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					Overview of Unity Engine and Game Concepts


Overview of Unity
I’ve compiled a brief overview of some of the features and functionality that are already built into
the Unity engine, to give the team some scope of what the engine can do to aid with the game
concepts and to formally put forward my ideas.


Key Engine Points

Real-Time Editor
Unlike XNA or flash the Unity allows you to work real time in your game world. This allows the user
to drag and drop objects into the world, to move objects around in the 3D world in real time and to
build the environment visually instead of through code. This will allow the team to be more
productive and help the art designers bring the game to life.

Asset Pipeline
This will allow each member of the team to work using the software of their own preference with
Unity supporting different 3D models, imaging and audio formats.

Rendering
For a lightweight game engine you can get some really impressive in game results especially with
features like SSAO, however a lot of the more impressive post-processing elements of the engine are
limited to Unity pro users.

Programming
The engine uses three different types of programming languages, JavaScript, C#, and a dialect of
Python named Boo to allow more members of the team with programming knowledge to work on
developing classes.

Networking
The engine supports networking for multiplayer and co-op implementation.




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Overview of Unity Engine and Game Concepts


Imaging Effects (Unity Pro)

Depth of Field
Depth of Field is an effect added into most modern 3D games that most commonly used to give the
illusion of focus in FPS but also used to artistically and for such events as the character losing ****
DOF originates for film and photography where
the lens from a camera is only able to precisely
focus to a single distance at any time.
DOF’s use in video games is to blur objects that are
away from the player’s main focus, objects that
are both near and far away from the player or
objects that have no relevance to what the player
is interacting with at that current time.

The picture to the right shows DOF in Call of Duty.
The scope, body of the gun and the environment
closest to the player has a blur applied to it while
anything found inside the scope remains sharp.         Figure 1 - Use of DOF in Call of Duty MW


Ideas for use in our game
- For a side scrolling game it would be an easy tool to use to make our background look better
    than it actually was and to add depth to our side scrolling environment
-   Good tool to use to add cinematic effects
-   A excess use of DOF could add a artistic touch to our game


Hardware support

This effect requires a graphics card with pixel shaders (3.0) or OpenGL ES 2.0. Additionally, depth
texture support is required. PC: NVIDIA cards since 2004 (GeForce 6), AMD cards since 2005 (Radeon
X1300), Intel cards since 2006 (GMA X3000); Mobile: OpenGL ES 2.0 with depth texture support;
Consoles: Xbox 360, PS3.

All image effects automatically disable themselves when they cannot run on end-users graphics card

Bloom and Flares
This adds to the flat light that you would find in a game engine without this functionality by adding
image based bloom and generating digital lens flares. It can dramatically change any scene with light
by bleeding light and providing the user with the illusion of light glittering off shinny objects.

Ideas for use in our game
- It will just be an aesthetic addition to the game and can be added to the game at any point.




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Overview of Unity Engine and Game Concepts


Hardware support
This effect requires a graphics card
with pixel shaders (2.0) or OpenGL
ES 2.0. PC: NVIDIA cards since 2003
(GeForce FX), AMD cards since
2004 (Radeon 9500), Intel cards
since 2005 (GMA 900); Mobile:
OpenGL ES 2.0; Consoles: Xbox
360, PS3.

All image effects automatically
disable themselves when they
cannot run on end-users graphics
card.                                  Figure 2 - Use of Bloom and Flares in the Unity Engine

Sun Shafts
The Sun Shafts image effect is a powerful technique to create radial light scattering such as god rays
or light beams that are originating from a very bright light source.

Ideas for use in our game
- It will just be an aesthetic addition to the game and can be added to the game at any point.




                                 Figure 3 - Example of Light Shafts in Unity
Hardware support
This effect requires a graphics card with pixel shaders (2.0) or OpenGL ES 2.0. Additionally, depth
texture support is required. PC: NVIDIA cards since 2004 (GeForce 6), AMD cards since 2004 (Radeon
9500), Intel cards since 2006 (GMA X3000); Mobile: OpenGL ES 2.0 with depth texture support;
Consoles: Xbox 360, PS3.

All image effects automatically disable themselves when they cannot run on end-users graphics card.

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Overview of Unity Engine and Game Concepts


My Concept Ideas
Type of Gameplay
Racing Game:

After spending some time creating a racing game of my own in unity I have a basic knowledge and
understanding on how to get a basic game working in Unity.




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posted:10/22/2011
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