyDomeTest_mat. Open it and in the Material Editor hold T and click to add the highlighted SkyDomeTest texture to the Emissive channel. Skies are self lighting, so in the PreviewMaterial node's properties, set the Lighting Model to MLM_Unlit . The mesh Packt_SkyDomeStart is already UV mapped to match the texture, and if you double-click on it you can assign the new Material Packt.Material.SkyDomeTest_mat in the LODGroupInfo by expanding until you access the empty Material channel. Select the Material in the Content Browser then use the assign icon [] to assign it. Then you can save the package and place the mesh in the level. Be sure to access its properties (F4) and under the Lighting turn off Cast Shadow and set the Lighting Channels tick on Skybox and uncheck Static , as shown in the next screenshot: You could scale the mesh in the scene to suit, and perhaps drop it down below Z=0 a little. You could also use an Exponential Height Fog to hide the horizon. Since there is a specific sun shown in the sky image, you will need to place a Dominant Directional light in the scene and rotate it so its arrow (representing its direction) approximates the direction the sunlight would be coming from. It would be appropriate to tint the light warmly for a sunset. Setting the preview player size reference object In UDK versions greater than April 2011, pressing the key in the editor Perspective view will show a mesh that represents the player height. By default this is just a cube. The mesh to display can be set in the configuration file UDKEditorUserSettings.INI and we'll look at how to adjust this. This is to help designers maintain proper level metrics. You'll be able to gauge how tall and wide to make doors so there's sufficient space for the player to move through without getting stuck. Getting ready Back up C:UDK~UDKGameConfigUDKEditorUserSettings.INI then open it in ConTEXT with UDK closed. How to do it... Press Ctrl + F and search for [EditorPreviewMesh] . Under it, we will change the entry PreviewMeshNames=" EditorMeshes.TexPropCube ". Note the we need to replace this with a StaticMesh, and a good place to put this to ensure loading would be the EngineContent package EditorMeshes . First, open UDK and in the Content Browser search using the type field for TexPropCube . When this appears, right-click on the asset and choose Find Package . The packages list will show us EngineContentEditorMeshes and in here right-click and choose Import . You'll be prompted to browse in Windows, so from the provided content folder, find SkinTail.ASE which is a character model and import this into EditorMeshes. There's no need to set a group name for this. Importing this file as a StaticMesh enables it to be used as a preview model. By contrast, the SkeletalMesh Packt.Mesh.Packt_SkinTail won't work for what we are trying to do. If you set up a SkeletalMesh for the preview model the log will return cannot find staticmesh Yourmodelname whenever you press in the editor. It is optional, but you can double click the imported StaticMesh and assign a Material to it after expanding the LOD_Info property to show the Material channel. For the SkinTail content, choose Packt.Material.Packt_CharMat . Then save the EditorMeshes package including SkinTail and quit UDK. Use ConTEXT to edit the file UDKEditorUserSettings.INI so that the line we were looking at in Step 1 is changed to: PreviewMeshNames=" EditorMeshes.SkinTail " Eventually you'll opt to use your own StaticMesh. Save, close, and restart UDK. Open a map, and press in the editor to see if SkinTail will display. If it doesn't, run UDK using the -log option and check for error warnings when is pressed. Note that PreviewMeshNames=" EditorMeshes.TexPropCube " can also be adjusted in these configuration files: C:UDK~EngineConfigBaseEditorUserSettings.INI or C:UDK~UDKGameConfigDefaultEditorUserSettings.INI.
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article-image-unreal-development-toolkit-level-design-hq
Packt
23 Nov 2011
5 min read
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Unreal Development Toolkit: Level Design HQ

Packt
23 Nov 2011
5 min read
(For more resources related to this subject, see here.) So let's get on with it. We will first look at downloading the UDK, and install it on your PC. Time for action – UDK download and installation Download the latest version of UDK. Log on to www.udk.com and download the latest version of unreal development kit beta. Once you download the UDK Installer, go ahead and install the UDK. The default directory for installing UDK is C:UDKUDK-VersionRelease. Version Release will be the month and year that the UDK you downloaded was built. UDK folder structure The UDK folder structure looks like the following screenshot: The UDK folder structure consists of the following four folders: Binaries: game/binary executable. Development: source code for UDK. Engine: engine files. UTGame: game files. For level-design and environment creation, the important folder here is the content folder. The packaged environment's assets such as models, textures, materials, sounds, and such are stored here. For environment creation and level design, the most important folder is UTGame | Content | Environments. It contains all the files you need to create your map, as shown in the following screenshot: UDK extension is the UDK package's name. This is how the models and textures are stored in UDK. Think of UDK extension as folders. Inside those folders are stored all the models, animations, textures, materials, and similar assets. You can browse the UDK files through the UDK editor.   UDK is the map file extension.   Time for action – launching the editor To launch the unreal editor, go to the Start Menu | Unreal Development Kit | UDK Version | Editor. Another way to launch the editor is to create a shortcut. To do this, go to the installation folder: UDKUDK-VersionReleaseBinaries, locate UDKLift.exe, right-click and select Send To | Desktop (create shortcut), as shown in the following screenshot: Once on you have created the shortcut on your desktop, right-click the shortcut and select Properties. Then, in the Target box under the Shortcut tab, add editor at the end of the text. It should look something like the following screenshot: Now double-click on the desktop icon and launch the UDK Editor. Autosave When you first launch the editor, you will have Autosave automatically enabled. This will save your map at a chosen timed interval. You can set how often it will automatically save by clicking the Left Mouse Button (LMB) on the arrow on the bottom-right of the Autosave Interval and choosing the time you want, as shown in the following screenshot: You will find the Autosave feature at the bottom right of the editor. If you enable Autosave, there are a few options such as Interval and Type. Save manually by going up to File | Save As. Content browser Content browser is where you will find off the game's assets. Placing static meshes (models), textures, sounds, and game entities such as player starts, weapons, and so on, can all be done through the content browser. You will be using the content browser very often. To open the content browser click on the top menu bar, as shown in the following screenshot: Packages are where you will find specific items contained within the UDK. Things such as static meshes are contained within a package. You can search for a package, or just find the package you want to use and select it as shown in the following screenshot: The top of the content browser contains a search box as well as a filter box. This is very useful. You can sort out the content in the browser by animation sets, material instances, static meshes, sounds, and so on. This helps a lot when looking for items. The next screenshot lists full names of the items within a selected package. You can sort by clicking on the Name, Type, Tags, or Path fields, and it will re-arrange the content's preview: The content browser is one of the most commonly used tools in UDK. Get comfortable using the content browser. Spend some time navigating around it. UDK basics covers the most essential tools and functions you need to know to get started with UDK. You'll be able to quickly jump into UDK and begin feeling comfortable using the most commonly used functions. What just happened? So we know how to launch the editor, how to use the Autosave function, and where to find the content browser. We are now going to look at how to move and rotate around the editor. Time for action – movement and rotation Time to have a look at movement, rotation, and navigating around the editor. Navigation Buttons used to navigate around UDK. UDK These are your primary keys for navigating and rotating using the editor: Left Mouse Button (LMB): pan right/left/forward/backward movements Right Mouse Button (RMB): rotate, look around LMB+RMB: up/down WASD key navigation The following are other forms of primary keys for navigating and rotating around the editor: Click and hold RMB. As you hold it, use the WASD keyboard keys to move around as you would in a first person shooter game. WASD movement is great if you are familiar with hammer source mapping. MAYA users If you are familiar with Maya, the following will be your primary keys for navigating and rotating around the editor. Hold down the U key U+ LMB: rotate, look around U+ RMB: forward/backward movements U+ MMB: right/left/up/down movements What just happened? Now that you have installed UDK and know what the content browser is, you are ready to begin. So let's get started.
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Packt
17 Jul 2013
4 min read
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Detailing Environments

Packt
17 Jul 2013
4 min read
(For more resources related to this topic, see here.) Applying materials As it stands, our current level looks rather... well, bland. I'd say it's missing something in order to really make it realistic... the walls are all the same! Thankfully, we can use textures to make the walls come to life in a very simple way, bringing us one step closer to that AAA quality that we're going for! Applying materials to our walls in Unreal Development Kit (UDK) is actually very simple once we know how to do it, which is what we're going to look at now: First, go to the menu bar at the top and access the Actor Classes window by going to the top menu and navigating to View | Browser Windows | Content Browser. Once in the Content Browser window, make sure that Packages are sorted by folder by clicking on the left-hand side button. Once this is done, click on the UDK Game folder in the Packages window. Then type in floor master in the top search bar menu. Click on the M_LT_Floors_BSP_Master material. Close the Content Browser window and then left-click on the floor of our level; if you look closely, you should see. With the floor selected, right-click and select Apply Material : M_LT_Floors_BSP_Master. Now that we have given the floor a material, let's give it a platform as well. Select each of the faces by holding down Ctrl and left-clicking on them individually. Once selected, right-click and select Apply Material : M_LT_Floors_BSP_Master. Another way to select all of the faces would be to rightclick on the floor and navigate to Select Surfaces | Adjacent Floors. Now our floor is placed; but if you play the game, you may notice the texture being repeated over and over again and the texture on the platform being stretched strangely. One of the ways we can rectify this problem is by scaling the texture to fit our needs. With all of the floor and the pieces of the platform selected, navigate to View| Surface Properties. From there, change the Simple field under Scaling to 2.0 and click on the Apply button to its right that will double the size of our textures. After that, go to Alignment and select Box; click on the Apply button placed below it to align our textures as if the faces that we selected were like a box. This works very well for objects consisting of box-like objects (our brushes, for instance). Close the Surface Properties window and open up the Content Browser window. Now search for floors organic. Select M_LT_Floors_BSP_ Organic15b and close the Content Browser window. Now select one of the floors on the edges with the default texture on them. Then right-click and go to Select Surfaces | Matching Texture. After that, right-click and select Apply Material : M_LT_Floors_BSP_Organic15b. We build our project by navigating to Build | Build All, save our game by going to the Save option within the File menu, and run our game by navigating to Play | In Editor. And with that, we now have a nicely textured world, and it is quite a good start towards getting our levels looking as refined as possible. Summary This article discusses the role of an environment artist doing a texture pass on the environment. After that, we will place meshes to make our level pop with added details. Finally, we will add a few more things to make the experience as nice looking as possible. Resources for Article : Further resources on this subject: Getting Started on UDK with iOS [Article] Configuration and Handy Tweaks for UDK [Article] Creating Virtual Landscapes [Article]
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Packt
19 Jun 2010
10 min read
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Getting Started with Blender’s Particle System

Packt
19 Jun 2010
10 min read
We’ll cover a general introduction about Blender’s particle system; how to use it, when to use it, how useful it is on both small scale and large scale projects, and an overview of its implications. In this article, I’ll also discuss how to use the particle system to instance objects These are just but very few examples of what can really be achieved with the particle system, there’s a vast array of possibilities out there that can be discovered. But I’m hoping with these examples and definitions, you’ll find your way through the wonderful world of visual effects with the particle system. If you remember watching Blender Foundation’s Big Buck Bunny, it might not seem as a surprise to you that almost the entire film is filled up with so much particle goodness. Thanks to that, great improvements have been made to Blender’s particle system. As compared to my previous articles, this one uses Blender 2.5, the latest version of Blender which is currently in Alpha stage right now but is fully workable. However, in this article I wouldn’t be telling you what each of the button would do since that would take another article in itself and might deviate from an introductory approach. If you wanted to know more in-depth information about the whole particle system, you can check out the official Blender documentation or the Blender wiki. There had been great improvements on the particle system and now is the right time to start trying it out. So what are you waiting for? Hop on and ride with me in this journey! You can watch the video here. Prerequisites Before we begin with this article, it’s vital to first determine our requirements before proceeding on the actual application. Before going on, we need to have the following: Latest Blender 2.5 (you can grab a copy at http://www.blender.org or http://www.graphicall.org) Adequate hard disk space Decent processor and graphics card What is a Particle System and where can we find it in Blender? A particle system is a technique in Computer Graphics that is used to simulate a visual effect that would otherwise be very difficult and cumbersome if not impossible to do in traditional 3D techniques. These effects include crowd simulation, hair, fur, grass, fire, smoke, fluids, dust, snowflakes, and more. Particle Systems are calculated inside of your simulation program in several ways and one of the most common ones is the Newtonian Physics calculation which regards forces like wind, magnetism, friction, gravity, etc. to generate the particle’s motion along a controllable environment. Properties or parameters of