unrealengine解压后
2015-10-27 19:40:30 pizi0475 阅读数 991

http://blog.csdn.net/neil3d/article/details/46723589


Unreal Engine 4发布好长好长时间了,直到最近才有时间仔细去看一下。

TimSweeney老大一句话“IF YOU LOVE SOMETHING, SET IT FREE”,原来需要几十万授权金才能拿到的东西,就从$19,变成免费了,而且开源。作为一个国际顶尖的引擎,能走出这一步,对我等普通开发者真是福音啊。如此的牛X,再加上开源,相信Unreal Engine 4会火起来的,你看看最近E3上的产品展示也能感觉到。不过,Unreal的定位毕竟是“国际顶尖”,而非Unity3D那样的“开发大众化”,所以上手是有一定难度的。

下面我把对Unreal Engine 4的初步印象总结一下,特别针对像我一样有Unreal Engine 3的同学,希望更多的同学来已经学习Unreal。


UnrealScript去掉了

开发语言上最大的变化,莫过于把UnrealScript去掉了。
UnrealScript吧,当年来看还是一个非常NB的东西,要知道Unreal一代发布是1998年的事儿,而JAVA语言也就是95年才发布的。据说Tim Sweeney在开始设计Unreal的时候曾经考虑过使用Java作为上层语言,不过那时候Java还不成熟,所以他参考Java,实现了这个一个面向对象的,单根继承的脚本语言。不过,随着时间流转,Epic似乎并没有花太大的力气去演进UnrealScript。在Unreal Engine 3的时代,它确实显得有点老旧了,书写起来比一些现代语言确实有很多不方便的地方。所以,去掉就去掉吧。不过,值得注意的是,官方也留出了整合其他脚本语言的接口,例如LUA。


C++11

底层很多基础代码看上去有很强的亲切感,底层架构设计思路沿用了许多。底层依然是使用C++,不过用了很多C++11的特性,代码看上去简洁了不少。
项目的编译、构建使用UnrealBuildTool,这应该是从3代延续过来;另外,就是增加了一个UnrealHeaderTool工具,猜想是根据UCLASS,UPROPERTY等宏,生成自定义反射信息用的,具体的还待进一步研究。


Blueprint Visual Scripting

据说这是UE4最牛X的改进了。看了看,原来是Kismet的延伸,连源代码很多都是UKismentXXX那一套。UE3里面的Kistmet只限于在一个关卡中使用,而Blueprint扩展了。关卡可以有唯一的一个Level Blueprint,相当于原来的Kismet;另外增加了Blueprint Class,大概就是用Blueprint创建自定义的Actor、Pown之类的,由于有了这个功能所以原来的Archetype顺带也就被替代了。其实,作为老一代屌丝Coder,我一直对Kismet那种表达式层级可视化编程,一直不太感冒(像Unity的PlayMaker那样,提供更高层级抽象的可视化工具更好)。不过,既然是UE4主推的个东东,还是得看看。
不过,总体上给Designer一套可视化编程的东西,让他们自己实现一些关卡逻辑、游戏规则之类的,还真是一个特别好的方法。当然,我们这些Coder的工作还是不会丢掉的,例如游戏框架,游戏一些底层功能、常用模块还是要C++写好(或者使用LUA脚本?),封装给Blueprint来使用的。


AnimTree哪去了

UE3的AnimTree给我震撼太大了,所以特别关心UE4的动画系统。看了一下,貌似被分解成了BlendSpace和AnimGraph。
  • BlendSpace
    好比说“站立、走、跑”这三个动作,在UE3的AnimTree里面是有一个特定的node来混合的,根据移动速度不同。在UE4里,则需要创建一个BlendSpace1D资源,然后暴露出Speed参数。
  • AnimBlueprint
    使用Blueprint,AnimGraph,状态机等等控制角色的动画,怎么看上去和Unity的Mecanim有点像呢,唉~
看来AnimTree是真的不见了,很遗憾,因为我觉得那个使用树形结构来抽象的动画系统,实在是非常清晰而且强大。

