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Electronics and Communication

The document outlines the installation and familiarization processes for Unity and Unreal Engine, including steps for setting up projects and utilizing various features. It also covers character design, sprite creation, and animation techniques for game development. Additionally, it provides algorithms for implementing character movement and player controls within the game engines.

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0% found this document useful (0 votes)
17 views58 pages

Electronics and Communication

The document outlines the installation and familiarization processes for Unity and Unreal Engine, including steps for setting up projects and utilizing various features. It also covers character design, sprite creation, and animation techniques for game development. Additionally, it provides algorithms for implementing character movement and player controls within the game engines.

Uploaded by

sureshdevika59
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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[sonal Trvtallation of & game vine unihy | | Ont unreal ongime | | nixphion the Gul in ual i | Familioniy w Gul a il Conapboalin IAL thie Ree LS Gane oraaptualiy = aha x) [a) Chonadi. Qurign |b) Chanock dpnilir [¢) _Characto. movement | A) thanaer _Lantrol 5 [ii s)as Pawet Doig Bod of He vomtd oe | tia fom of tls long aA hradioe ard vatludive _otaech Ly ital 25 Ee es [> 5 lislul 26 | Duele a 2P inboackive Regasoa be [aululae [pmelaping a prygle gare unvg Pagans | ee taahal sone ae og Dee naa | g (als) 25 | Dowloping a 3D Game wring. Unval a Lele] 25 | Duxteping oo rratliptaye. game uring Unthy Familiariz Conceptualize the thes 1. Installatlon oftinity Procesat Step 1: Download Unity Hub website (httns://unity.com/) or (w tvh | + Unity Hub is a management too! that all matage Cif Unity, as well as access tutorials, projects, and assets : chet tad Step 2: Insiall Unity Hub + Open Unity Hub after installation. © Goto the “Instalis’ + Clickon the “Add” button to add a new Unity version. + Select the version of Unity you want s Unity an ion of the GUL in Us © for to install from the list of available versions. Unlock your creativity ree $$$ Step 3: Create or Sign in to Unity ID + Ifyouh r ty1D a Sy ate one in the Unity sone | | | Siep 4: Activate Unity License (Optionaij; Unity offers both free and paid licenses. Depending on your needs, appropriate license. you may choose the | | | | Documentation: wealth of resources, tutorials, and documentation to help you get started velopment. jals and resources directly from Unity Hub or from the Unity website. 1 Installation of Unreal Engine acedure: pf: Install Unreal Engine 1. Access the website athttns://www,unrealengine,com, 2. Register and download the Epic Games Launcher, Install and start the launcher. Click the Unreal Engine tab on the left-hand side. Glick on the Library tab that appears at the top of the screen. | | ae Click the + button next to ENGINE VERSIONS to add a version of Unreal Engine 10 the Jauncher. You can use the newest version 7. Click the Install button. The launcher will sta take a Jong time to complete. ston to start an already installed versie ine installed on the same machine = you top right of the launcher available. downloading the files needed for installation and mav' 8. Click the Launeh bi versions of Unreal Enj int version. The Launch button at the tis possible to have multiple simply set one of them as | ar will start the the curre current version. sep 2: Creating new project “After starting up Unreal he Recent Projects box on the top left is ust ve left are categories of templates used 10 cre se templates of the Ca s and using te | Tngine Falitor, the Unreal Project Browse will appear the other boxes on | .4 to open existing projects and following scree! fate a new project. Th snshot shows Installation of Unreal Engine Procedure: e at https.//www.unrealengine.com, Register and download the Epic Games Launcher Install and start the launcher. Glick the Unreal Engine tab on the left-hand side. Click on the Library tab that appears at the top of the screen. Click the + button next to ENGINE VERSIONS to add a version of Unreal Engine to th launcher. You can use the newest version available. 