particle systems include: mass, speed, velocity, size, life, color, transparency, softness, damping, and many more. Particle’s behavior along a certain span of time are then saved and written on to your disk. This process is called caching, which enables you to view and edit the particle’s behavior within the timeframe set. And when you’re satisfied with the way your particles act on your simulation space, you can now permanently write these settings to the disk, called baking. Be aware that the longer your particle system’s life is and the greater the number, the more hard disk space it uses, so for testing purposes, it is best to keep the particles number low, then progressively increase them as needed. Particle mass refers the natural weight (in a gravitational field) of a single particle object/point, where higher mass means a heavier particle and a lower mass implies a lighter particle. A heavy particle is more resistant to external forces such as wind but more reactive to gravitational force as compared to a lighter particle system which is a direct opposite. Particle speed/velocity refers to how fast or slow the particle points are being thrown or emitted from their source within a given time. They can be displaced and controlled in the x, y, or z directions accordingly. A higher velocity will create a faster shooting particle (as seen in muzzle flares/flash) and a lower one will create slower particle shots. Size of the particles is one of the most important setting when using a particle system as object instances, since this will better control the size of the objects on the emitting plane as compared to manually resizing the original object. With this option, you can have random sizes which will give the scene a more believable and natural look and offcourse, an easier setup as compared to creating numerous objects for this matter. Particle life refers to the lifespan of the particles, for how long they will be existent until they disappear and die from the system. In some cases, having a large particle life is useful but it can have some speed drawbacks on your machine. Imagine emitting one million particles within 5 seconds where only half of it is relevant within the first few seconds. That could mean 500,000 particles cached is a sheer waste and rendering your machine slower. Having smaller particle lives sometimes is also useful especially when you’re creating small scale smoke and fire. But all these really depend on the way you setup your scenes. Play around and you’ll find the best settings that suit your needs. Note though that in Blender, only Mesh objects can be particle emitters (which is simply rational for this purpose). You can modify the size and shape of the mesh object and the particle system reacts accordingly. The direction from which particles are emitted is dictated by the mesh normals, which I will discuss along the way. In Blender 2.5, we can find the Particle System by selecting any mesh object and clicking the Particles Button in the Properties Editor, as seen in the screenshot. Later, we’ll add and name particle systems and go over their settings more closely. Blender 2.5’s Particle System   What are the types of Blender particle system? Currently, there are only two types of particle systems in Blender 2.5, namely Emmiter and Hair.  With few on the list, these two have already proved to be very handy tools in creating robust simulations. Particle System Types   Let’s begin by learning what an Emitter Type is. Aside from the fact that the term emitter is used to define the source of the particles, the emitter type is one different thing on its own. The Emitter, being the default particle type, is one of the most commonly used particle system type. With it you can create dust, smoke, fire, fluids, snowflakes, and the like. Inside Blender, make the default cube a particle emitter with the type set as Emitter. Leave the default settings as they are and press ALT+A in the 3D Viewport to playback the animation and observe the way the particles act in your observable space, that is, the 3D space that your object is in. During the playback process, the particle system is already caching the position of the particle points in your space and writing these on to the disk. Naturally, this is how the emitter type will act on our space, with a slight pulse from emitter then it drops down as an effect of the gravity. That pulse is coming from the Normal value which tells how strong the points are spurted out until they get affected by external forces. There’s more to the emitter type than there seems to be, so don’t hold back and keep changing the settings and see where they lead you to. And if you can, please send me what you got, I’d be very pleased to see what fun things you came up with. Emitter Type   Leaving from the default settings we had awhile back, change your current frame to 1 (if it is not yet set as such) then let’s change the type from Emitter to Hair. Instantly, you’ll notice that strands come bursting out of our default mesh. This is the particle hair’s nature, whichever frame you are in now, it will stay in the same frame, regardless of any explicit animation you add in. As compared to the Emitter type, Hair doesn’t need to be cached to see the results, it’s an on-the-fly process of editing particle settings. Another great advantage of the hair type over the emitter type is that it has a dedicated Particle Mode which enables you to edit the strands as though you were actually touching real hair. With the hair type, you can create systems like fur, grass, static particle instances/grouping, and more. Hair Type   Basic and Practical Uses of the Particle System Now let’s on the real business. From here on, I’ll approach the proceeding steps in a practical application manner. First, let’s check some of the default settings and see where they lead us. Fire up a fresh Blender session by opening up Blender or by pressing CTRL+N (when you already have it open from our steps awhile ago). Fresh Blender 2.5 Session   Delete the default cube and add in a Plane object. Adding a Plane Primitive   Position the camera’s view such that the plane is just on top of the viewing range, this will give us more space to see the particles falling. Adjusting the View   Select the Plane Mesh and in the Particle Buttons window, add a new Particle System and leave the default values as they are. In the 3D Viewport, press ALT+A to play and pause the animation or use the play buttons in the Timeline Window. Pick a frame you’re satisfied with, any will do right now. New Particle System   Next, add a new material to the Plane Mesh and the Particle System. Activate the Material Buttons and add a new material, then change the material type from Surface to Halo. Halos is a special material type for particles; they give each point a unique shading system compared to the Surface shaders. With halos, you can control the size of the particles, their transparency, color, brightness, hardness, textures, flares, and other interesting effects. With just the default values, let’s render out our scene and see what we get. Halo Material   Halo Rendered   Right now, this doesn’t look too pleasing, but it will be once we get the combinations right. Next, let’s try activating Rings under the halo menu, then Lines, Star, and finally a combination of the three. Below are rendered versions of each and their combination. Additional Options for Halo   Halo with Rings   Halo with Lines   Halo with Star   Halo with Rings, Lines, and Star   Just by altering the halo settings alone, we can achieve particle effects like pollen dust as seen in the image below where the particle effect was composited over a photo. Particle Pollen Dust  
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Packt
03 Mar 2015
32 min read
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Creating a Brick Breaking Game

Packt
03 Mar 2015
32 min read
Have you ever thought about procedurally generated levels? Have you thought about how this could be done, how their logic works, and how their resources are managed? With our example bricks game, you will get to the core point of generating colors procedurally for each block, every time the level gets loaded. Physics has always been a huge and massively important topic in the process of developing a game. However, a brick breaking game can be made in many ways and using the many techniques that the engine can provide, but I choose to make it a physics-based game to cover the usage of the new, unique, and amazing component that Epic has recently added to its engine. The Projectile component is a physics-based component for which you can tweak many attributes to get a huge variation of behaviors that you can use with any game genre. By the end of this article by Muhammad A.Moniem, the author of Learning Unreal Engine iOS Game Development, you will be able to: Build your first multicomponent blueprints Understand more about the game modes Script a touch input Understand the Projectile component in depth Build a simple emissive material Use the dynamic material instances Start using the construction scripts Detect collisions Start adding sound effects to the game Restart a level Have a fully functional gameplay (For more resources related to this topic, see here.) The project structure For this game sample, I made a blank project template and selected to use the starter content so that I could get some cubes, spheres, and all other 3D basic meshes that will be used in the game. So, you will find the project structure still in the same basic structure, and the most important folder where you will find all the content is called Blueprints. Building the blueprints The game, as you might see in the project files, contains only four blueprints. As I said earlier, a blueprint can be an object in your world or even a piece of logic without any physical representation inside the game view. The four blueprints responsible for the game are explained here: ball: This is the blueprint that is responsible for the ball rendering and movement. You can consider it as an entity in the game world, as it has its own representation, which is a 3D ball. platform: This one also has its visual representation in the game world. This is the platform that will receive the player input. levelLayout: This one represents the level itself and its layout, walls, blocks, and game camera. bricksBreakingMode: Every game or level made with Unreal Engine should have a game mode blueprint type. This defines the main player, the controller used to control the gameplay, the pawn that works in the same way as the main player but has no input, the HUD for the main UI controller, and the game state that is useful in multiplayer games. Even if you are using the default setting, it will be better to make a space holder one! Gameplay mechanics I've always been a big fan of planning the code before writing or scripting it. So, I'll try to keep the same habit here as well; before making each game, I'll explain how the gameplay workflow should be. With such a habit, you can figure out the weak points of your logic, even if you didn't build it. It helps you develop quickly and more efficiently. As I mentioned earlier, the game has only three working blueprints, and the fourth one is used to organize the level (which is not gameplay logic and has no logic at all). Here are the steps that the game should follow one by one: At the start of the game, the levelLayout blueprint will start instantiating the bricks and set a different color for each one. The levelLayut blueprint sets the rendering camera to the one we want. The ball blueprint starts moving the ball with a proper velocity and sets a dynamic material for the ball mesh. The platform blueprint starts accepting the input events on a frame-by-frame basis from mouse or touch inputs, and sets a dynamic material for the platform mesh. If the ball blueprint hits any other object, it should never speed up or slow down; it should keep the same speed. If the ball blueprint crossed the bottom line, it should restart the level. If the player pressed the screen or clicked on the mouse, the platform blueprint should move only on the y axis to follow the finger or the mouse cursor. If the ball blueprint hits any brick from the levelLayout blueprint, it should destroy it. The ball plays some sound effects. Depending on the surface it hits, it plays a different sound. Starting a new level As the game will be based on one level only and the engine already gives us this new pretty level with a sky dome and light effects with some basic assets, all of this will not be necessary for our game. So, you need to go to the File menu, select New Level, add it somewhere inside your project files, and give it a special name. In my case, I made a new folder named gameScene to hold my level (or any other levels if my game is a multilevel game) and named it mainLevel. Now, this level will never get loaded into the game without forcing the engine to do that. The Unreal Editor gives you a great set of options to define which is the default map/level to be loaded when the game starts or when the editor runs. Even when you ship the game, the Unreal Editor tells us which levels should be shipped and which levels shouldn't be shipped to save some space. Open the Edit menu and then open Project Settings. When the window pops up, select the Maps & Modes section and set Game Default Map to the newly created level. Editor Startup Map should also have the same level: Building the game mode Although a game mode is a blueprint, I prefer to always separate its creation from the creation of the game blueprints, as it contains zero work for logic or even graphs. A game mode is essential for each level, not only for each game. Right-click in an empty space inside your project directory and select Blueprint under the Basic assets section. When the Pick Parent Class window pops up, select the last type of blueprint, which is called Game Mode, and give your newly created blueprint a name, which, in my case, is bricksBreakingMode. Now, we have a game mode for the game level; this mode will not work at all without being connected to the current level (the empty level I made in the previous section) somehow. Go to World Settings by clicking on the icon in the top shelf of the editor (you need to get used to accessing World Settings, as it has so many options that you will need to tweak them to fit your games):   The World Settings panel will be on the right-hand side of your screen. Scroll down to the Game Mode part and select the one you made from the Game Mode Override drop-down menu. If you cannot find the one you've made, just type its name, and the smart menu will search over the project to find it.   Building the game's main material As the game is an iOS game, we should work with caution when adding elements and code to save the game from any performance overhead, glitches, or crashes. Although the engine can run a game with the Light option on an iOS device, I always prefer to stay as far away as possible from using lights/directional lights in an iOS game, as a directional light source on mealtime would mean recalculating all the vertices. So, if the level has 10k vertices with two directional lights, it will be calculated as 30k vertices. The best way to avoid using a light source for such a simple game like the brick breaking game is to build a special material that can emulate a light emission; this material is called an emissive material. In your project panel, right-click in an empty space (perhaps inside the materialsfolder) and choose a material from the Basic Assets section. Give this material a name (which, in my case, is gameEmissiveMaterial) and then double-click to open the material editor. As you can see, the material editor for a default new material is almost empty, apart from one big node that contains the material outputs with a black colored material. To start adding new nodes, you will need to right-click in an empty space of your editor grid and then either select a node or search for nodes by name; both ways work fine.   