渲染系统

基于物理的渲染(PBR:Physically-Based Rendering)效果真的是太NB了,Unity5虽然也是PBR,好像比UE4还是略逊一筹啊!这个无需多言了,各种DEMO视频大家都看了不少了。渲染流程也完全走延迟渲染了。但多线程渲染,SceneProxy、Material之类的基础架构没怎么变。

Behavior Tree

这个东西好像在国外的游戏AI领域这几年挺流行了,是个很高大上的东西,UE4直接做了,太好了。

另外,还有很多重大改进,例如Package,资源导入,增加插件支持等,这里就不一一细说了。推荐看一下官网的文章吧,作为本文的补充偷笑

2017-06-20 08:11:00 weixin_30835923 阅读数 5


Unreal Engine 4公布好长好长时间了。直到近期才有时间细致去看一下。

TimSweeney老大一句话“IF YOU LOVE SOMETHING, SET IT FREE”。原来须要几十万授权金才干拿到的东西,就从$19。变成免费了。并且开源。作为一个国际顶尖的引擎,能走出这一步,对我等普通开发人员真是福音啊。

如此的牛X。再加上开源,相信Unreal Engine 4会火起来的,你看看近期E3上的产品展示也能感觉到。只是。Unreal的定位毕竟是“国际顶尖”,而非Unity3D那样的“开发大众化”。所以上手是有一定难度的。

以下我把对Unreal Engine 4的初步印象总结一下,特别针对像我一样有Unreal Engine 3的同学。希望很多其它的同学来已经学习Unreal。


UnrealScript去掉了

开发语言上最大的变化。莫过于把UnrealScript去掉了。

UnrealScript吧,当年来看还是一个非常NB的东西。要知道Unreal一代公布是1998年的事儿,而JAVA语言也就是95年才公布的。

据说Tim Sweeney在開始设计Unreal的时候以前考虑过使用Java作为上层语言。只是那时候Java还不成熟。所以他參考Java,实现了这个一个面向对象的,单根继承的脚本语言。只是。随着时间流转。Epic似乎并没有花太大的力气去演进UnrealScript。在Unreal Engine 3的时代。它确实显得有点老旧了,书写起来比一些现代语言确实有非常多不方便的地方。

所以。去掉就去掉吧。只是。值得注意的是,官方也留出了整合其它脚本语言的接口。比如LUA。



C++11

底层非常多基础代码看上去有非常强的亲切感。底层架构设计思路沿用了很多。

底层依旧是使用C++,只是用了非常多C++11的特性,代码看上去简洁了不少。

项目的编译、构建使用UnrealBuildTool,这应该是从3代延续过来;另外,就是添加了一个UnrealHeaderTool工具。猜想是依据UCLASS。UPROPERTY等宏,生成自己定义反射信息用的,详细的还待进一步研究。


Blueprint Visual Scripting

据说这是UE4最牛X的改进了。看了看,原来是Kismet的延伸,连源码非常多都是UKismentXXX那一套。

UE3里面的Kistmet仅仅限于在一个关卡中使用,而Blueprint扩展了。关卡能够有唯一的一个Level Blueprint,相当于原来的Kismet;另外添加了Blueprint Class,大概就是用Blueprint创建自己定义的Actor、Pown之类的,由于有了这个功能所以原来的Archetype顺带也就被替代了。

事实上。作为老一代屌丝Coder。我一直对Kismet那种表达式层级可视化编程,一直不太感冒(像Unity的PlayMaker那样,提供更高层级抽象的可视化工具更好)。

只是。既然是UE4主推的个东东,还是得看看。

只是,整体上给Designer一套可视化编程的东西。让他们自己实现一些关卡逻辑、游戏规则之类的。还真是一个特别好的方法。当然,我们这些Coder的工作还是不会丢掉的。比如游戏框架,游戏一些底层功能、经常使用模块还是要C++写好(或者使用LUA脚本?),封装给Blueprint来使用的。