7. Glick the Install button. The launcher will start downloading the files needed installation and may take a long time to complete. #. Glickthe Launch button to start an already installed version. tis possible to versions of Unreal Engine installed on the same machine - you simply set one of them the current version. The Launch button at the top right of the launcher will start current version, Access the webs ares “After starting up Unreal Engine Editor, the Unreal Project Browser will appear ‘The Recent Projects box on the top left is used to open existing projects and the other boxes on the left are categories of templates used to create a new project, The following screenshot shows the templates of the Games ratecory i Pa | | | Select the Third Person template, choose a location folder, and fill in the Name field for the : t the Project Defaults mentioned in the previous list and then click the Create button, After the project loads, the Unreal Engine Level Editor will be displayed, as Step 3: The Unreal Engine Level Editor the key panels ofthe Level Editor I 1, Toolbar 2. Viewport 3. Content Browser 4. Outliner 5. Detals I Step 4: Blueprints Visual Scripting ‘The Toolbar Panel The Toolbar panel is located at the tap of the Blueprint buttons for editing Blueprints: The buttons are described as follows: ‘The Components panel ‘The Components panel shows all the Components that are partof the current Biuep! ass Editor and contains some essential 4, Famillarization of Unity GUL Procedure: | step 1: Scene Vier J+ TheScene View is where you design | step 2: Tootbar J The Toolbar provides quick access to common acti ‘Step 3: Unity Editor Layout \ build your game world, and tools 4.conceptualize the Theme fora 2D Game Procedure: 2: Theme: This 2D ombines the chatin of a whimsical bakery with the underwater Step 3: Story (Optional): You are a friendly seahorse who has opened a unique bakery on the ocean floor Step 4: Gameplay: + Players collect ingredients by completing mini-games or tasks. Step S: Art Style Step 6: Target Audience + This game is perfect for casual gamers and families who enjoy relaxing and creative experiences, Step 7: Create Art Style and Assets Step &: iterate ana Kerine 1 | { | I 1 Result: ‘Thus the installation of a game engine, Unity, Unreal Engine, familiarization of the GUL was Werified and installed successfully, Character Design aim: To conceptual sign fora game Algorithm: Step: 1 Brainstorm character concepts considering the game's theme, setting, and requ ‘Step: 3 Select one concept and refine it based on feedback and artistic vision. Create detailed artwork for the finalized character design, including front, side, and back views Peagrame for game chararter decign: 21 madeling, + Autodesk Maya, 3DSM 2 zivush + Blender: + Makeltuman, + Unreal Engine Autodesk Maya: = Developed for interactive 3D rendering in video games, animated _ features, television, and movies, Maya has been used in multiple successful projects, from Game of Thrones and Spider-Man to Halo and numerous Pixar movies. ‘Zorus! ‘© One of the great alternatives to Autodesk software, it is also widely used for modeling, texturing, and painting high-resolution 3D video game character models ‘© just ike the previous tools, this software is used for modeling, designing, and animating 3D characters, Makehuman: ‘+ Just like Blender, MakeHuman is an open source 3D graphics tool that can help you create realistic human beines. Unity: ‘© Unityis game design engine that you can access for free. It presents different ways to customize game character design and settings, building from predefined elements, GameMaker Studi * GameMaker Studio is a game development tool with its own programming system, . This is a de version, will present a fully customizable character creator. a ee Result: ‘Thus the character design using blender verified and executed successfully. x, No: 2b) Character Sprite Au 0 r ‘ | Algorithm: | seep 1:8) acter desig rite frames for various design step 3: Animate the sprite frames