The emissive material is just a material with Color and Emissive Color; you can see these names in your output list, which means you will need to connect some sort of nodes or graphs to these two sockets of the material output. Now, add the following three new nodes: VectorParameter: This represents the color; you can pick a color by clicking on the color area on the left-hand panel of the screen or on the Default Value parameter. ScalarParameter: This represents a factor to scale the color of the material; you can set its Default Value to 2, which works fine for the game. Multiply: This will multiply two values (the color and the scalar) to give a value to be used for the emission. With these three nodes in your graph, you might figure out how it works. The basic color has to be added to the base color output, and then the Multiply result of the base color and scalar will be added to the emissive color output of the material: You can rename the nodes and give them special names, which will be useful later on. I named the VectorParameter node BaseColor and the Scalar node EmissiveScalar. You can check out the difference between the emissive material you made and another default material by applying both to two meshes in a level without any light. The default material will light the mesh in black as it expects a light source, but the emissive one will make it colored and shiny. Building the blueprints and components I prefer to call all the blueprints for this game actors as all of them will be based on a class in the engine core. This class usually represents any object with or without logic in the level. Although blueprints based on the actor class are not accepting input, you will learn a way to force any actor blueprint to get input events. In this section, you will build the different blueprints for the game and add components for each one of them. Later on, in another section, you will build the logic and graphs. As I always say, building and setting all the components and the default values should be the first thing you do in any game, and then adding the logic should follow. Do not work on both simultaneously! Building the layout blueprint The layout blueprint should include the bricks that the players are going to break, the camera that renders the level, and the walls that the ball is going to collide with. Start making it by adding an Actor blueprint in your project directory. Name it levelLayout and double-click on it to open the blueprint editor. The blueprint editor, by default, contains the following three subeditors inside it; you can navigate between them via the buttons in the top-right corner: Defaults: This is used to set the default values of the blueprint class type Components: This is used to add different components to build and structure the blueprint Graph: This is where we will add scripting logic The majority of the time, you will be working with the components and graph editors only, as the default editor's default values always work the best:   Open the component graph and start adding these components: Camera: This will be the component that renders the game. As you can see in the preceding screenshot, I added one component and left its name as Camera1. It was set as ROOT of the blueprint; it holds all the other components as children underneath its hierarchy. Changed Values: The only value you need to change in the camera component is Projection Mode. You need to set it to Orthographic, as it will be rendered as a 2D game, and keep Ortho Width as 512, as it will make the screen show all the content in a good size. Feel free to use different values based on the content of your level design. Orthographic cameras work without depth, and they are recommended more in 2D games. On the other hand, the perspective camera has more depth, and it is better to be used with any games with 3D content. Static Mesh: To be able to add meshes as boundaries or triggering areas to collide with the ball, you will need to add cubes to work as collision walls, perhaps hidden walls. The best way to add this is by adding four static meshes and aligning and moving them to build them as a scene stage. Renaming all of them is also a good way to go. To be able to distinguish between them, you can name them as I named them: StaticMeshLeftMargin, StaticMeshRightMargin, StaticMeshTopMargin, and StaticMeshBottomMargin. The first three are the left, right, and top margins; they will be working as collision walls to force the ball to bounce in different directions. However, the bottom one will work as a trigger area to restart the level when the ball passes through it. Changed Values: You need to set Static Mesh for them as the cube and then start to scale and move it to build the scene. For the walls, you need to add the Wall tag for the first three meshes in the Component Tags options area, and for the bottom trigger, you need to add another tag; something like deathTrigger works fine. These tags will be used by the gameplay logic to detect whether the ball hits a wall and you need to play a sound or whether it hits a death area and you need to restart the level. In the Collision section for each static mesh, you need to set both SimulationGeneratesHitEvents and GenerateOverlapEvents to True. Also, for CollisionPreset, you can select BlockAll, as this will create solid walls to block any other object from passing: Finally, from the Rendering options section, you need to select the emissive material we have made to be able to see those static meshes, and you need to mark Hidden in Game as True to hide those objects. Keep in mind that you can keep those objects in the game for debugging reasons, and when you are sure that they are in the correct place, you can move to this option again and remark it as True. Billboard: For now, you can think about the billboard component as a point in space with a representation icon, and this is how it is mostly used inside UE4 as the engine does not support an independent transform component yet. However, billboards have always been used to show the contents that always face the camera, such as particles, text, or any other thing you need to always get rendered from the same angle. As the game will be generating the blocks/bricks during the gameplay, you will need to have some points to define where to build or to start building those bricks. You can add five billboard points, rename them, and rearrange them to look like a column. You don't have to change any values for them, as you will be using their position in space values only! I named those five points as firstRowPoint, SecondRowPoint, thirdRowPoint, fourthRowPoint, and fifthRowPoint. Building the ball blueprint Start making the ball blueprint by adding an Actor blueprint in your project directory. Name it Ball and double-click on it to open the blueprint editor. Then, navigate to the Components subeditor if you are not ready. Start adding the following components to the blueprint: The sphere will work as the collision surface for the Ball blueprint. So, for this reason, you will need to set its Collision option to SimulationGeneratesHitEvents and GenerateOverlapEvents to True. Also, set the CollisionPreset option to BlockAll to act in a manner similar to the walls from the layout blueprint. You need to set the SphereRadius option from the Shape section to 26.0 so that it is of a good size that fits the screen's overall size. The process for adding static meshes is the same as you did earlier, but this time, you will need to select a sphere mesh from the standard assets that came with the project. You will also need to set its material to the project default material you made earlier in this article. Also, after selecting it, you might need to adjust its Scale to 0.5 in all three axes to fit the collision sphere size. Feel free to move the static mesh component on the x, y, and z axes till it fits the collision surface. The projectile movement component is the most important one for the Ball blueprint, or perhaps it is the most important one throughout this article, as it is the one responsible for the ball movement and velocity and for its physics behaviors. After adding the components, you will need to make some tweaks to it to allow it to give the behavior that matches the game. Keep in mind that any small amount of change in values or variables will lead you to have a completely different behavior, so feel free to play through the values and test them to get some crazy ideas about what you can achieve and what you can get. For changed values, you need to set Projectile Gravity Scale to 0.0 from within the Projectile options; this will allow the ball to fly in the air without a gravity force to bring it down (or any other direction for a custom gravity). For Projectile Bounces, you will need to mark Should Bounce as True. In this case, the projectile physics will be forced to keep bouncing with the amount of bounciness you set. As you want the ball to keep bouncing over the walls, you need to set the value to 1.0 to give it full bounciness power: From the Velocity section, you will need to enter a velocity for the ball to start using when the game runs; otherwise, the ball will never move. As you want the first bounce of the ball to be towards the blocks, you need to set the Z value to a high number, such as 300, and give it more level design sense. It shouldn't bounce in a vertical line, so it is better to give some force on the horizontal axis Y as well as move the ball in a diagonal direction. So, let's add 300 into Y as well. Building the platform blueprint Start making the platform blueprint by adding an Actor blueprint in your project directory. Name it platform and double-click on it to open the blueprint editor. Then, navigate to the Components subeditor if you are not there already. You will add only one component, and it will work for everything. You want to add a Static Mesh component, but this time, you will be selecting the Pipe mesh; you can select whatever you want, but the pipe works the best. Don't forget to set its material to be the same emissive material as we used earlier to be able to see it in the game view, and set its Collision option to SimulationGeneratesHitEvents and GenerateOverlapEvents to True. Also, CollisionPreset should be set to BlockAll to act in the same manner as the walls from the layout blueprint. Building the graphs and logic Now, as all the blueprints have been set up with their components, it's time to start adding the gameplay logic/scripting. However, to be able to see the result of what you are going to build, you first need to drag and drop the three blueprints inside your scene and organize them to look like an actual level. As the engine is a 3D engine and there is no support yet for 2D physics, you might notice that I added two extra objects to the scene (giant cubes), which I named depthPreservingCube and depthPreservingCube2. These objects are here basically to prevent the ball from moving in the depth axis, which is X in Unreal Editor. This is how both the new preserving cubes look from a top view: One general step that you will perform for all blueprints is to set the dynamic material for them. As you know, you made only one material and applied it to the platform and to the ball. However, you also want both to look different during the gameplay. Changing the material color right now will change both objects' visibility. However, changing it during the gameplay via the construction script and the dynamic material instances feature will allow you to have many colors for many different objects, but they will still share the same material. So, in this step, you will make the platform blueprint and the ball blueprint. I'll explain how to make it for the ball, and you will perform the same steps to make it for the platform. Select the ball blueprint first and double-click to open the editor; then, this time navigate to the subeditor graphs to start working with the nodes. You will see that there are two major tabs inside the graph; one of them is named Construction Script. This unique tab is responsible for the construction of the blueprint itself. Open the Construction Script tab that always has a Construction Script node by default; then, drag and drop the StaticMesh component of the ball from the panel on the left-hand side. This will cause you to have a small context menu that has only two options: Get and Set. Select Get, and this will add a reference to the static mesh. Now, drag a line from Construction Script, leave it in an empty space, add a Create Dynamic Material Instance node from the context menu, and set its Source Material option to the material we want to instance (which is the emissive material). However, keep in mind that if you are using a later version, Epic introduces a more easy way to access the Create Dynamic Material Instance node by just dragging a line from Static Mesh-ball inside Graph, and not Construction Script. Now, connect the static mesh to be the target and drag a line out of Return Value of the Create Dynamic Material Instance node. From the context menu, select the first option, which is Promote to a Variable; this will add a variable to the left-panel list. Feel free to give it a name you can recognize, which, in my case, is thisColor. Now, the whole thing should look like this: Now that you've created the dynamic material instance, you need to set the new color for it. To do this, you need to go back to the event graph and start adding the logic for it. I'll add it to the ball also, and you need to apply it again in Event Graph of the platform blueprint. Add an Event Begin Play node, which is responsible for the execution of some procedurals when the game starts. Drag a wire out of it and select the Set Vector Parameter Value node that is responsible for setting the value for the material. Now, add a reference for the thisColor variable and connect it to Target of the Set Vector Parameter Value node. Last but not least, enter Parameter name that you used to build the material, which, in my case, is BaseColor. Finally, set Value to a color you like; I picked yellow for the ball. Which color would you like to pick? The layout blueprint graph Before you start working with this section, you need to make several copies of the material we made earlier and give each one its own color. I made six different ones to give a variation of six colors to the blocks. The scripts here will be responsible for creating the blocks, changing their colors, and finally, setting the game view to the current camera. To serve this goal, you need to add several variables with several types. Here are some variables: numberOfColumns: This is an integer variable that has a default value of six, which is the total number of columns per row. currentProgressBlockPosition: This is a vector type variable to hold the position of the last created block. It is very important because you are going to add blocks one after the other, so you want to define the position of the last block and then add spacing to it. aBlockMaterial: This is the material that will be applied to a specific block. materialRandomIndex: This is a random integer value to be used for procedural selected colors for each block. To make things more organized, I managed to make several custom events. You can think about them as a set of functions; each one has a block of procedurals to execute: Initialize The Blocks: This Custom Event node has a set of for loops that are working one by one on initializing the target blocks when the game starts. Each loop cycles six times from Index 0 to the number of columns index. When it is finished, it runs the next loop. Each loop body is a custom function itself, and they all run the same set of procedurals, except that they use a different row. chooseRandomMaterial: This custom event handles the process of picking a random material to be