AnimTree哪去了

UE3的AnimTree给我震撼太大了,所以特别关心UE4的动画系统。

看了一下,貌似被分解成了BlendSpace和AnimGraph。

  • BlendSpace
    好比说“站立、走、跑”这三个动作,在UE3的AnimTree里面是有一个特定的node来混合的,依据移动速度不同。

    在UE4里,则须要创建一个BlendSpace1D资源。然后暴露出Speed參数。

  • AnimBlueprint
    使用Blueprint,AnimGraph,状态机等等控制角色的动画,怎么看上去和Unity的Mecanim有点像呢。唉~
看来AnimTree是真的不见了,非常遗憾。由于我认为那个使用树形结构来抽象的动画系统,实在是非常清晰并且强大。

渲染系统

基于物理的渲染(PBR:Physically-Based Rendering)效果真的是太NB了,Unity5尽管也是PBR,好像比UE4还是略逊一筹啊。这个无需多言了,各种DEMO视频大家都看了不少了。渲染流程也全然走延迟渲染了。

但多线程渲染,SceneProxy、Material之类的基础架构没怎么变。


Behavior Tree

这个东西好像在国外的游戏AI领域这几年挺流行了,是个非常高大上的东西。UE4直接做了,太好了。

另外,还有非常多重大改进。比如Package,资源导入,添加插件支持等,这里就不一一细说了。

推荐看一下官网的文章吧。作为本文的补充偷笑


转载于:https://www.cnblogs.com/liguangsunls/p/7052436.html

2015-07-02 19:38:32 Neil3D 阅读数 3916


Unreal Engine 4发布好长好长时间了,直到最近才有时间仔细去看一下。

TimSweeney老大一句话“IF YOU LOVE SOMETHING, SET IT FREE”,原来需要几十万授权金才能拿到的东西,就从$19,变成免费了,而且开源。作为一个国际顶尖的引擎,能走出这一步,对我等普通开发者真是福音啊。如此的牛X,再加上开源,相信Unreal Engine 4会火起来的,你看看最近E3上的产品展示也能感觉到。不过,Unreal的定位毕竟是“国际顶尖”,而非Unity3D那样的“开发大众化”,所以上手是有一定难度的。

下面我把对Unreal Engine 4的初步印象总结一下,特别针对像我一样有Unreal Engine 3的同学,希望更多的同学来已经学习Unreal。


UnrealScript去掉了

开发语言上最大的变化,莫过于把UnrealScript去掉了。
UnrealScript吧,当年来看还是一个非常NB的东西,要知道Unreal一代发布是1998年的事儿,而JAVA语言也就是95年才发布的。据说Tim Sweeney在开始设计Unreal的时候曾经考虑过使用Java作为上层语言,不过那时候Java还不成熟,所以他参考Java,实现了这个一个面向对象的,单根继承的脚本语言。不过,随着时间流转,Epic似乎并没有花太大的力气去演进UnrealScript。在Unreal Engine 3的时代,它确实显得有点老旧了,书写起来比一些现代语言确实有很多不方便的地方。所以,去掉就去掉吧。不过,值得注意的是,官方也留出了整合其他脚本语言的接口,例如LUA。


C++11

底层很多基础代码看上去有很强的亲切感,底层架构设计思路沿用了许多。底层依然是使用C++,不过用了很多C++11的特性,代码看上去简洁了不少。
项目的编译、构建使用UnrealBuildTool,这应该是从3代延续过来;另外,就是增加了一个UnrealHeaderTool工具,猜想是根据UCLASS,UPROPERTY等宏,生成自定义反射信息用的,具体的还待进一步研究。


Blueprint Visual Scripting

据说这是UE4最牛X的改进了。看了看,原来是Kismet的延伸,连源代码很多都是UKismentXXX那一套。UE3里面的Kistmet只限于在一个关卡中使用,而Blueprint扩展了。关卡可以有唯一的一个Level Blueprint,相当于原来的Kismet;另外增加了Blueprint Class,大概就是用Blueprint创建自定义的Actor、Pown之类的,由于有了这个功能所以原来的Archetype顺带也就被替代了。其实,作为老一代屌丝Coder,我一直对Kismet那种表达式层级可视化编程,一直不太感冒(像Unity的PlayMaker那样,提供更高层级抽象的可视化工具更好)。不过,既然是UE4主推的个东东,还是得看看。
不过,总体上给Designer一套可视化编程的东西,让他们自己实现一些关卡逻辑、游戏规则之类的,还真是一个特别好的方法。当然,我们这些Coder的工作还是不会丢掉的,例如游戏框架,游戏一些底层功能、常用模块还是要C++写好(或者使用LUA脚本?),封装给Blueprint来使用的。