to create smooth transitions between different actions step 1 —create a new project mn Scratch. To get started, create a ew project in Scratch. Step 1: Go to MIT Scratch. —— > oo ee Step 2: Click om Create q a Se Step 3: Choose a Backdrop. How to use a backdrop in Scratch? ‘To use a backdrop in Scratch, you must follow the following steps: + Step 1: Open Scratch and click on the “Choose a Backctrop” option which isin blue color in the shape of a circle available at the extreme bottom left comer of the Scratch user interface, 1+ Step 2: Once you click on the blue button, the following options will appear on the screen. ‘You can choose, paint, surprise, and upload a backdrop using these options step 4: To paint a backdrop, click on the second option that says, “Paint step 5: Te a particular backdrop, cliek on the last option that says, “Upload ee How to edit the backdrop in Scratch? To edit a backdrop in Scratch, the user must follow the following steps: = °° ye FaghC of the screen under the wackarops” box avastable at tne extre Step 5: Write the script tor tne project Scene Headings "Stage/Acting Directions Dialogue Lines Step 7: Conclusion. i 2.Click on the canva: s one drag your mouse th deays 3.Create an outline of the sprite Step 4 - Fill in the sprite colors using the fill tool. _. 1.Click on the fill tool 2.Select the fill color 3.Click on the object to fill in, Step 5 -Export the sprite. ; Right-click on the sprite in the sprite menu. Z.CiseK export. a 2 meebo Ifwe want to save it as a png file. Click on “Convert to Bitmap" then export. =a: » —— Aw Ss oureur: a Result: ‘Thus the Character sprites using blender verified and executed successfully. Algorithm: step: To i on detection with ‘Creating Character Mavement. * Inside your PlayerCharacter_AB Animation Blueprint, navigate tothe Anim Graph. = The capt is used to evaluate a final pose forthe skeletal mesh, + Right-click on the AnimGraph and from the Actions drop down menu, search for and select Add New State Machine. “+ Rename your State Machine node to Locomotion, then double-click the node to open its and from the Acti graph, Drag off from the Entry 8 drop down menu, select Ada nt tab, click and drag your Speed float variable into the Blend + From the My Bluepi c's Speed vertical axis, variable into the Blend Space’s Direction horizontal axis. + Connect the Animation Pose output pin to the Animation Pose Result pin of the Output Animation Pose nod oe the Locomotion state machine. then lick and drag the Mavement stave | te a new Animation state named Crouch Movement. Double click the Transition rule node to open its Anim Graph, My eprint Tab, navigate to the variables category and drag your Is Crauched boolean Can Enter Transition input pin from the Result nade. Blueprint Tab, navigate to the varlables category and drag From the My your Speed and Direction float variables into their respective pins on the LocomotionCrouch_BS, then connect your LocomotionCrouch.BS An Result Pose Pose your Output Animation oe poe SRE rare «Compile and Save your Animation Blueprint. back to the Locomotion AnimGraph then click and drag off CrouchMovement Animation state and connect it to the Movement Animation. Transition rule node to open i's Anim Graph, ‘+ From the My Blueprints tab, click and drag the Is Crauched boolean variable onto the Anim Graph, select Get Is Crouched, then drag off from its output pin and in the drop down actions menu search for and select NOT Boolean, + Compile and Save, Lenin. Rename this Animation State to hen doub) to open its animation graph. vigate to the Asset trrewser ant searcin for Ju » Aron Jog, tien drag ie nto OT ‘+ Finish your Jump Animation State by connecting your Play jump. From Jog Animation Pose to your Output Animation Pose Result pin, Paria iad ndeah eet oe Mareen sto the Result node's Can Enter Transit pin igate back to the Locomotion Anim Graph, then click and drag off the Jump anim. node and create a transition to the Movement Anim Graph node. ¢s Anim Graph. crouched, and Is Jumping Boolean ‘ach of their output pins and from the drop ‘+ From the My Blueprints tab, click and drag Ue Is © variable onto the Anim Graph, then drag off fur