applied to in the process of creation. It works by setting a random value between 1 and 6 to the materialRandomIndex variable, and depending on the selected value, the aBlockMaterial variable will be set to a different material. This aBlockMaterial variable is the one that will be used to set the material of each created block in each iteration of the loop for each row. addRowX: I named this X here, but in fact, there are five functions to add the rows; they are addRow1, addRow2, addRow3, addRow4, and addRow5. All of them are responsible for adding rows; the main difference is the start point of adding the row; each one of them uses a different billboard transform, starting from firstRowPoint and ending with fifthRowPoint. You need to connect your first node as Add Static Mesh and set its properties as any other static mesh. You need to set its material to the emissive one. Set Static Mesh to Shape_Pipe_180, give it a brickPiece tag, and set its Collision options to Simulation Generates Hit Events and Generate Overlap Events to True. Also, Collision Preset has to be set to Block All to act in the same manner as the walls from the layout blueprint and receive the hit events, which will be the core of the ball detection. This created mesh will need a transform point to be instantiated in its cords. This is where you will need to pick the row point transform reference (depending on your row, you will select the point number), add it to a Make Transform node, and finally, set the new transform Y Rotation to -90 and its XYZ scale to 0.7, 0.7, 0.5 to fit the correct size and flip the block to have a better convex look. This second part of the addRow event should use the ChooseRandomMaterial custom event that you already made to select a material from among six random ones. Then, you can execute SetMaterial, make its Target the same mesh that was created via Add Static Mesh, and set its Material to aBlockMaterial; the material changes every time the chooseRandomMaterial event gets called. Finally, you can use SetRelativeLocation of the billboard point that is responsible for that row to another position on the y axis, using the Make Vector and Add Int(+) nodes to add 75 units every time as a spacing between every two created blocks: Now, if you check the project files, you will find that the only difference is that there are five functions called addRow, and each of them uses a different billboard as a starting point to add the blocks. Now, if you run the version you made or the one within the project files, you will be able to see the generated blocks, and each time you stop and run the game, you will get a completely different color variation of the blocks. There is one last thing to completely finish this blueprint. As you might have noticed, this blueprint contains the camera in its components. This means it should be the one that holds the functionality of setting this camera to be the rendering camera. So, in EvenBeginPlay, this functionality will be fired when the level starts. You need to connect the the Set View Target With Blend node that will set the camera to the Target camera, and you need to connect Get Player Controller (player 0 is the player number 1) to the Target socket. This blueprint refers to New View Target. Finally, you need to call the initializeTheBlocks custom event, which will call all the other functions. Congratulations! Now you have built your first functional and complex blueprint that contains the main and important functionalities everyone must use in any game. Also, you got the trick of how you can randomly generate or change things such as the color of the blocks to make the levels feel different every time. The Ball blueprint graph The main event node that will be used in the ball graph is Event Hit, which will be fired automatically every time the ball collider hits another collider. If you still remember, while creating the platform, walls, and blocks, we used to add tags for every static mesh to define them. Those names are used now. Using a node called Component Has Tag, we can compare the object component that the ball has hit with the value of the Component Has Tag node, and then, we either get a positive or negative result. So, this is how it should work: Whenever the ball gets hit with another collider, check whether it is a brickPiece tagged component. If this is true, then disable the collision of the brick piece via the Set Collision Enabled node and set it to No Collision to stop responding to any other collisions. Then, hide the brick mesh using the Set Visibility node and keep the New Visibility option unmarked, which means that it will be hidden. Then, play a sound effect of the hit to make it a more dynamic gameplay. You can play sound in many different ways, but let's use the Play Sound at Location node now, use the location of the ball itself, and use the hitBrick sound effect from the Audio folder by assigning it to the Sound slot of the Play Sound at Location node. Finally, reset the velocity of the ball using the Set Velocity node referenced by the Projectile Movement component and set it to XYZ 300, 0, 300: If it wasn't a brickPiece tag, then let's check whether it is Component Has Tag of Wall. If this is the case, then let's use Play Sound at Location, use the location of the ball itself, and use the hitBlockingWall sound effect from the Audio folder by assigning it to the Sound slot of the Play Sound at Location node: If it wasn't tagged with Wall, then check whether it is finally tagged with deathTrigger. If this is the case, then the player has missed it, and the ball is not below the platform. So, you can use the Open Level node to load the level again and assign the level name as mainLevel (or any other level you want to load) to the Level Name slot: The platform blueprint graph The platform blueprint will be the one that receives the input from the player. You just need to define the player input to make the blueprint able to receive those events from the mouse, touch, or any other available input device. To do this, there are two ways, and I always like to use both these ways: Enable input node: I assume that you've already added the scripting nodes inside Event graph to set the dynamic material color via Set Vector Parameter Value. This means you already have an Event Begin Play node, so you need to connect its network to another node called Enable Input; this node is responsible for forcing the current blueprint to accept input events. Finally, you can set its Player Controller value to a Get Player Controller node and leave Player Index as 0 for the player number 1: Autoreceive input option: By selecting the platform blueprint instance that you've dropped inside the scene from the Scene Outliner, you will see that it has many options in the Details panel on the right-hand side. By changing the Auto Receive Input option to Player 0 under the Input option, this will have the same effect as the previous solution: Now, we can build the logic for the platform movement, and anything that is built can be tested directly in the editor or on the device. I prefer to break the logic into two pieces, and this will make it easier than it looks like for you: Get the touch state: In this phase, you will use the Input Touch event that can be executed when a touch gets pressed or released. So based on the touch state, you will check via a Branch node whether the state is True or False. Your condition for this node should be Touch 1 index, as the game will not need more than one touch. Based on the state, I would like to set a custom Boolean variable named Touched and set its value to match the touch state. Then, you can add a Gate node to control the execution of the following procedurals based on the touch state (Pressed or Released) by connecting the two cases with the Open gate and the Close gate execution sockets. Finally, you can set the actor location and set it to use the Self actor as its target (which is the platform actor/blueprint) to change the platform location based on touches. Defining the New Location value is the next chunk of the logic: Actor location: Using a Make Vector node, you can construct a new point position in the world made of X, Y, and Z coordinates. As the y axis will be the horizontal position, which will be based on the player's touch, only this needs to be changed over time. However, the X and Z positions will stay the same all the time, as the platform will never move vertically or in depth. The new vector position will be based on the touch phase. If the player is pressing, then the position should be matching the touch input position. However, if the players are not pressing, then the position should be the same as the last point the player had pressed. I managed to make a float variable named horizontalAxis; this variable will hold the correct Y position to be added to the Make Vector node. If the player is pressing the screen, then you need to get the finger press position by returning Impact Point by Break Hit Result via a Get Hit Result Under FingerBy Channel node from the current active player. However, if the player is not touching the screen, then the horizontalAxis variable should stay the same as the last-know location for the Self actor. Then, it will set as it is into the MakeVector Y position value: Now, you can save and build all the blueprints. Don't hesitate now or any time during the process of building the game logic to build or launch the game into a real device to check where you are. The best way to learn more about the nodes and those minor changes is by building all the time into the divide and changing some values every time. Summary In this article, you went through the process of building your first Unreal iOS game. Also, you got used to making blueprints by adding nodes in different ways, connecting nodes, and adding several component types into the blueprint and changing its values. Also, you learned how to enable input in an actor blueprint and get the touch and mouse input and fit them to your custom use. You also got your hands on one of the most famous and powerful rendering techniques in the editor, which is called dynamic material instancing. You learned how to make a custom material and change its parameters whenever you want. Procedurally, changing the look of the level is something interesting nowadays, and we barely scratched its surface by setting different materials every time we load the level. Resources for Article: Further resources on this subject: UnrealScript Game Programming Cookbook [article] Unreal Development Toolkit: Level Design HQ [article] The Unreal Engine [article]
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Packt
07 Dec 2009
5 min read
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Photo Compositing with The GIMP: Part 2

Packt
07 Dec 2009
5 min read
Adding Realism to the Image As of the current state of our image, it’s almost done.  But we could still do something about adding even more believability to it than just our “2-d object on hand” setup here, right? First thing to consider is that photographed scenes aren’t actually as clean-looking as they are and as compared to common CGish images.  Just to break this cleanliness apart, let’s add in a simple cloud noise to our heart.  If that still doesn’t work for you, you could go ahead and paint over some details like cracks, dirt, etc.  This is to simulate the wear and tear effect that is always present everywhere we look at. To add this texture, let’s first create a new transparent layer to work on and let’s call it “texture” or something much more meaningful to you and easier to remember.  This will be the layer that will hold the cloud texture to use for the heart.  After adding this new layer, right click on the image window and select Filters > Render > Clouds > Solid Noise (as seen in the screenshot below). Creating the Texture Again, a pop-up window will appear wherein you can input values for the noise. This will entirely depend on your preference.  This fill then fill-up the entire layer with the cloud noise texture that we’ll use as overlay image for the heart later on.  Check the screenshot below for my settings. Cloud Noise Options You’ll notice now that what we see is just pure texture which is not what really wanted.  Instead we’ll use it as an overlay effect on top of our layer stack.  Let’s do this by changing the layer mode from Normal to Overlay then let’s adjust the opacity of the texture layer to something relevant and subtle. Texture Overlay However, we notice that the texture is affecting everything in our image including the hand and the cloth.  But we only want the heart to be affected by the texture.  We can do this in a couple of ways: the easiest would be to use the Eraser Tool to erase portions of the texture layer so we only leave the part of the heart, but doing this though will add more layers of undo levels everytime we stroke our eraser. What if we wanted to only have this single layer to work on yet have the flexibility as though we were switching from two layers (an original and a duplicate).  With this in mind, I think it’s time we use Layer Masks for more flexibility over our layer management. To apply our masking, let’s first create a selection to exclude the other parts of the image other than the heart, do this by right clicking on the heart layer then selecting Alpha to Selection. What this will do is select regions of the layer where it is opaque, in this case we’re only selecting the heart shape. Creating the Heart Selection Now with the heart shape selection active, let’s go back and activate our layer texture from which we’ll be creating our layer mask on (be sure that your selection is still active or else it will defeat the purpose of even creating it in the first place).  Right click on the texture layer and select Add Layer Mask (see screenshot). Creating a Layer Mask With the pop-up window that appears, select Black (full transparency) then press Add.  You’ll then notice that the effects the texture has are gone now, that’s because we filled the whole layer mask up with color black (which means full mask), making everything in the layer appear as nothing.  But since we want the current heart selection to have an effect on the layer, we’ll do the reverse instead, by filling up the selection with color white (#FFFFFF). Do this by selecting the layer mask, and not the layer itself, then use the Bucket Fill Tool to fill the selection with white.  Now we’ll notice the effects take place. Applying the Layer Mask   We’re only one step close to finishing the compositing here (yes, finally!). If we’re lucky enough to have gotten this far and not got bored the hell out of us, there’s one thing believably missing in our composition here, and that is the way the two fingers seem to be blocked by the heart (which shouldn’t be).  We should instead see the fingers somehow embrace parts of the heart. With all of our settings for the heart (highlights, shadows, and textures) done, we can now merge all of this into only one layer so we would only be working on one instead of applying the same effect over the rest of the layers which will eventually become a burden.  To merge all of the heart layers, let’s first turn off the visibility of the photograph layer, then right click on any of the layers comprising the heart then choose Merge Visible Layers then choose Expanded as Necessary.  This will then compress all of the heart layers into a single layer which would be very handy for our proceeding steps. Merging Visible Layers  
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Packt
27 Apr 2015
18 min read
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Writing Simple Behaviors

Packt
27 Apr 2015
18 min read