AnimTree哪去了

UE3的AnimTree给我震撼太大了,所以特别关心UE4的动画系统。看了一下,貌似被分解成了BlendSpace和AnimGraph。
  • BlendSpace
    好比说“站立、走、跑”这三个动作,在UE3的AnimTree里面是有一个特定的node来混合的,根据移动速度不同。在UE4里,则需要创建一个BlendSpace1D资源,然后暴露出Speed参数。
  • AnimBlueprint
    使用Blueprint,AnimGraph,状态机等等控制角色的动画,怎么看上去和Unity的Mecanim有点像呢,唉~
看来AnimTree是真的不见了,很遗憾,因为我觉得那个使用树形结构来抽象的动画系统,实在是非常清晰而且强大。

渲染系统

基于物理的渲染(PBR:Physically-Based Rendering)效果真的是太NB了,Unity5虽然也是PBR,好像比UE4还是略逊一筹啊!这个无需多言了,各种DEMO视频大家都看了不少了。渲染流程也完全走延迟渲染了。但多线程渲染,SceneProxy、Material之类的基础架构没怎么变。

Behavior Tree

这个东西好像在国外的游戏AI领域这几年挺流行了,是个很高大上的东西,UE4直接做了,太好了。

另外,还有很多重大改进,例如Package,资源导入,增加插件支持等,这里就不一一细说了。推荐看一下官网的文章吧,作为本文的补充偷笑

2006-07-23 00:14:00 Net_Ghost 阅读数 4966
Unreal Engine 3
Overview
Unreal Engine 3 is a complete game development framework for next-generation consoles and DirectX9-equipped PC's, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers.
 
 
Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular and extensible framework for building, testing, and shipping games in a wide range of genres.
Visual Features
  • 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
  • Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
  • Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
    • Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
    • Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
    • Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
    • Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
  • All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
  • Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
  • The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
  • Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
  • Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
  • Volumetric environmental effects including height fog.
  • Extensible particle system with visual editor, supporting particle physics and environmental effects.
Characters in Unreal Engine 3 produce dynamic soft shadows with self-shadowing.
Shadows with fuzzy attenuation sweep around the scene as the torch moves.
 
Artist-authored panning and iridescent materials all seamlessly combine with per-pixel lighting and shadowing.
Normal-mapped translucent object distorts and attenuates the frame buffer, simulating ray-traced reflections.
 
The fuzzy shadows of clouds smoothly roll across the hills, while the windmill's rotating blades cast shadows on the ground beneath.
Soft-shadowed character standing in a bank of volumetric fog.
 
Light blooms using 64-bit color High Dynamic Range color.
The subtle interplay of normal mapped diffuse and specular lighting with fuzzy shadows.
 
