• Title/Summary/Keyword: 유니티 게임엔진

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Development of Strategy Game using Real Time Simulation and Side Scrolling (샌드박스 형식의 1인칭 생존 게임 개발)

  • Choi, JoonSeok;Kim, Jin Han;Kim, Soo Kyun;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.223-224
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    • 2020
  • 본 논문은 개발 논문으로써 유니티 엔진을 이용하여 1인칭으로 진행하는 샌드박스 게임으로 악조건 속에서 생존하며 안전한 거점을 확보하는 것이 게임 개발의 목표이다. 제안 게임은 플레이어가 아무 것도 없는 상황에서 자유롭게 행동을 할 수 있는 조건을 가지도록 하며, 이를 통해 다양한 종류의 경험과 게임 포인트에 대한 전략을 통해 플레이어들에게 게임에서 큰 흥미와 성취감을 갖도록 하는 장점으로 가지고 있다.

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Interface Design of Unity Launcher for Android Smart OTT Platform (안드로이드 스마트 OTT 플랫폼용 유니티 런처의 인터페이스 설계)

  • Kang, M.G.;Shin, J.C.;Lee, Y.J.;Kim, D.H.;Song, S.I.;Jung, S.M.;Yeo, H.G.;Kim, I.K.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.191-193
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    • 2014
  • 본 논문에서는 안드로이드 기반의 스마트 셋톱박스인 OTT(Over The Top)가 3D 게임용 유니티 엔진을 위한 인터페이스를 제공하는 유니티 런처의 설계를 기반으로 LS(HTTP Live Streaming) 스트리밍 서버 및 스트리밍 동영상용 3D 텍스쳐를 설계한다.

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Development of 3D Running Game using NGUI (NGUI를 이용한 3D 러닝게임 개발)

  • Im, KwangHyuk;Kim, Soo Kyun;Jung, JanWoo;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.335-336
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    • 2018
  • 논문에서의 게임 개발은 Unity3D 안드로이드 플랫폼 기반으로 게임 설계를 목적으로 한다. 한때 모바일 게임 시장에서 큰 인기를 누렸던 2D 러닝 게임을 Unity 3D 엔진을 이용해 3D 러닝 게임으로 개발하는 연구 배경이 되었고 간단한 조작법으로 쉽게 게임을 설계하는 것을 목적으로 한다.

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Non-Player Character Control in Racing Game using Mouth-Wind Interface (입 바람 인터페이스를 이용한 레이싱 게임에서의 논플레이어 캐릭터 컨트롤)

  • Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.337-338
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    • 2019
  • 본 논문에서는 입 바람 인터페이스를 이용하여 레이싱 게임에서의 논플레이어 캐릭터(Non-player character, NPC)를 제어할 수 있는 새로운 프레임워크를 제안한다. 대부분의 게임 콘텐츠에서 캐릭터를 제어하는 손가락을 이용한 인터페이스 방식이다. 이 같은 인터페이스의 제약은 게임의 재미를 감소시킬 뿐만 아니라 콘텐츠를 사용하는데 있어서 사용자의 몰입을 감쇠시키는 원인이 된다. 본 연구에서는 입 바람 인터페이스를 이용하여 자동차의 방향 및 속도를 제어하고 입 바람으로부터 계산된 바람의 강도를 외력으로 이용하여 NPC를 제어할 수 있는 프레임워크를 제안하여, 게임의 몰입과 재미를 향상시킨다. 본 연구는 Unity 게임 엔진에서 개발했으며 레이싱 게임뿐만 아니라 다양한 콘텐츠에서 활용할 수 있다.

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REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.53-62
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    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.

One-man Mobile Casual Game Production Using Unity 3D (Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작)

  • Jung, Seo-Won;Kim, Jin-Mo
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.501-512
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    • 2014
  • Due to smart phones introduced since 2007, mobile contents production become activated and with this trend, attention among different age groups to production of mobile games has been growing. Whereas in the past, development of games was the domain of developers equipped with technical knowledge, provision of editor-type engines in recent times is lowering the high barrier of entry to game production. This paper proposes an event-based module design method from the perspective of general users, aimed at producing games by oneself with a Unity 3D, one of editor-type game engines. This is to plan behaviors and roles in the unit of modules in the whole process of a game to be in line with the perspective of game production by one person. Each module includes diverse events that express game characteristics. In addition, the script function provided by the Unity 3D is appropriate to embody the proposed module structure and utilizes the Unity 3D. Lastly, this study produce a simple 3D mobile casual game in order to verify whether effective game production from the planning to the development is possible through the proposed method.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

A Study on Design for Auto Battler game System Development (오토 배틀러 게임 설계에 관한 연구)

  • Sehoon Park;Minsu Gwon;Jaehyeon Lim;Sanghyeon Lee;;Dongju Kim
    • Annual Conference of KIPS
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    • 2024.05a
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    • pp.486-487
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    • 2024
  • 오토배틀러 게임은 타워 디펜스 장르에 PVP 요소를 랜덤 이동과 랜덤 전투 요소를 결합한 게임 장르이다. 본 논문에서는 유니티 엔진을 활용하여 오토배틀러 장르의 게임을 어떻게 설계했는지에 관한 연구이다.

A Fitness Game for Home Training with MediaPipe Technology (미디어 파이프 기술을 이용한 홈트레이닝용 피트니스 게임)

  • Woo-Jeong Yang;Seon-Min Moon;Ji-Hyang Heo;Seong-Yong Ohm
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.715-720
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    • 2024
  • This paper proposes a fitness service designed to effectively meet the increased demand for home training due to the COVID-19 pandemic. The service is a fitness game developed using MediaPipe technology and the Unity engine, featuring the integration of physical motion recognition to enable simultaneous exercise and gameplay (battles) in real time. Users can receive real-time feedback on their movements while playing the game, and after the game, they can review detailed records of their exercise sessions or check their workout history in a calendar format. Notably, by allowing users to collect various monsters as game rewards, the service encourages a more proactive approach to exercising different body parts, thereby enhancing both the effectiveness and sustainability of their workouts.