In this article by Richard Sneyd, the author of Stencyl Essentials, we will learn about Stencyl's signature visual programming interface to create logic and interaction in our game. We create this logic using a WYSIWYG (What You See Is What You Get) block snapping interface. By the end of this article, you will have the Player Character whizzing down the screen, in pursuit of a zigzagging air balloon! Some of the things we will learn to do in this article are as follows: Create Actor Behaviors, and attach them to Actor Types. Add Events to our Behaviors. Use If blocks to create branching, conditional logic to handle various states within our game. Accept and react to input from the player. Apply physical forces to Actors in real-time. One of the great things about this visual approach to programming is that it largely removes the unpleasantness of dealing with syntax (the rules of the programming language), and the inevitable errors that come with it, when we're creating logic for our game. That frees us to focus on the things that matter most in our games: smooth, well wrought game mechanics and enjoyable, well crafted game-play. (For more resources related to this topic, see here.) The Player Handler The first behavior we are going to create is the Player Handler. This behavior will be attached to the Player Character (PC), which exists in the form of the Cowboy Actor Type. This behavior will be used to handle much of the game logic, and will process the lion's share of player input. Creating a new Actor Behavior It's time to create our very first behavior! Go to the Dashboard, under the LOGIC heading, select Actor Behaviors: Click on This game contains no Logic. Click here to create one. to add your first behavior. You should see the Create New... window appear: Enter the Name Player Handler, as shown in the previous screenshot, then click Create. You will be taken to the Behavior Designer: Let's take a moment to examine the various areas within the Behavior Designer. From left to right, as demonstrated in the previous screenshot, we have: The Events Pane: Here we can add, remove, and move between events in our Behavior. The Canvas: To the center of the screen, the Canvas is where we drag blocks around to click our game logic together. The blocks Palette: This is where we can find any and all of the various logic blocks that Stencyl has on offer. Simply browse to your category of choice, then click and drag the block onto the Canvas to configure it. Follow these steps: Click the Add Event button, which can be found at the very top of the Events Pane. In the menu that ensues, browse to Basics and click When Updating: You will notice that we now have an Event in our Events Pane, called Updated, along with a block called always on our Canvas. In Stencyl events lingo, always is synonymous with When Updating: Since this is the only event in our Behavior at this time, it will be selected by default. The always block (yellow with a red flag) is where we put the game logic that needs to be checked on a constant basis, for every update of the game loop (this will be commensurate with the framerate at runtime, around 60fps, depending on the game performance and system specs). Before we proceed with the creation of our conditional logic, we must first create a few attributes. If you have a programming background, it is easiest to understand attributes as being synonymous to local variables. Just like variables, they have a set data type, and you can retrieve or change the value of an attribute in real-time. Creating Attributes Switch to the Attributes context in the blocks palette: There are currently no attributes associated with this behavior. Let's add some, as we'll need them to store important information of various types which we'll be using later on to craft the game mechanics. Click on the Create an Attribute button: In the Create an Attribute… window that appears, enter the Name Target Actor, set Type to Actor, check Hidden?, and press OK: Congratulations! If you look at the lower half of the blocks palette, you will see that you have added your first attribute, Target Actor, of type Actors, and it is now available for use in our code. Next, let's add five Boolean attributes. A Boolean is a special kind of attribute that can be set to either true, or false. Those are the only two values it can accept. First, let's create the Can Be Hurt Boolean: Click Create an Attribute…. Enter the Name Can Be Hurt. Change the Type to Boolean. Check Hidden?. Press OK to commit and add the attribute to the behavior. Repeat steps 1 through 5 for the remaining four Boolean attributes to be added, each time substituting the appropriate name:     Can Switch Anim     Draw Lasso     Lasso Back     Mouse Over If you have done this correctly, you should now see six attributes in your attributes list - one under Actor, and five under Boolean - as shown in the following screenshot: Now let's follow the same process to further create seven attributes; only this time, we'll set the Type for all of them to Number. The Name for each one will be: Health (Set to Hidden?). Impact Force (Set to Hidden?). Lasso Distance (Set to Hidden?). Max Health (Don't set to Hidden?). Turn Force (Don't set to Hidden?). X Point (Set to Hidden?). Y Point (Set to Hidden?). If all goes well, you should see your list of attributes update accordingly: We will add just one additional attribute. Click the Create an Attribute… button again: Name it Mouse State. Change its Type to Text. Do not hide this attribute. Click OK to commit and add the attribute to your behavior. Excellent work, at this point, you have created all of the attributes you will need for the Player Handler behavior! Custom events We need to create a few custom events in order to complete the code for this game prototype. For programmers, custom events are like functions that don't accept parameters. You simply trigger them at will to execute a reusable bunch of code. To accept parameters, you must create a custom block: Click Add Event. Browse to Advanced.. Select Custom Event: You will see that a second event, simply called Custom Event, has been added to our list of events: Now, double-click on the Custom Event in the events stack to change its label to Obj Click Check (For readability purposes, this does not affect the event's name in code, and is completely ignored by Stencyl): Now, let's set the name as it will be used in code. Click between When and happens, and insert the name ObjectClickCheck: From now on, whenever we want to call this custom event in our code, we will refer to it as ObjectClickCheck. Go back to the When Updating event by selecting it from the events stack on the left. We are going to add a special block to this event, which calls the custom event we created just a moment ago: In the blocks palette, go to Behaviour | Triggers | For Actor, then click and drag the highlighted block onto the canvas: Drop the selected block inside of the Always block, and fill in the fields as shown (please note that I have deliberately excluded the space between Player and Handler in the behavior name, so as to demonstrate the debugging workflow. This will be corrected in a later part of the article): Now, ObjectClickCheck will be executed for every iteration of the game loop! It is usually a good practice to split up your code like this, rather than having it all in one really long event. That would be confusing, and terribly hard to sift through when behaviors become more complex! Here is a chance to assess what you have learnt from this article thus far. We will create a second custom event; see if you can achieve this goal using only the skeleton guide mentioned next. If you struggle, simply refer back to the detailed steps we followed for the ObjectClickCheck event: Click Add Event | Advanced | Custom Event. A new event will appear at the bottom of the events pane. Double Click on the event in the events pane to change its label to Handle Dir Clicks for readability purposes. Between When and happens, enter the name HandleDirectionClicks. This is the handle we will use to refer to this event in code. Go back to the Updated event, right click on the Trigger event in behavior for self block that is already in the always block, and select copy from the menu. Right-click anywhere on the canvas and select paste from the menu to create an exact duplicate of the block. Change the event being triggered from ObjectClickCheck to HandleDirectionClicks. Keep the value PlayerHandler for the behavior field. Drag and drop the new block so that it sits immediately under the original. Holding Alt on the keyboard, and clicking and dragging on a block, creates a duplicate of that block. Were you successful? If so, you should see these changes and additions in your behavior (note that the order of the events in the events pane does not affect the game logic, or the order in which code is executed). Learning to create and utilize custom events in Stencyl is a huge step towards mastering the tool, so congratulations on having come this far! Testing and debugging As with all fields of programming and software development, it is important to periodically and iteratively test your code. It's much easier to catch and repair mistakes this way. On that note, let's test the code we've written so far, using print blocks. Browse to and select Flow | Debug | print from the blocks palette: Now, drag a copy of this block into both of your custom events, snapping it neatly into the when happens blocks as you do so. For the ObjectClickCheck event, type Object Click Detected into the print block For the HandleDirectionClicks event, type Directional Click Detected into the print block. We are almost ready to test our code. Since this is an Actor Behavior, however, and we have not yet attached it to our Cowboy actor, nothing would happen yet if we ran the code. We must also add an instance of the Cowboy actor to our scene: Click the Attach to Actor Type button to the top right of the blocks palette: Choose the Cowboy Actor from the ensuing list, and click OK to commit. Go back to the Dashboard, and open up the Level 1 scene. In the Palette to the right, switch from Tiles to Actors, and select the Cowboy actor: Ensure Layer 0 is selected (as actors cannot be placed on background layers). Click on the canvas to place an instance of the actor in the scene, then click on the Inspector, and change the x and y Scale of the actor to 0.8: Well done! You've just added your first behavior to an Actor Type, and added your first Actor Instance to a scene! We are now ready to test our code. First, Click the Log Viewer button on the toolbar: This will launch the Log Viewer. The Log Viewer will open up, at which point we need only set Platform to Flash (Player), and click the Test Game Button to compile and execute our code: After a few moments, if you have followed all of the steps correctly, you will see that the game windows opens on the screen and a number of events appear on the Log Viewer. However, none of these events have anything to do with the print blocks we added to our custom events. Hence, something has gone wrong, and must be debugged. What could it be? Well, since the blocks simply are not executing, it's likely a typo of some kind. Let's look at the Player Handler again, and you'll see that within the Updated event, we've referred to the behavior name as PlayerHandler in both trigger event blocks, with no space inserted between the words Player and Handler: Update both of these fields to Player Handler, and be sure to include the space this time, so that it looks like the following (To avoid a recurrence of this error, you may wish to use the dropdown menu by clicking the downwards pointing grey arrow, then selecting Behavior Names to choose your behavior from a comprehensive list): Great work! You have successfully completed your first bit of debugging in Stencyl. Click the Test Game button again. After the game window has opened, if you scroll down to the bottom of the Log Viewer, you should see the following events piling up: These INFO events are being triggered by the print blocks we inserted into our custom events, and prove that our code is now working. Excellent job! Let's move on to a new Actor; prepare to meet Dastardly Dan! Adding the Balloon Let's add the balloon actor to our game, and insert it into Level 1: Go to the Dashboard, and select Actor Types from the RESOURCES menu. Press Click here to create a new Actor Type. Name it Balloon, and click Create. Click on This Actor Type contains no animations. Click here to add an animation. Change the text in the Name field to Default. Un-check looping?. Press the Click here to add a frame. button. The Import Frame from Image Strip window appears. Change the Scale to 4x. Click Choose Image... then browse to Game AssetsGraphicsActor Animations and select Balloon.png. Keep Columns and Rows set to 1, and click Add to commit this frame to the animation. All animations are created with a box collision shape by default. In actuality, the Balloon actor requires no collisions at all, so let's remove it. Go to the Collision context, select the Default box, and press Delete on the keyboard: The Balloon Actor Type is now free of collision shapes, and hence will not interact physically with other elements of our game levels. Next, switch to the Physics context: Set the following attributes: Set What Kind of Actor Type? to Normal. Set Can Rotate? To No. This will disable all rotational physical forces and interactions. We can still rotate the actor by setting its rotation directly in the code, however. Set Affected by Gravity? to No. We will be handling the downward trajectory of this actor ourselves, without using the gravity implemented by the physics engine. Just before we add this new actor to Level 1, let's add a behavior or two. Switch to the Behaviors context: Then, follow these steps: This Actor Type currently has no attached behaviors. Click Add Behavior, at the bottom left hand corner of the screen: Under FROM YOUR LIBRARY, go to the Motion category, and select Always Simulate. The Always Simulate behavior will make this actor operational, even if it is not on the screen, which is a desirable result in this case. It also prevents Stencyl from deleting the actor when it leaves the scene, which it would automatically do in an effort to conserve memory, if we did not explicitly dictate otherwise. Click Choose to add it to the behaviors list for this Actor Type. You should see it appear in the list: Click Add Behavior again. This time, under FROM YOUR LIBRARY, go the Motion category once more, and this time select Wave Motion (you'll have to scroll down the list to see it). Click Choose to add it to the behavior stack. You should see it sitting under the Always Simulate behavior: Configuring prefab behaviors Prefab behaviors (also called shipped behaviors) enable us to implement some common functionality, without reinventing the wheel, so to speak. The great thing about these prefab behaviors, which can be found in the behavior library, is that they can be used as templates, and modified at will. Let's learn how to add and modify a couple of these prefab behaviors now. Some prefab behaviors have exposed attributes which can be configured to suit the needs of the project. The Wave Motion behavior is one such example. Select it from the stack, and configure the attributes as follows: Set Direction to Horizontal from the dropdown menu. Set Start Speed to 5. Set Amplitude to 64. Set Wavelength to 128. Fantastic! Now let's add an Instance of the Balloon actor to Level 1: Click the Add to Scene button at the top right corner of your view. Select the Level 1 scene. Select the Balloon. Click on the canvas, below the Cowboy actor, to place an instance of the Balloon in the scene: Modifying prefab behaviors Before we test the game one last time, we must quickly add a prefab behavior to the Cowboy Actor Type, modifying it slightly to suit the needs of this game (for instance, we will need to create an offset value for the y axis, so the PC is not always at the centre of the screen): Go to the Dashboard, and double click on the Cowboy from the Actor Types list. Switch to the Behavior Context. Click Add Behavior, as you did