Realtime particles in “UnrealCascade”, the modular, visual particle system editor.
Physics
  • Rigid body physics system supporting player interaction with physical game object, ragdoll character animation, complex vehicles, and dismemberable objects.
  • All renderable materials have physical properties such as friction.
  • Physics-driven sound.
  • Fully integrated support for physics-based vehicles, including player control, AI, and networking.
  • UnrealPhAT, the Visual physics modeling tool built into UnrealEd that supports creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
Ragdoll rigid body dynamics drive all objects in this scene, including these skeletal-animated objects.
Unreal Engine 3 improves on the vehicle physics features and provides an intuitive and interactive physics setup tool.
  •  
UnrealPhAT enables the creation and adjustment of skeletal setup, constraints, and breaking forces in realtime.
Animation
  • Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons.
  • Full mesh and bone LOD support.
  • “AnimSet Viewer” tool for browsing and organizing animations and meshes:
    • Ability to add game-specific notifications at specific points in the animation.
    • Tool for graphically placing ‘Sockets’ on bones to be used for attaching objects to the skeleton in the game, complete with preview.
    • Ability to preview ‘overlay’ meshes based on the same skeleton (e.g. armor).
“AnimSet Viewer” example with Socket Manager.
  • Animation is driven by an “AnimTree” - a tree of animation nodes including:
    • Blend controllers, performing an n-way blend between nested animation objects.
    • Data-driven controllers, encapsulating motion capture or hand animation data.
    • Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.
    • Procedural skeletal controllers, for game features such as having an NPC's head and eyes track a player walking through the level.
    • Inverse Kinematics solver for calculating limb pose based on a goal location (e.g. for foot placement).
  • “AnimTree Editor” allows programmers or animators to create complex blends and controller setups and preview them in realtime in the editor.
“AnimTree Editor” example.
  • New node and controller types can be easily added for game specific control.
  • Export tools for 3D Studio Max, Maya and XSI for bringing weighted meshes, skeletons, and animation sequences into the engine.
Game Framework & Artificial Intelligence
  • An object-oriented gameplay framework is provided supporting common game objects such as players, NPC's, inventory, weapons, and triggers.
  • Rich multi-level AI system supporting path-finding, complex level navigation, individual decision making, and team-based AI.
    • Pathfinding framework with full awareness of common game objects such as triggers, doors and elevators, allowing for complex navigation scenarios where an NPC will press switches, open doors, and navigate around temporary obstructions in order to reach its destination.
    • Navigation framework with support for short-term tactical combat, cover, and navigation off the path network.
    • Team-based AI framework suitable for first-person shooters, third-person shooters, and tactical combat games. The team-based AI framework provides support for team coordination, objective management, and long-term goals.
  • AI paths are viewable and editable by level designers in UnrealEd, allowing customization and hinting.
  • “UnrealKismet”, our visual scripting system:
    • Gives artists and level designers virtually limitless control over how a level will play without touching a single line of code.
    • By connecting together simple events and actions created by programmers, everything from simple behaviours to complete gameplay prototypes can be assembled quickly.
    • UnrealKismet supports hierarchies of scripts for organizing very complex sequences into manageable units.
“UnrealKismet” visual scripting system example 1.
“UnrealKismet” visual scripting system example 2.
  • “UnrealMatinee”, for keyframing properties over time and creating in-game cinematics:
    • Track based system, with support for controlling movement, modifying properties, playing animation and sound, making camera-cuts, changing FOV, fading etc.
    • Preview and scrubbing of sequence completely in-editor for instant feedback.
    • Curve editor, for getting fine control of movements or properties over time.
    • Ability to connect multiple actors to an UnrealMatinee group (e.g. for dimming 10 lights at once).
    • UnrealMatinee data can be shared across multiple instances (e.g. using the same animation for every door in a level).
    • Any property can trivially be exposed for UnrealMatinee to control. New track types can also be easily added.
  • UnrealMatinee and UnrealKismet are tightly integrated. Arbitrary gameplay events can be triggered at specific points in a sequence, and level designers have complete control over playing, stopping and reversing sequence playback.
UnrealEd's "Matinee" timeline-based sequencing tool.
Sound
  • Support for all major output formats of each platform, including 5.1 surround sound and certification-quality Dolby Digital.
  • 3D sound positioning, spatialization, Doppler shift.
  • Visual Sound Tool in UnrealEd gives sound designers complete control over sounds, sound levels, sequencing, looping, filtering, modulation, pitch shift, and randomization. Sounds parameters are separated from code to an extent that sound designers can control all sounds associated with gameplay, cinematics and animation sequences.
UnrealEd’s sound cue editor.
Networking
  • Internet and LAN play has been a hallmark of Epic's past competitive games such as Unreal Tournament 2004. The Unreal Engine has long provided a flexible and high-level network architecture suitable to many genres of games.
  • Internet and LAN play is fully supported on PC and all console platforms.
  • Unreal Engine gameplay network programming is high-level and data-driven, allowing UnrealScript game code to specify variables and functions to be replicated between client and server to maintain a consistent approximation of game state. The low-level game networking transport is UDP-based and combines reliable and unreliable transmission schemes to optimize gameplay, even in low-bandwidth and high-latency scenarios.
  • Client-server model supporting up to 64 players as provided. Also supports non-dedicated server (peer-to-peer mode) with up to 16 players.
  • Supports network play between different platforms (i.e. dedicated PC serving console clients; Windows, MacOS and Linux clients playing together.)
  • All gameplay features are supported in network play, enabling vehicle-based multiplayer games, competitive team games with NPC's or bots, cooperative play in a single player focused game, and so on. Support for auto-downloading and caching content, including cross-platform compatible UnrealScript code. This feature enables everything from user-create maps, to bonus packs, to complete game mods to be downloaded on the fly. In-game server browser GUI for finding and querying servers, keeping track of favorites, in-game chat, etc.
  • A “master server” component is provided for tracking worldwide servers, providing filtered server lists to players, etc. Worldwide game stats tracking system.
  • Please note that we don't provide a server or networking framework suitable for massive multiplayer games. Though such a task is a multi man-year engineering effort, several teams using the Unreal Engine have done so (including Sigil Games Online for Vanguard and NCSoft for Lineage II), demonstrating the feasibility of using the Unreal Engine as a MMORPG game client and tools pipeline, integrated with a proprietary server component.
Unreal Tournament 2004's in-game server browser
Framework for tracking worldwide player rankings in UT2004.
 