and ugleet NOT Booteass, Tao RS =) ———————>>===_—__—=—_ + Connect both the Is Crouched, and Is Jumping NOT Boolean node output pins into the AND Boolean node's input pins, th connect the AND boolean's output pin into ‘he Result node's Can Enter Transition Input pin. ‘© Navigate back to the Locomotion Anim Graph, then click and drag olf the Crouch node and create a transition to the Jump node. “s Inside the CrouchMovement to Jump transition rule Anim Graph, navigate to the My Biuenrint tab. then click and drag vour Is Humaine bool variable onto the Result node's can Enter Transition input pit c ‘Transition rule node to open it’s Anim + Double-click the Jump to Crouch Move Graph omy Siwep! 1s Crowetied and Is Jumping #o onto the Anim Graph, tab, click and drag + Your completed Locomotion AnimGraph will resemble the image below, he Loe aph and AnimmGra alt pin e Res it Pose output he 0 | ———_—_—_————— SSS a Save. Compile an Te neal VG ERING, Ex.No:2d) Algorithm: step 1: Map plaver Inputs (es Step 2: Provide options for cus Step 3: Implement 2. Blocking 3. Sculpting STEP 1 in the Content Browser expand the Sources pane] and create a folder called Movies. In Explorer Rinne ee d video) nto 1 2, rag the Si project on your computer. 3, Inside your project he new fold or your ontrols for the player to interact with the character keyboard keys, controller buttons) to mizing controls to accommodate player pre special abilities or skills for the character, along with corresponding control 6, lect Show in Explorer. Playerand called MediaPlayer and MediaPlayer Video respectively Uv unwrapping. Rigging & Sra. associated Media Media Player asset and éisable the Play on Open option, (Place Aviors caus be ivuunl under Ue Window Lab iis wot wiready euabie! RING Blueprint Setup: Next, we want to set up our initial Blueprint, so later we ean adi funetions to 1. From the Main Toolbar, click the Blueprints button then select Open Level Blueprint. 2, In the Level Blueprint, create a variable called MediaPlayer (ofthe Media Player Object Reference type) and set it to point to your MediaPlayer asset © Ge grapiy and use Gpen Source and Event Begin Play to open your Video File Media Source asset in: Add an Up keyboard event connected toa Flip Flop and off your Media Player varia use Play and Pause as shown bel sses the Uparrow keyboard key, the Media Source will start playing while sing a second time will pause the video. Rate with the left key Zand the right key at 2 This will enable the Player to press the left arrow keyboard key to set the P Play Rate of the en in reverse at dave speed asa orward 1 playiacis) You could add additional Blueprint logic to determine the number of times the Player presses the rewind or fast-forward keys and increase or decrease the Pl lay Rate from 2x to Some frames willbe skipped at this rate, while Unthinned means that all frames wil be de "+ Addis Down keyboard event connected to a Flip Flop, then offs Media Player refer nce, 1 Get Time function cal lick on the Return Value of theGet Timenode and promatettem will close the Media Player when pressing the down arrow keyboard key, but store the the Media Player was stopped, 2, Oif the B pin of the Flip Flop your Video Media Source, 4. Drag off the Media Player reference and use the Assign On Media Opened tvent Dispatcher and connect as shown, the Open Source node and set the Media Sourceto ‘| 1 Best: verified and executed ‘Thus the character control using unreal enGn=!9 blender successfully. Ty rvs eet ofthe word nto tee slong wt alr a SO Step 3: Modify and Aad Assets Step 4: Blueprint ViswalScriptin level Design, Step 7: Package and Share. The Viewport pane] Viewport pane! he Visual representation ofa Blueprint and its Components The Viewport panel has controls similar tothe Level Ea of, which you ean use to ule the location, rotation, and scale of the Components, eee 1: Adding Compone Double-click this B eprint to open the Blueprine Eaor ESceen eas med Statie Mesh, which has a drop-down input {lick on the dropdown and select the Static Mesh pre -operty named SM,Chair. This State Mesh is part ofthe starter content. The following screenshot shows the selected SM. Chalr: Sm te Level im merce Acerspanet on te ter ccc Hiscmg Actors m the Geometry category and select the Box, Pp. h —§<——— + When you release the Le j he Left Mouse Button, the Box is aulded tothe level — == + tn the Details panel (lower-right window of the editor), with set Locatian ana Rotation alto 0. he Bax still selected, = Wewill ce this as the floor on which the player can wall around In the Place Actors panel select the Lights tab, then drag-and-drop a Directional Light into the level on top of the floor the Level Viewport + Inthe Place Actors panel, select the Visual Erfeets ag-and-drop an Atmosphe elect the Visual Effects tab an Eaginto the level =i i © The Atmospheric Fog Actor will add a basic shy to the level and t illuminated instead of dark. ndvdrop « Lighimass 1e Volumes tab and drag + In the Place Actors panel, select th Importance Volume into the level + Click and dra Importance Volume encapsulates t inside the Content Browser under Content > ; ht the Scale tao. he white box in the center o ofthe Seale Tool so thatthe Lightmass ‘StarterContent > Props, drag-and-drop Try to place the selected), table in the center of the tloor using the Mave Tool (press W i tis not ye SM_Chalr into the Level ‘Also under Content > StarterContent > Props, drag-and-drop the SM_Chal © Using the placement methods above, create 2 small scene by adding more Actors from the Modes Pane! and Content Browser. SS anda roof (found under «Try adding some lights, props, Was the Content > StarterContent > Architecture older tome sac Thus the Level design of the world in objects using unreal engine verified and (eet form of tiles aiong with interactive and collectibie the f executed successfully. 1, Inftialize the Game Environ 3, Define the World 4. Handle User input 7. Update Game State 8. Render the Scene 10. End the Game Loop Program: import pygame from pygeme.tocals import * pygame.init() screen = pygame.display.set_mode((800, 600) pygame.time.Clock() loci = 400, 300 play’ player_speed = 5 running = True for event in pygame.event.get(): if event.type == QUIT: running = False keys = pygame.key.get_pressed() if keys[K_LEFT]: player_x -= player_speed if keys[k_RIGHTI: player_x t= playe® if keys[K_UP]: player_y ~~ specd player_speed creen.fil((0, 0, 0)) PYEEMe.draw.crcetscreen, samc.tteptoyaier nT” 255,255, 255), (payer Siete 20) lock. tick(60) pygame.quit() att: Th teraction between the player and the world, optionally using the mn 1us the design of int uted successfully, Physics engine is written verified and executed Initialize Pyrame Define Game Objects 1 3 Load Assets 4 10. Display Game Over Screen £ ‘Program: inor pysame part random bygame.it( WIDTH, HEIGHT = 800, 600 Hay set ode(( WIDTH, HEIGHT)) Screen ~ pyga: Pygame.display.set_caption("Simple Game") 255, 255, 255) WHITE Player_width = 50 player_height = 50 Player_x = WIDTH // 2 - player_width // 2 blayer_y = HEIGHT - player_height - 20 Player_speed = 5 obstacle_width = 50 obstacle_height = 50 chstacle_speed ~ 3 obstacles = [] lock = pygame.time.Clock() Pygame.us SEREVENT 1e-Set_tim 'er(SPawn_obstacte. nning = True vent, 1500) for event in pygame.event get) Ifevent.type = Pygame.quir; elif event.type = SPAWN _obstacie_event. obstacle_x = random.randint(, wipTH - ~obstacle_height obstactes.append(pygame, obstacle_height)) obstacle_y obstacle_width) Rect(obstacle_x, obstacle y, obstacie_wicth [keys Pygame.key.get_pressed() ikeys[pygame.k_LEFT] and piayer_x > 0; pleyer_speed | _ 'tkeyslpyoame.k_RIGHT] and player_x < wipTH = player_width: player_x += player_speed | { 1 obstacle.y += obstacle speed | it obstacle.y > HEIGHT: obstacles.remove(obstacle) player_rect = pygome.Rect(player_x, player_y, player_wiath,player_height) | for obstacle in obstacles: if player_rect.colliderect(obstacle): running = False sMcwurre) | Pygame.draw.rect(screen, BLACK, player_rect) for obstacle in obstacles: Pygame.display.flip() clock.tick(60) Pygame.quit() Result: Thus the cessfully. ny interactive 2p intera 20 sted aac exe 3. Load Assets 4 Spl into Ties, 7. Handle User input 8. Move Tiles. } 10.Display Win Screen import pygame import random. pigeme.init() MOTH, HEIGHT = 40, 480 120 IS, COLS = 4, 4 