previously when adding prefab behaviors to the Balloon Actor Type. This time, under FROM YOUR LIBRARY, go to the Game category, and select Camera Follow. As the name suggests, this is a simple behavior that makes the camera follow the actor it is attached to. Click Choose to commit this behavior to the stack, and you should see this: Click the Edit Behavior button, and it will open up in the Behavior Designer: In the Behavior Designer, towards the bottom right corner of the screen, click on the Attributes tab: Once clicked, you will see a list of all the attributes in this behavior appear in the previous window. Click the Add Attribute button: Perform the following steps: Set the Name to Y Offset. Change the Type to Number. Leave the attribute unhidden. Click OK to commit new attribute to the attribute stack: We must modify the set IntendedCameraY block in both the Created and the Updated events: Holding Shift, click and drag the set IntendedCameraY block out onto the canvas by itself: Drag the y-center of Self block out like the following: Click the little downward pointing grey arrow at the right of the empty field in the set intendedCameraY block , and browse to Math | Arithmetic | Addition block: Drag the y-center of Self block into the left hand field of the Add block: Next, click the small downward pointing grey arrow to the right of the right hand field of the Addition block to bring up the same menu as before. This time, browse to Attributes, and select Y Offset: Now, right click on the whole block, and select Copy (this will copy it to the clipboard), then simply drag it back into its original position, just underneath set intendedCameraX: Switch to the Updated Event from the events pane on the left, hold Shift, then click and drag set intendedCameraY out of the Always block and drop it in the trash can, as you won't need it anymore. Right-click and select Paste to place a copy of the new block configuration you copied to the clipboard earlier: Click and drag the pasted block so that it appears just underneath the set intendedCameraX block, and save your changes: Testing the changes Go back to the Cowboy Actor Type, and open the Behavior context; click File | Reload Document (Ctrl-R or Cmd-R) to update all the changes. You should see a new configurable attribute for the Camera Follow Behavior, called Y Offset. Set its value to 70: Excellent! Now go back to the Dashboard and perform the following: Open up Level 1 again. Under Physics, set Gravity (Vertical) to 8.0. Click Test Game, and after a few moments, a new game window should appear. At this stage, what you should see is the Cowboy shooting down the hill with the camera following him, and the Balloon floating around above him. Summary In this article, we learned the basics of creating behaviors, adding and setting Attributes of various types, adding and modifying prefab behaviors, and even some rudimentary testing and debugging. Give yourself a pat on the back; you've learned a lot so far! Resources for Article: Further resources on this subject: Form Handling [article] Managing and Displaying Information [article] Background Animation [article]
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Packt
06 Jun 2013
19 min read
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Playing with Particles

Packt
06 Jun 2013
19 min read
(For more resources related to this topic, see here.) Introducing particle effects Particle effects are the decorative flourishes used in games to represent dynamic and complex phenomena, such as fire, smoke, and rain. To create a particle effect, it requires three elements: a System, Emitters, and the Particles themselves. Understanding particle systems Particle systems are the universe in which the particles and emitters live. Much like the universe, we cannot define the size but we can define a point of origin which all emitters and particles will be placed relative to. We can also have multiple particle systems in existence at any given time, which can be set to draw the particles at different depths. While we can have as many particle systems as we want, it is best to have as few as possible in order to prevent possible memory leaks. The reason for this is that once a particle system is created, it will remain in existence forever unless it is manually destroyed. Destroying the instance that spawned it or changing rooms will not remove the system, so make sure it is removed when it is no longer needed. By destroying a particle system, it will remove all the emitters and particles in that system along with it. Utilizing particle emitters Particle emitters are defined areas within a system from which particles will spawn. There are two types of emitters to choose from: Burst emitters that spawn particles a single time, and Stream emitters that spew particles continuously over time. We can define the size and shape of the region in space for each emitter, as well as how the particles should be distributed within the region. Image When defining the region in space, there are four Shape options: DIAMOND, ELLIPSE, LINE, and RECTANGLE. An example of each can be seen in the preceding diagram, all using exactly the same dimensions, amount of particles, and distribution. While there is no functional difference between using any one of these shapes, the effect itself can benefit from a properly chosen shape. For example, only a LINE can make an effect appear to be angled 30 degrees. Image The distribution of the particles can also affect how the particles are expelled from the emitter. As can be seen in the preceding diagram, there are three different distributions. LINEAR will spawn particles with an equal random distribution throughout the emitter region. GAUSSIAN will spawn particles more towards the center of the region. INVGAUSSIAN is the inverse of GAUSSIAN, wherein the particles will spawn closer to the edges of the emitter. Applying particles Particles are the graphic resources that are spawned from the emitters. There are two types of particles that can be created: Shapes and Sprites. Shapes are the collection of 64 x 64 pixel sprites that comes built-in with GameMaker: Studio for use as particles. The shapes, as seen in the next diagram, are suitable for the majority of the most common effects, such as fireworks and flames. When wanting to create something more specialized for a game, we can use any Sprite in the Resource tree. Image There are a lot of things we can do with particles by adjusting the many attributes available. We can define ranges for how long it lives, the color it should be, and how it moves. We can even spawn more particles at the point of death for each particle. There are, however, some things that we cannot do. In order to keep the graphics processing costs low, there is no ability to manipulate individual particles within an effect. Also, particles cannot interact with objects in any way, so there is no way to know if a particle has collided with an instance in the world. If we need this kind of control, we need to build objects instead. Designing the look of a particle event is generally a trial and error process that can take a very long time. To speed things up, try using one of the many particle effect generators available on the Internet, such as Particle Designer 2.5 by Alert Games found here: http://alertgames.net/index.php?page=s/pd2. HTML5 limitations Using particle effects can really improve the visual quality of a game, but when developing a game intended to be played in a browser we need to be careful. Before implementing a particle effect, it is important to understand potential problems we may encounter. The biggest issue surrounding particles is that in order for them to be rendered smoothly without any lag, they need to be rendered with the graphics processor instead of the main CPU. Most browsers allow this to happen through a JavaScript API called WebGL. It is not, however, an HTML5 standard and Microsoft has stated that they have no plans for Internet Explorer to support it for the foreseeable future. This means a potentially significant portion of the game's potential audience could suffer poor gameplay if particles are used. Additionally, even with WebGL enabled, the functionality for particles to have additive blending and advanced color blending cannot be used, as none of the browsers currently support this feature. Now that we know this we are ready to make some effects! Adding particle effects to the game We are going to build a few different particle effects to demonstrate the various ways effects can be implemented in a game, and to look into some of the issues that might arise. To keep things straightforward, all of the effects we create will be a part of a single, global particle system. We will use both types of emitters, and utilize both shape and sprite-based particles. We will start with a Dust Cloud that will be seen anytime a Pillar is broken or destroyed. We will then add a system to create a unique shrapnel effect for each Pillar type. Finally, we will create some fire and smoke effects for the TNT explosion to demonstrate moving emitters. Creating a Dust Cloud The first effect we are going to create is a simple Dust Cloud. It will burst outwards upon the destruction of each Pillar and dissolve away over time. As this effect will be used in every level of the game, we will make all of its elements global, so they only need to be declared once. Open the Tower Toppling project we were previously working on if it is not already open. We need to make sure that WebGL is enabled when we build the game. Navigate to Resources | Change Global Game Settings and click on the HTML5 tab. On the left-hand side, click on the tab for Graphics. As seen in the following screenshot, there are three options under WebGL in Options. If WebGL is Disabled, the game will not be able to use the GPU and all browsers will suffer from any potential lag. If WebGL is Required, any browser that does not have this capability will be prevented from running the game. The final option is Auto-Detect which will use WebGL if the browser supports it, but will allow all browsers to play the game no matter what. Select Auto-Detect and then click on OK. Image Now that we have WebGL activated we can build our effects. We will start by defining our particle system as a global variable by creating a new script called scr_Global_Particles. code The first effect we are going to make is the Dust Cloud which will be attached to the Pillars. For this we only need a single emitter which we will move to the appropriate position when it is needed. Create a global variable for the emitter and add it to the particle system with the following code at the end of the script: code For this particle, we are going to use one of the built-in shapes, pt_shape_explosion, which looks like a little thick cloud of dust. Add the following code to the end of the script: code Once again we have made this a global variable, so that we have to create this Dust Cloud particle only once. We have declared only the shape attribute of this particle at this time. We will add more to this later once we can see what the effect looks like in the game. We need to initialize the particle system with the other global variables. Reopen scr_Global_GameStart and call the particles script. code With everything initialized, we can now create a new script, scr_Particles_DustCloud, which we can use to set the region of the emitter and have it activate a burst of particles. code We start by defining a small area for the emitter based on the position of instance that calls this script. The region itself will be circular with a Gaussian distribution so that the particles shoot out from the center. We then activate a single burst of 10 dust particles from the emitter. All we need to do now is execute this script from the destruction of a Pillar. Reopen scr_Pillar_Destroyand insert the following line of code on the line before the instance is destroyed: code We need to add this effect to the breaking of the Pillars as well. Reopen scr_ Pillar_BreakApart and insert the same code in the same spot. Save the game and then play it. When the glass Pillars are destroyed, we should see thick white clouds appearing as shown in the following screenshot: Image The particles are boring and static at this point, because we have not told the particles to do anything other than to look like the shape of a cloud. Let's fix this by adding some attributes to the particle. Reopen scr_Global_Particles and add the following code at the end of the script: code The first attribute we add is how long we want the particle to live for, which is a range between 15 and 30 steps, or at the speed of our rooms, a half to a whole second. Next, we want the particles to explode outwards, so we set the angle and add some velocity. Both functions that we are using have similar parameters. The first value is the particle type for which this is to be applied. The next two parameters are the minimum and maximum values from which a number will be randomly chosen. The fourth parameter sets an incremental value every step. Finally, the last parameter is a wiggle value that will randomly be applied throughout the particle's lifetime. For the Dust Cloud, we are setting the direction to be in any angle and the speed is fairly slow, ranging only a few pixels per step. We also want to change the size of the particles and their transparency, so that the dust appears to dissipate. Save the game and run it again. This time the effect appears much more natural, with the clouds exploding outwards, growing slightly larger, and fading out. It should look something like the next screenshot. The Dust Cloud is now complete. Image Adding in Shrapnel The Dust Cloud effect helps the Pillar destruction appear more believable, but it lacks the bigger chunks of material one would expect to see. We want some Shrapnel of various shapes and sizes to explode outwards for each of the different types of Pillars. We will start with the Glass particles. Create a new Sprite, spr_Particle_Glass, and with Remove Background checked, load Chapter 8/Sprites/Particle_Glass.gif.mhanaje This sprite is not meant to be animated, though it does have several frames within it. Each frame represents a different shape of particle that will be randomly chosen when the particle is spawned. We will want the particles to rotate as they move outwards, so we need to center the origin. Click on OK. Reopen scr_Global_Particles and initialize the Glass particle at the end of the script. code Once we have created the global variable and the particle, we set the particle type to be a Sprite. When assigning Sprites there are a few extra parameters beyond which resources should be used. The third and fourth parameters are for whether it should be animated, and if so, should the animation stretch for the duration of the particle's life. In our case we are not using animation, so it has been set to false. The last parameter is for whether we want it to choose a random subimage of the Sprite, which is what we do want it to do. We also need to add some attributes to this particle for life and movement. Add the following code at the end of the script: code When compared with the Dust Cloud, this particle will have a shorter lifespan but will move at a much higher velocity. This will make this effect more intense while keeping the general area small. We have also added some rotational movement through part_type_orientation. The particles can be set to any angle and will rotate 20 degrees per frame with a variance of up to four degrees. This will give us a nice variety in the spin of each particle. There is one additional parameter for orientation, which is whether the angle should be relative to its movement. We have set it to false as we just want the particles to spin freely. To test this effect out, open up scr_Particles_DustCloud and insert a burst emitter before the Dust Cloud is emitted, so that the Glass particles appear behind the