Networking framework suitable even for the world's most competitive action games.
UnrealEd Content Creation Tool
  • The Unreal Editor (UnrealEd) is a pure “What You See Is What You Get” content creation tool filling the void between 3D Studio Max and Maya, and shippable game content.
  • Visual placement and editing of gameplay objects such as players, NPC's, inventory items, AI path nodes, and light sources -- with a full realtime view of their appearance, including 100% dynamic shadowing. Includes a data-driven property editing framework, allowing level designers to easily customize any game object, and programmers to expose new customizable properties to designers via script.
  • Realtime terrain editing tools allowing artists to elevate terrain, paint alpha layers onto terrain to control layer blending and decoration layers, collision data, and displacement maps.
  • Visual Material Editor. By visually connecting the color, alpha and coordinate outputs of textures and programmer-defined material components, artists can create materials ranging from simple layered blends to extremely complex materials and dynamically interacting with scene lights.
  • A powerful browser framework for finding, viewing, and organizing game assets of all types.
  • Animation tool enables artists to import models, skeletons, and animations, and to tie them to in-game events such as sounds and script notifications.
  • In-editor “Play Here” button puts gameplay just one mouse click and a fraction of a second away. Here, you can test gameplay in-editor in one window while modifying objects and rearranging geometry in another.
  • Every Unreal Engine license includes the right to redistribute UnrealEd publicly, enabling teams to release the content creation tools along with their game to the mod community. Mod support has been a major factor behind the success of many prominent PC games today, and we anticipate that support for PC-based mod development may be a significant factor in future console games as well.
  • We provide plug-ins for 3D Studio Max and Maya to bring models into the Unreal engine with mesh topology, mapping coordinates, smoothing groups, material names, skeleton structure, and skeletal animation data.
  • Fully integrated source control, so that artists and level designers can check out content packages, modify, and check in from within the editor.
  • All the other niceties you'd expect from a modern content editing tool: Multi-level undo/redo, drag-and-drop, copy-and-paste, customizable key and color configuration, viewport management.
UnrealEd, the central hub that binds the various tools into a seamless package.
Visual interface for content browsing, searching, and management.
 
Visual terrain editor with realtime deformation, vegetation layers, and procedural layering.
Visual material editor enables artists to create elaborate shaders previously only accessible to programmers.
 
"Play In Editor" allows artists and designers to immediately see their changes in-game.
Distributed Computing Normal Map Generation Tool
Most of our characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. We provide a distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering.  The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time.
5,287 triangle in-game mesh in 3D Studio Max.
Purely geometric 2,000,000 triangle detail mesh in 3D Studio Max.
 