figeme.display.set_caption(“Sliding Puzzle") WITE = (255, 255, 255) luck = (0, 0, 0) ce = pygame.image.load(“puzzie_image.jp3") te = pygame.transform.scale(image, (WIDTH, HEIGHT)) 5 = 0 , Yinrange(ROWS): “xin range(cots): "ect = pygame.Rect(x * TILE_SIZE, Y mes) rE, e-e_size, MES lie = image.subsurface(rect) tes.append(titey ufled_tiles = tiles, gndom-shuffie(shuttie, 1% COLS) anning = True wile running: screen fill( WHITE) draw_tiles() pygame.display.fiip() screen.biit(tile, (x, yy) 'd tiles) for event in pygame.event, get() running = False elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() clicked_tile = (mouse_x // TILE_SIZE) + (mouse_y // TILE_SIZe) * coLs blank _tile if clicked_tile - 1 nk_tile or clicked_tile + COLS == blank_tie dicked_tile - COLS == bla! shuffle shuffled_tites{blenk tile), she Pygame.quit() .d_tilesfclicked_tile], huffled_tifes.index(None) blank tile or clicked tile + 1 shuffled_tiles{biank_tile] ted_tiles{ clic blank tile or Results ring pyzame 6 write, Vere and executed jeveiorme” ‘rams the 4 srzie g300° nt of 2? Htecessfully- anid User interact pe development 1 oobi pay jeri: in mobile 2: Teaching wireframe/prot é sep? 8 Prototype creation, sep & Introduce SerPLNE concept, ater ee “ ics transitions) setae snep 5: Encourage te usng UnityEngine: sing UnityEngine.UI; sublic class MenuController : MonoBehaviour public GameObject mainMenuPanel; public GameObject optionsMenuPanel; // Show the main menu panel and hide other panels Siuniion teu) Public void ShowMainMenu() mainMenuPanel.Setactive(true)i optionsMenuPanel.SetActive("@lse)i ic void ShowOptionsMenycy ® ainMenuPanel SetActive(taise), add start the game pedug.Log("Starting the game,. city, let's foad a new scene f for the game Replace “GameScene" with the name of itvEngine.SceneManagement.SceneManager Loads, bile void QuitGame() Debug.Log("Quitting the game..."); Application. Quit(); Your game scene cene("GameScene”); To develop a 3D muttiptaye er movement, Navel Engh sieithm: gep2: Launch Unreal Engine and create a new py e we gep 3: Design a simple 3p environment ee sep : Write code to handle character, sina permet cOmPONEDE SUCH 5 walking rinsing ys coc vee = rng and crouching Header file (.h) fpragma once CoreMinimal.h" #include “GemeFramework/Character.h* #include “MyCharacter.generated,h" CASS) GENERATED_BODY() // Constructor AMyCharacter(); Protected iI Called when the game starts or when spawned Witual void BeginPlay() override; bc: {Called every frame vir ual void Tick(f ut 1/Calied to bind functionality to InP Void MoveForw, ‘ard (Float Value), i { private: = f Speed TOF character ry UPROPERTY Eaitanyyy float Movespeeg ment e) 500.F, Source file (.cpp) (cpp) #include "MyCharacter.h» Sets default values {11 Set this character to call Tck() every frame PrimaryActorTick.bCanEverTick = true; } // Called when the game starts or when spawned I Void AMyCharacter::BeginPlay() { Super: :BeginPlay(); | // Called to bind functionality to input fee oon Void AMyCharacter::SetupPlayerinputComponent(UInp\ uper::SetupPlayerinputcomponent(Playerinputcomponent) a ayerInputComponent(Play' jetupPlay ton 17 Bind movement functions %9 NPWS Component-> BindAxis( Playerinput! &AMyCharacter MoveForward); *rINPUtCOmpong, saMyCharacter AddMovementinput (Gur >GetDeltaSeconds()). Result: To develop a realty Me mUltipa famework ai™INg 0 synch, ltiplaver functionality a, seep 4: Understand Unity’s Neecoa drecognize the me gp 3 Eee ty, Clee | came Multilayer samples iy eens 7 ap 3 Crete 4 new Gamedbject rere ren 2 bere igi i Pe en OMEN mie sn eee i NeoworkManager for automate spayning MS the hye et aes phe ee aya transom Sep 6 Test multiplayer functionality across mule | Ple cients by starting a host server and necting as clients to observe synchronized player 4 Program: Sample code for PlaverController script I sing UnityEngine; Public class PlayerController : MonoBehaviour Riyidbody rb; void Start() i rreni rotation etworkvariable< Quaterions tn be " =e Network vaistlesetings etworkVariablePermission, Eve <8 05{WritePermicsion ¥ Everyone)); position. Value transform.position; rotation. Value = transform.rotation;

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