other effect. code Save the game and then play it. When the Pillars break apart, there should be shards of Glass exploding out along with the Dust Cloud. The effect should look something like the following screenshot: Image Next we need to create Shrapnel for the Wood and Steel particles. Create new Sprites for spr_Particle_Wood and spr_Particle_Steel with the supplied images in Chapter 8/Sprites/ in the same manner as we did for Glass. As these particles are global, we cannot just swap the Sprite out dynamically. We need to create new particles for each type. In scr_Global_Particles, add particles for both Wood and Steel with the same attributes as Glass. Currently the effect is set to Always create Glass particles, something we do not want to do. To fix this we are going to add a variable, myParticle, to each of the different Pillars to allow us to spawn the appropriate particle. Open scr_Pillar_Glass_Create and add the following code at the end of the script: code Repeat the last step for Wood and Steel with the appropriate particle assigned. In order to have the proper particle spawn, all we need to do is reopen scr_Particles_DustCloud and change the variable particle_Glass to myParticle as in the following code: code Save the game and play the game until you can destroy all the three types of Pillars to see the effect. It should look something similar to the following screenshot, where each Pillar spawns its own Shrapnel: Image Making the TNT explosion When the TNT explodes, it shoots out some TNT Fragments which are currently bland looking Sprites. We want the Fragments to be on fire as they streak across the scene. We also want a cloud of smoke to rise up from the explosion to indicate that the explosion we see is actually on fire. This is going to cause some complications. In order to make something appear to be on fire, it will need to change color, say from white to yellow to orange. As we have already mentioned, due to the fact that WebGL is not supported by all browsers, we cannot utilize any of the functions that allow us to blend colors together. This means that we need to work around this issue. The solution is to use several particles instead of one. We will start by creating some custom colors so that we can achieve the look of fire and smoke that we want. Open scr_Global_Colors and add the following colors: code We already have a nice yellow color, so we add an orange, a slightly yellow tinted white, and a partially orange black color. In order to achieve the fake blending effect we will need to spawn one particle type, and upon its death, have it spawn the next particle type. For this to work properly, we need to construct the creation of the particles in the opposite order that they will be seen. In this case, we need to start by building the smoke particle. In scr_Global_Particles add a new particle for the smoke with the following attributes: code We start by adding the particle and using the built-in smoke shape. We want the smoke to linger for a while, so we set its life to range between a minimum of a second to almost two full seconds. We then set the direction and speed to be more or less upwards so that the smoke rises. Next, we set the size and have it grow over time. With the alpha values, we don't want the smoke to be completely opaque, so we set it to start at half transparent and fade away over time. Next, we are using part_type_color1 which allows us to tint the particle without affecting the performance very much. Finally, we apply some gravity to the particles so that any angled particles float slowly upwards. The smoke is the final step of our effect and it will be spawned from an orange flame that precedes it. code Once again we set up the particle using the built-in smoke shape, this time with a much shorter lifespan. The general direction is still mainly upwards, though there is more spread than the smoke. These particles are slightly smaller, tinted orange and will be partially transparent for its entire life. We have added a little bit of upward gravity, as this particle is in between fire and smoke. Finally, we are using a function that will spawn a single particle of smoke upon the death of each orange particle. The next particle in the chain for this effect is a yellow particle. This time we are going to use the FLARE shape, which will give a better appearance of fire. It will also be a bit smaller, live slightly longer than the orange particle, and move faster, spreading in all directions. We will not add any transparency to this particle so that it appears to burn bright. code We have only one more particle to create this effect for, which is the hottest and brightest white particle. Its construction is the same as the yellow particle, except it is smaller and faster. code We now have all the particles we need for this particle effect; we just need to add an emitter to spawn them. This time we are going to use a stream emitter, so that the fire continuously flows out of each Fragment. Since the Fragments are moving, we will need to have a unique emitter for each Fragment we create. This means it cannot be a global emitter, but rather a local one. Open scr_TNT_Fragment_Create and add the following code at the end of the script: code We create an emitter with a fairly small area for spawning with balanced distribution. At every step, the emitter will create five new Fire particles as long as the emitter exists. The emitter is now created at the same time as the Fragment, but we need the emitter to move along with it. Open scr_TNT_Fragment_Step and add the following code: code As already mentioned we need to destroy the emitter, otherwise it will never stop streaming particles. For this we will need to open obj_TNT_Fragment and add a destroy event with a new Script, scr_TNT_Fragment_Destroy, which removes the emitter attached. code This function will remove the emitter from the system without removing any of the particles that had been spawned. One last thing we need to do is to uncheck the Visible checkbox, as we don't want to see the Fragment sprite, but just the particles. Save the game and detonate the TNT. Instead of just seeing a few Fragments, there are now streaks of fire jetting out of the explosion that turn into dark clouds of smoke that float up. It should look something like the following screenshot: Image Cleaning up the particles At this point, we have built a good variety of effects using various particles and emitters. The effects have added a lot of polish to the game, but there is a flaw with the particles. If the player decides to restart the room or go to the SHOP immediately after the explosion has occurred, the emitters will not be destroyed. This means that they will continue to spawn particles forever, and we will lose all references to those emitters. The game will end up looking like the following screenshot: Image The first thing we need to do is to destroy the emitters when we leave the room. Luckily, we have already written a script that does exactly this. Open obj_TNT_Fragment and add a Room End event and attach scr_TNT_Fragment_Destroy to it. Even if we destroy the emitters before changing rooms, any particles remaining in the game will still appear in the next room, if only briefly. What we need to do is clear all the particles from the system. While this might sound like it could be a lot of work, it is actually quite simple. As Overlord is in every level, but not in any other room, we can use it to clean up the scene. Open obj_Overlord, add a Room End event and attach a new Script, scr_Overlord_RoomEnd, with the following line of code: part_particles_clear(system); This function will remove any particle that exists within the system, but will not remove the particle type from memory. It is important that we do not destroy the particle type, as we would not be able to use a particle again if its type no longer exists. Save the game, explode some TNT, and restart the room immediately. You should no longer see any particles in the scene. Summary In this article, we were provided with the details to add some spit and polish to the game to really make it shine. We delved into the world of particles and created a variety of effects that add impact to the TNT and Pillar destruction. Resources for Article : Further resources on this subject: HTML5: Generic Containers [Article] HTML5 Presentations - creating our initial presentation [Article] Deploying HTML5 Applications with GNOME [Article]
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21 Oct 2009
9 min read
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Creating Pseudo-3D Imagery with GIMP: Part 1

Packt
21 Oct 2009
9 min read
In the previous article I've written ( Creating Convincing Images with Blender Internal Renderer-part1), I discussed about creating convincing 3D still images through color manipulation, proper shadowing, minimal lighting, and a bit of post-processing, all using but one application – Blender. This time, the article you're about to read will give us some thoughts on how to mimic a 3D scene with the use of some basic 2D tools. Here again, I would stress that nothing beats a properly planned image, that applies to all genres you can think of. Some might think it's a waste of precious time to start sitting and planning without having a concrete output at the end of the thought process. But believe me, the ideas you planned will be far more powerful and beautiful than those ideas you just had, when you were just messing around and playing with the tool directly. In this article, I wouldn't be teaching you how to paint since I'm not good at it, rather I'll be leading you through a series of steps on how to digitally sketch/draw your scenes, give them subtle color shifts, add fake lighting, and apply filter effects to further emulate how 3D does its job. Primarily, this all leads you into a guide on how I create my digital drawings (though I admit they're not the best of its kind), but somehow I'm very proud, I eventually gave life to them from concept stage to digital art stage. It might be a bit daunting at first, but as you go along the series, you'll notice it gets simpler.  However, some might get confused as to how this applies to other applications since we're focusing on The GIMP in this article. That's not a problem at all once you are familiar with your own tool; it will just be a matter of working around the tools and options. I have been using The GIMP for a long time already, and as far as I can remember, I haven't complained on its shortcomings since those shortcomings are only but bits of features which I wouldn't be need at all.  So to those of you who have been and are using other image editing programs like Adobe Photoshop, Corel, etc., you're welcome to wander around and feel free to interpret some GIMP tools to that of yours.  It's all the same after all, just a tad bit difference on the interface. Just like what Jeremy Birn has said on one of his books: “Being an expert user of a 3D Program, bit itself, does not make the user into an artist more than learning to run a Word Processor makes someone into a good writer.” Additionally, one vital skill you have to develop is the skill of observation, which I myself ham yet to master. Methods Used Basic Drawing Selection Addition, Subtraction, Intersection Gradient Coloring Color Mixing Layering Layer Modes Layer Management Using Filters Requirements Latest version of The GIMP (download at http://www.gimp.org/downloads) Basic knowledge of image editing programs with layering capabilities Patience Let's Get Started! I would already assume you have the latest version of GIMP installed on your system and is running properly, otherwise, fix the problem or ask help from the forum (http://www.gimptalk.com). I'm also assuming you have all your previous tasks done before sitting down and going over this article (which I'm pretty much positive you are). And then lastly, be patient. Sketch it out The very first thing we're going to do is to sketch our ideas for the image, much like a single panel of a storyboard. It doesn't matter how good you draw it as long as you understand it yourself and you know what's going on in the drawing. This time, you can already visualize and create a picture of your final output and it's great if you did, if not, it's fine still. The important thing is we have laid down our scene one way or another. You can take your time sketching out your scenes and adding details to them like how many objects are seen, how many are in focus, what colors do they represent, how are your characters' facial expressions, what is the size of your image, etc. So just in case we forgot how it's going to look like in the end, we have a reference to call upon and that is your initial sketch. This way, you'll also be affected by the persistence of vision where after hours and hours (yay!) of looking on your sketch, you somehow see an afterimage of what you are about to create, and that's a good thing! I'm not good at sketching so please bear with my drawing: After this, it's now time to open up The GIMP and begin the actual fun part! First Run After executing GIMP, this should (and most likely) be the initial screen that's going to be displayed on your screen: The GIMP Initial Screen We don't want Wilbur (GIMP's Mascot) to be glaring at us from a blank empty window all the time, do we? And right now we could go ahead and add a canvas with which we'll be adding our aesthetic elements into, but before that you might want to inspect your application and tool preferences just to make sure you have set everything right. Activate the window with the menu bar at the top (since we currently have three windows to choose from), and then locate Edit > Preferences, as seen below: Locating GIMP's Preferences GIMP Preferences Everything you see here should be self-explanatory, if it isn't, just leave it for the moment and check the manual later, since I'm pretty much sure that thing you didn't understand on the Preferences must be something we will not use here.  So go ahead and save whatever changes you did and sometimes, GIMP might ask you to restart the application for the changes to take effect, then do what she says and we should be back on the black canvas shortly after application restart. By now, we should be having three windows, the main Toolbox Window (located on the left), the main Image Window (located on the middle), and the Layers Window (located on the right).  If, by any chance, the Layer Window is not there, go ahead and activate the Image Window and go to Windows > Layers or press CTRL + L to bring up the Layer Window. Showing the Layers Window Creating the Canvas Now that everything's set up, we'll go ahead and add a properly-sized canvas that we'll paint on, which will be the entire universe for our creation at a later stage. Let's go and create than now by going to File > New or by pressing CTRL+ N. A window will pop up asking you to edit and confirm the image settings for the canvas you're creating. You can choose from a variety of templates to use or you can manually input sizes (which we are going to do).  Before that, change the unit for coordinate display to inches just so we could have a better visual reference of how big our drawing canvass will be. Then on the Width input box, type 9 (for nine inches), and for the Height input box, type 6 (for six inches) respectively. This, however, is a very subjective portion, since you can just have any size you prefer, I just chose nine inches by six inches for the purposes of this article. Clicking the Advanced Options drop-down menu will reveal more options for you.  But right now, we'll never deal with that, just the width and height are sufficient for what we'll be need. When you're done setting up the dimensions and settings, click OK to confirm (is there a chance we could chance the OK buttons to “Alright” buttons, which sounds, uhmmm, better). Creating a New Image At this moment, we should be seeing a blank canvas with the dimensions that we've set awhile back. Then just at the right window (Layers Window), you'll notice there's already one layer present as compared to the default which is none. So everytime we add a new layer (which is very vital), we'll be referencing them over to the Layers Window. Since the creation of the layering system in image editors, it has been a blast to organize elements of an image and apply special effects on them as necessary. We can imagine layers as transparent sheets overlaying each other to form one final image; one transparent sheet can have a landscape drawn, another sheet contains trees and vegetation, and another sheet (which is above the tree sheets) is our main character. So together, we see a character with trees on a landscape in one. But as far as traditional layering is concerned, digital layering has been far more superior in terms of flexibility and the amount of modes we can experiment with. New Image with Layer This time might be a good idea to save our file natively, by that I mean save it in a format that is recognizable only by GIMP and that is lossless in format, so whether we save it a couple of times as such, no image compression happens and the image quality is not compromised. However, the native format is only related to GIMP and is not known elsewhere, so uploading such file to your website will show no image at all because it isn't recognized by the browser. In order to make it generally compatible, we export our image to known formats like JPEG, PNG, GIF, etc. depending on your need. Saving an image file on its native format preserves all the options we have like selections, paths, layers, layer modes, palettes, and many more. This native format that GIMP uses is known as .XCF which stands for “eXperimental Computing Facility”. Throughout this article, we'll save our files mainly in .xcf format and later on, when our tasks are done and we call our image finished, that's the time we export it to a readable and viewable format. Let's go ahead and save our file by going to File > Save, or by pressing CTRL + S. This brings up a window that we can type our filename into and browse and create the location for our files. Type whatever filename you wish and append the “.xcf” file extension at the end of the filename, or you can choose “GIMP xcf image” from a list on the lower half of the window. Saving an Image as XCF