Resulting normal-mapped mesh in game.
 
Over 100 million triangles of source content contribute to the normal maps which light this outdoor scene.
Wireframe reveals memory-efficient content comprising under 500,000 triangles.
Programming Features
  • Unreal Engine 3 includes example content and 100% of the source code for the engine, editor, Max/Maya exporters, and the game-specific code for our internally-developed games.
  • Extensible, object-oriented C++ engine with software framework for persistence, dynamic loading of code and content, portability, debugging.
  • UnrealScript gameplay scripting language provides automatic support for metadata; persistence with very flexible file format backwards-compatibility; support for exposing script properties to level designers in UnrealEd; a GUI-based script debugger; and native language support for many concepts important in gameplay programming, such as dynamically scoped state machines and time-based (latent) execution of code.
  • Modular material component interface for extending visual tool and adding new shader components usable by artists in the visual shader GUI.
  • Source control friendly software architecture, scalable to large teams and multi-platform projects.
  • Unreal Engine 3 is provided as one unified codebase that compiles on PC and all supported next-generation console platforms. All game content and data files are compatible across all supported platforms, for fast turnaround time between code and content development on PC, and playtesting on console or PC.
  • Seek-free DVD loading optimization pass for consoles, able to load levels at >80% of DVD's physical transfer rate.
  • Extensible content-streaming framework suitable for multithreaded background DVD streaming of resources and predefined groups of resources based on LOD or programmatic control.
  • Unreal Engine 3 content and code are localization-aware, with a simple framework for externalizing all game text, sounds, images, and videos.  Unreal Engine 3 is based on the Unicode character set, and has full support for 16-bit Unicode fonts and text input, including importing TrueType fonts into renderable bitmap fonts.  Our games have shipped in 9 languages including Japanese, Chinese, and Korean.
UnrealScript provides for safe, easy game event programming.
Unicode-based localization framework powering UT2004 Korean version
Typical Content Specifications
Here are the guidelines we're using in building content for our next Unreal Engine 3 based game. Different genres of games will have widely varying expectations of player counts, scene size, and performance, so these specifications should be regarded as one data point for one project rather than hard requirements for all.
Characters
For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.
  • Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
  • Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.
  • Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.
Normal Maps & Texture maps
We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe.  Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.
Environments
Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles.
Lights
There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine's high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.
 
2006-07-23 00:08:00 Net_Ghost 阅读数 2985
Unreal Engine 2X
Overview
Unreal Engine 2X is the highly optimized engine behind the eye-popping visuals seen in Unreal Championship 2: The Liandri Conflict. UE2X pushes 3-4 times the polygons of the original Unreal Championship game, and in fact outperforms most current generation PC games even though they run on much faster CPUs. Couple that polygon throughput with its advanced material shader system and you have an engine that showcases the Xbox's potential.
Graphics Enhancements
Unreal Engine 2X supports both the Direct3D fixed function pipeline and the fully programmable pipeline. It has both vertex shader and pixel shader support. The vertex shader support, which it uses for hardware skinning, enables large numbers of animated meshes on screen at once. Its pixel shader materials push the limits of what can be done on an Xbox, giving you many advanced effects at your disposal.
Full Scene Light Bloom and Emissive Materials
Both emissive materials (materials that appear to emit light) and full screen light blooming are two of the post processing effects that UE2X supports. The full screen light bloom uses the luminance of pixels in the scene to determine whether or not they are “hot.” “Hot” pixels are then manipulated using image space techniques resulting in a soft light blooming effect. Emissive materials are handled in a similar way, except that which portions of an object that give off light are completely under the control of an artist.
Light bloom on sunshine and weapon
Masked emissive character skins and environments
Depth of field
UE2X supports two different modes of depth of field. The first mode is always on, is based upon an absolute depth/blur amount, and enhances z-depth perception. The other mode is used to focus on specific objects in the scene, blur objects outside the focus depth planes, and give the player the feel of looking through a rifle scope.
Always-on depth of field
Sniper zoom depth of field
Image Space Effects
Distortion, controllable filter kernel blurs, radial blurs, and color space manipulation are some of the image space effects supported by the UE2X engine. Distortion can even be applied on arbitrary geometry, for dynamic explosions, character effects, and the like.
Velocity-driven full-screen radial blur
Distortion to emulate water refraction
 
