• Title/Summary/Keyword: Unreal

Search Result 117, Processing Time 0.027 seconds

First-Person Shooter Game Development using Unreal Engine (언리얼 엔진을 통한 FPS 게임 개발)

  • Kim, Soo-Kyun;Kang, Heau-Jo;Sung, Kyung
    • Journal of Advanced Navigation Technology
    • /
    • v.14 no.5
    • /
    • pp.718-724
    • /
    • 2010
  • The Unreal Engine is a free game engine developed by Epic Games. In this paper, we propose a First Person Shooter (FPS) game development using free Unreal Development Kit. The merit of Unreal engine provide a hight degree of portability, and it is a tool used by many game developers today, supporting a multitude of platforms on personal computers and many video game consoles with free toolkit. But it is required high-performance PC to develop game. This toolkit doe s not high-quality computer programming skill, just possible to develop FPS game easily.

Design And Development of Game AI Using Unreal Engine 4 Behavior Tree (Unreal Engine4의 Behavior Tree를 이용한 게임 AI 설계 및 구현)

  • Bae, Sung-Jin;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.01a
    • /
    • pp.267-269
    • /
    • 2016
  • 본 논문에서는 언리얼 엔진4의 Behavior Tree(행동 트리)를 이용하여 NPC의 다양한 상태와 움직임을 가진 어드벤처 게임 AI를 설계 및 개발하였고, 그 효율성을 분석하였다. Behavior Tree는 상태와 행동을 계층적으로 나누어 AI의 행동을 결정하는 알고리즘으로 FSM(Finite State Machine, 유한상태기계)과 비교하여 유지보수와 행동 규칙 검증의 어려움을 해결하는 데 장점이 있음을 확인하였다.

  • PDF

The Content Development for puzzle and escape game based Virtual reality technology (가상현실 기반 퍼즐과 탈출게임 콘텐츠 개발)

  • Kim, Jun-Hyung;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.05a
    • /
    • pp.619-621
    • /
    • 2018
  • 최근 가상현실을 활용한 게임콘텐츠들이 많이 제작되고 있다. 그러나 킬러콘텐츠가 부족한 상황이며 가상현실 게임을 즐기기 위해 사용하는 HMD(Head Mounted Display)는 멀미감 때문에 장시간 사용하기 힘들다. 본 연구에서는 멀미감을 최소화할 수 있는 퍼즐과 요즈음 오프라인에서 인기가 있는 방탕출 게임을 동시에 즐길 수 있는 콘텐츠를 제안한다. 특히, 개발한 콘텐츠는 Unreal Engine을 사용함으로서 게임에 현실성을 더욱 가미할 수 있었고 남녀노소 누구나 즐길 수 있는 범용적인 콘텐츠이다. Unreal Engine을 활용한 게임이 별로 많지 않아 본 콘텐츠는 향후 Unreal Engine를 활용한 게임을 제작하는데 도움이 될것이라 사료된다.

  • PDF

Virtual Reality FPS game contents development Using Unreal Engine4 (언리얼 엔진(Unreal Engine4)을 이용한 가상현실 FPS게임 콘텐츠 개발)

  • Yun, Tae-Jin;Jo, Ho-Dong;Park, Jae-Woo;Park, Jun-Keun;Baek, Seung-Jae
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.437-438
    • /
    • 2018
  • 최근 ICT산업의 주요 이슈인 가상현실(Virtual Reality, VR)은 다수의 IT기업들이 투자를 아끼지 않고 있다. 본 논문에서는 3D 디스플레이의 대표적인 HMD에 대한 장점인 몰입감, 공간감, 헤드트래킹에 대해 이해를 위해 HTC Vive을 이용해 Unreal Engine4 V4.19 게임엔진의 Level과 Gameinstance와 Actor에 대한 상호작용과 Timeline과 Random함수에 대한 이해를 기반으로 VR환경 FPS(First Person Shooter)게임 콘텐츠를 개발하였다.

  • PDF

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
    • /
    • v.11 no.3
    • /
    • pp.150-156
    • /
    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.75-80
    • /
    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
    • /
    • v.21 no.9
    • /
    • pp.11-21
    • /
    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

Performance Evaluation of IOCP Game Server and Game Variable Obfuscation Program (IOCP 게임 서버 및 게임 변수 난독화 프로그램 성능 평가)

  • Cha, Eun-Sang;Kim, Youngsik
    • Journal of Korea Game Society
    • /
    • v.19 no.6
    • /
    • pp.71-82
    • /
    • 2019
  • This paper analyzes performance difference between Unreal Engine's built-in network solution and IOCP server. To do this, we developed IOCP server and 3D game with Unreal Engine 4. Also we considered the game variable obfuscation program to prevent the modification of the memory of the code-modulated game hacking program. This paper used SCUE4 Anti-Cheat Solution, which is Unreal Engine's solution, to study preventing memory modification and to analyze performance trade-offs.

Realistic Visualization of Car Configurator Based On Unreal Engine 4(UE4)

  • Zhong, Yiming;Yun, Tae Soo;Lee, Byung Chun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.1
    • /
    • pp.105-115
    • /
    • 2022
  • The platform for displaying cars has been changing with the times. From the popularity of paper media to the rise of computer graphics, the improvement of technology has brought more space and possibilities to the automotive industry. Yiming Zhong proposed the workflow of car configurator through Unreal Engine 4 to implement the basic functions of configuration in 2021, according to Yiming Zhong's final presentation, there is still room to improve the realism of graphics and functionality of the car configurator. Therefore, in this paper we propose to upgrade the car shaders and lighting environments according to the real-world physics and add multi-scenes switching function to car configurator. However the multi-scenes switching function also brings a large amount of data, which leads to the problem of display lag. At the end of the paper, we use the level of details(LOD) process to reduce the amount of data for real-time computing in Unreal Engine 4 and the increase of frames per second(FPS) values verifies the feasibility of our optimization solution.

An Analysis of Uncanny Valley Effects in Virtual Character Graphics -Focusing on the character modeling of Unreal Engine Marketplace- (가상 캐릭터 그래픽에서의 언캐니 밸리 효과 분석 -언리얼 엔진 마켓플레이스의 캐릭터 모델링을 중심으로-)

  • Ji-Won, Seo;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.1
    • /
    • pp.1-6
    • /
    • 2023
  • Uncanny Valley is a theory proposed by Japanese robot engineer Masahiro Mori in 1970, and refers to the point where the likability drops sharply when the appearance of a robot becomes very similar to a human being without a fully equipped robot. In this study, the theory of existing literature, related papers, and experimental data were analyzed to examine the Uncanny Valley effect that affects character design. The purpose of this study is to analyze whether the Uncanny Valley effect is applied to modeling virtual characters distributed in the Unreal Engine Marketplace. To this end, 15 characters were selected based on the similarity with humans in the Marketplace of the Unreal Engine, and similarity with humans and likability were investigated and analyzed. As a result of the experiment, it was confirmed that the Uncanny Valley effect was similarly applied to virtual character modeling, and through this, guidelines for the use of characters by indie game developers or individual developers using Unreal engines were presented. In addition, through result analysis, we tried to examine the direction to be pursued when designing characters.