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Packt
16 Jan 2014
12 min read
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Anatomy of a Sprite Kit project

Packt
16 Jan 2014
12 min read
(For more resources related to this topic, see here.) A Sprite Kit project consists of things usual to any iOS project. It has the AppDelegate, Storyboard, and ViewController classes. It has the usual structure of any iOS application. However, there are differences in ViewController.view, which has the SKView class in Storyboard. You will handle everything that is related to Sprite Kit in SKView. This class will render your gameplay elements such as sprites, nodes, backgrounds, and everything else. You can't draw Sprite Kit elements on other views. It's important to understand that Sprite Kit introduces its own coordinate system. In UIkit, the origin (0,0) is located at the top-left corner, whereas Sprite Kit locates the origin at the bottom-left corner. The reason why this is important to understand is because of the fact that all elements will be positioned relative to the new coordinate system. This system originates from OpenGL, which Sprite Kit uses in implementation. Scenes An object where you place all of your other objects is the SKScene object. It represents a single collection of objects such as a level in your game. It is like a canvas where you position your Sprite Kit elements. Only one scene at a time is present on SKView. A view knows how to transition between scenes and you can have nice animated transitions. You may have one scene for menus, one for the gameplay scene, and another for the scene that features after the game ends. If you open your ViewController.m file, you will see how the SKScene object is created in the viewDidLoad method. Each SKView should have a scene, as all other objects are added to it. The scene and its object form the node tree, which is a hierarchy of all nodes present in the scene. Open the ERGMyScene.m file. Here, you can find the method where scene initialization and setup take place: - (id)initWithSize:(CGSize)size The scene holds the view hierarchy of its nodes and draws all of them. Nodes are very much like UIViews; you can add nodes as children to other nodes, and the parent node will apply its effects to all of its children, effects such as rotation or scaling, which makes working with complex nodes so much easier. Each node has a position property that is represented by CGPoint in scene coordinates, which is used to set coordinates of the node. Changing this position property also changes the node's position on the screen. After you have created a node and set its position, you need to add it to your scene node hierarchy. You can add it either to the scene or to any existing node by calling the addChild: method. You can see this in your test project with the following line: [self addChild:myLabel]; After the node has been added to a visible node or scene, it will be drawn by the scene in the next iteration of the run loop. Nodes The methods that create SKLabelNode are self-explanatory and it is used to represent text in a scene. The main building block of every scene is SKNode. Most things you can see on the screen of any given Sprite Kit game is probably a result of SKNode. Node types There are different node types that serve different purposes: SKNode: This is a parent class for different types of nodes SKSpriteNode: This is a node that draws textured sprites SKLabelNode: This is a node that displays text SKShapeNode: This is a node that renders a shape based on a Core Graphics path SKEmitterNode: This is a node that creates and renders particles SKEffectNode: This is a node that applies a Core Image filter to its children Each of them has their own initializer methods—you create one, add it to your scene, and it does the job it was assigned to do. Some node properties and methods that you might find useful are: position: This is a CGPoint representing the position of a node in its parent coordinate system. zPosition: This is a CGFloat that represents the position of a node on an imaginary Z axis. Nodes with higher zPosition will be over the nodes that have lower zPosition. If nodes have the same zPosition, the ones that were created later will appear on top of those that were created before. xScale and yScale: This is a CGFloat that allows you to change the size of any node. The default is 1.0 and setting it to any other value will change the sprite size. It is not recommended, but if you have an image of a certain resolution, scaling it will upscale the image and it will look distorted. Making nodes smaller can lead to other visual artifacts. But if you need quick and easy ways to change the size of your nodes, this property is there. name: This is the name of the node that is used to locate it in the node hierarchy. This allows you to be flexible in your scenes as you no longer need to store pointers to your nodes, and also saves you a lot of headache. childNodeWithName:(NSString *)name: This finds a child node with the specified name. If there are many nodes with the same name, the first one is returned. enumerateChildNodesWithName:usingBlock:: This allows you torun custom code on your nodes. This method is heavily used throughout any Sprite Kit game and can be used for movement, state changing, and other tasks. Actions Actions are one of the ways to add life to your game and make things interactive. Actions allow you to perform different things such as moving, rotating, or scaling nodes, playing sounds, and even running your custom code. When the scene processes its nodes, actions that are linked to these nodes are executed. To create a node, you run a class method on an action that you need, set its properties, and call the runAction: method on your node with action as a parameter. You may find some actions in the touchesBegan: method in ERGMyScene.m. In this method, you can see that a new node (of the type SKSpriteNode) is created, and then a new action is created and attached to it. This action is embedded into another action that makes it repeat forever, and then a sprite runs the action and you see a rotating sprite on the screen. To complete the preceding process, it took only five lines, and it is very intuitive. This is one of the Sprite Kit strengths—simplicity and self-documenting code. As you might have noticed, Apple names methods in a simpler way so that you can understand what it does just by reading the method. Try to adhere to the same practice and name your variables and methods so that their function can be understood immediately. Avoid naming objects a or b, use characterSprite or enemyEmitter instead. There are different action types; here we will list some that you may need in your first project: Move actions (moveTo:duration:, moveBy, followPath) are actions that move the node by a specified distance in points Rotate actions are actions that rotate your nodes by a certain angle (rotateByAngle:duration:) Actions that change node scale over time (scaleBy:duration) Actions that combine other actions (sequence: to play actions one after another, and repeatAction: to play an action a certain amount of times or forever) There are many other actions and you might look up the SKAction class reference if you want to learn more about actions. Game loop Unlike UIKit, which is based on events and waits for user input before performing any drawing or interactions, Sprite Kit evaluates all nodes, their interactions, and physics as fast as it can (capped at 60 times per second) and produces results on screen. In the following figure, you can see the way a game loop operates: First, the scene calls the update:(CFTimeInterval)currentTime method and sends it the time at which this method was invoked. The usual practice is to save the time of the last update and calculate the time that it took from the last update (delta) to the current update to move sprites by a given number of points, by multiplying the velocity of a sprite by delta, so you will get the same movement regardless of FPS. For example, if you want a sprite to move 100 pixels every second, regardless of your game performance, you multiply delta by 100. This way, if it took long to process the scene, your sprite will move slightly further for this frame; if it is processed fast, it will move just a short distance. Either way you get expected results without complex calculations. After the update is done, the scene evaluates actions, simulates physics, and renders itself on screen. This process repeats itself as soon as it's finished. This allows for smooth movement and interactions. You will write the most essential code in the update: method, since it is getting called many times per second and everything on screen happens with the code we write in this method. You will usually iterate over all objects in your scene and dispatch some job for each to do, such as character moving and bullets disappearing off screen. The update: method is not used in a template project, but it is there if you want to customize it. Let's see how we can use it to move the Hello, World! label off the screen. First, find where the label is created in the scene init method, and find this line: myLabel.text = @"Hello, World!"; Add this code right after it: myLabel.name = @"theLabel"; Find the update: method; it looks like this: - (void)update:(CFTimeInterval)currentTime Insert the following code into it: [self enumerateChildNodesWithName:@"theLabel" usingBlock:^(SKNode *node, BOOL *stop) { node.position = CGPointMake(node.position.x - 2, node.position.y); if (node.position.x < - node.frame.size.width) { node.position = CGPointMake(self.frame.size.width, node.position.y); } }]; This method first finds the child node with the name "theLabel", and as we named our label the same, it finds it and gives control to the block inside. The child that it found is a node. If it finds other nodes with the name "theLabel", it will call the same block on all of them in the order they were found. Inside the block, we change the label position by 2 pixels to the left, keeping the vertical position the same. Then, we do a check, if the position of the label from the left border of the screen is further than the length of the label, we move the label to the right-hand side of the screen. This way, we create a seamless movement that should appear to be coming out of the right-hand side as soon as the label moves off screen. But if you run the project again, you will notice that the label does not disappear. The label takes a bit longer to disappear and blinks on screen instead of moving gracefully. There are two problems with our code. The first issue is that the frame is not changing when you rotate the screen, it stays the same even if you rotate the screen. This happens because the scene size is incorrectly calculated at startup. But we will fix that using the following steps: Locate the Endless Runner project root label in the left pane with our files. It says Endless Runner, 2 targets, iOS SDK 7.0 . Select it and select the General pane on the main screen. There, find the device orientation and the checkboxes near it. Remove everything but Landscape Left and Landscape Right . We will be making our game in landscape and we don't need the Portrait mode. Next, locate your ERGViewController.m file. Find the viewDidLoad method. Copy everything after the [super viewDidLoad] call. Make a new method and add the following code: - (void) viewWillLayoutSubviews { // Configure the view. [super viewWillLayoutSubviews]; SKView * skView = (SKView *)self.view; skView.showsFPS = YES; skView.showsNodeCount = YES; // Create and configure the scene. SKScene * scene = [ERGMyScene sceneWithSize:skView.bounds.size]; scene.scaleMode = SKSceneScaleModeAspectFill; // Present the scene. [skView presentScene:scene]; } Let's see why calculations of frame size are incorrect by default. When the view has finished its load, the viewDidLoad method is getting called, but the view still doesn't have the correct frame. It is only set to the correct dimensions sometime later and it returns a portrait frame before that time. We fix this issue by setting up the scene after we get the correct frame. The second problem is the anchoring of the nodes. Unlike UIViews, which are placed on screen using their top-left corner coordinates, SKNodes are getting placed on the screen based on their anchorPoint property. The following figure explains what anchor points are. By default, the anchor point is set at (0.5, 0.5), which means that the sprite position is its center point. This comes in handy when you need to rotate the sprite, as this way it rotates around its center axis. Imagine that the square in the preceding figure is your sprite. Different anchor points mean that you use these points as the position of the sprite. The anchor point at (0, 0) means that the left-bottom corner of our sprite will be on the position of the sprite itself. If it is at (0.5, 0.5), the center of the sprite will be on the position point. Anchor points go from 0 to 1 and represent the size of the sprite. So, if you make your anchor point (0.5, 0.5), it will be exactly on sprite center. We might want to use the (0,0) anchor point for our text label. Summary In this article, we saw the different parts of the Sprite Kit project, got an idea about various objects such as scenes, nodes, and so on. Resources for Article : Further resources on this subject: Interface Designing for Games in iOS [Article] Linking OpenCV to an iOS project [Article] Creating a New iOS Social Project [Article]
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