Radial blur and color ramp
Full screen blur from concussion
 
Distortion effects on arbitrary geometry
Color space manipulation
Dynamic Gamma
Dynamic gamma correction is used to keep textures crisp on televisions and is used to calculate the overall luminance of a scene for light blooming (an ocular adjustment effect).
Dynamic gamma adjusts light levels
Advanced Projected Lighting/Textures
UE2X improves projectors by handling them on the GPU to free up precious CPU cycles. Additionally, projector rendering batches multiple projectors into a single pass using specialized vertex and pixel shaders.
Complex lighting affecting character models
Complex projectors affecting character models
Efficient Player Shadows
UE2X uses special texture formats to make higher resolution shadows affordable on the Xbox. These shadows are 1/4 th the memory of the same resolution shadow without this optimization. Also, an optimized render path is used to give nice soft edges without multiple passes.
Highly detailed real-time player shadows
Memory Enhancements
Efficient Geometry Storage
Throughout the development of Unreal Engine 2X, we have paid special attention to the reduced console memory footprint. We've made creative use of vertex shaders to decompress all geometry on the GPU, during run-time. Areas receiving special attention include static mesh (object) geometry, terrain geometry, skeletal mesh (character) geometry, and BSP (world) geometry. We also have enhanced the engine to allow sharing of animation data across differing skeletons and skeletal meshes.
Instanced Content
It also supports instancing of world meshes, animated meshes, and particle systems. Instancing these types of objects lets you place more of them in your environment with less memory and CPU cost than non-instanced methods.
Memory Tracking
Because memory is so critical for console development, UE2X offers a variety of tools for better tracking of memory consumption, including leak detection.
Additional Features
Split-Screen Rendering
Unreal Engine 2X supports 2- and 4-port split-screen rendering, as well as arbitrary viewports for picture-in-picture effects. These split-screen modes work seamlessly across the network, and in fact share rendering and networking tasks for optimal consumption of GPU and network resources. If necessary for your title, UE2X also provides scalable options for increasing frame rate by reduced rendering fidelity on static meshes, particle systems, characters.
Vehicle Support
The vehicle systems from the award-winning Unreal Tournament 2004 Onslaught game, support in Unreal Engine 2.5, are also available in Unreal Engine 2X.
Vehicles from UT2004 Onslaught gametype
GUI System and Editor
UE2X uses an Xbox-optimized version of the GUI library that shipped with Unreal Tournament 2004. This includes support for the editing suite, which allow menu layout in real time. The UE2X GUI system also integrates seamlessly with UIX, Microsoft's skinnable user interface for Xbox Live. The GUI supports most standard widgets, plus numerous complex objects such as streaming videos, but it is also easily extensible by teams with special needs.
Full graphical user interface system
Interactive editing of gui elements
“Prefabricated” Unreal Matinee Sequences
Unreal Engine 2X allows creation and reuse of Unreal Matinee sequences, such as camera movement, depth of field effects, etc. These sequences can be invoked on the fly, during gameplay, and they automatically adjust to work within the constraints of the geometry in that area. Unreal Championship 2 uses this feature for on-the-spot ‘death blow' animations, triggerable in-game cinematics, and the like.
“Killing blow” sequence running during gameplay
Underneath the Hood
It also supports all the Xbox-specific features you would expect:
  • Xbox Live networking and voice
  • UIX library support for quick Xbox Live integration
  • PIX groups support for graphics performance investigation and debugging
  • XACT, the Xbox sound library and editing tools
  • XMV movie support, including using movies for arbitrary materials on any surface
Throughout the engine, we've made optimal use of proprietary NVIDIA and Xbox hardware that we can't discuss on this public website. Licensed Xbox developers should feel free to contact us for more details.
 
 

Unreal Engine 2X

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unreal Engine总结

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Unreal Engine 开篇

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