2013-48. Game Progamming

19
Game progamming, adalah pengembangan perangkat lunak video game. Yang melibatkan programmer game profesional, banyak siswa dapat profesional, banyak siswa dapat memprogram game sebagai hobi. Dan juga sebagai latihan untuk belajar bahasa pemrograman atau sistem operasi

Transcript of 2013-48. Game Progamming

Page 1: 2013-48. Game Progamming

Game progamming, adalah

pengembangan perangkat lunak video

game. Yang melibatkan programmer game

profesional, banyak siswa dapat profesional, banyak siswa dapat

memprogram game sebagai hobi. Dan juga

sebagai latihan untuk belajar bahasa

pemrograman atau sistem operasi

Page 2: 2013-48. Game Progamming

MULTIPLAYER RACING GAME

DENGAN UNITY

Unity merupakan sebuah game engine yang mampu membangun game baik 3D maupun 2D dimana game tersebut dapat di Compile dandijalankan pada beberapa platform yang berbeda. dijalankan pada beberapa platform yang berbeda. Unity hampir memiliki semua fitur yang dibutuhkan oleh seorang game developer dalampembuatan game.

Page 3: 2013-48. Game Progamming
Page 4: 2013-48. Game Progamming

Pada konsep game ini saya ingin

membuat game racing yang

berbasis 3D yang terdapat fitur

multiplayer yang nantinya dapat

dimainkan oleh 2 orang atau lebihdimainkan oleh 2 orang atau lebih

Page 5: 2013-48. Game Progamming

Model yang di terapkan adalah

sebuah mobil 3d yang dapat

melaju di datas circuit .dalam

perancangan model yang

digunakan berdasarkan dari unity digunakan berdasarkan dari unity

assets yang kemudian akan

dilakukan perubahan bentuk

warna teksture dan lain2

Page 6: 2013-48. Game Progamming

• Membuat Layout Game • Scripting• Pembuatan GUI• Pembuatan GUI

Page 7: 2013-48. Game Progamming

Game layout ini adalah dimana sebuah daerah

pegunungan dan dataran tinggi yang terletak dekat dengan

pesisir pantai dimana terdapat sebuah circuit balapan di

daerah itu. yang dapat memberikan suasana natural pada

area balapan

Layout game yang digunakan berasal dari unity

assets . Unity assets berisi Karakter model, alat peraga,

bahan dan tekstur, alat lanscape lukisan, alat permainan

menciptakan, efek audio dan musik, pemrograman visual,

script dan ekstensi . Unity assets dapat di download pada

website resmi nya http://unity3d.com/asset-store/

Page 8: 2013-48. Game Progamming
Page 9: 2013-48. Game Progamming

Jika sudah mencoba ,buka scene bernama

Download project dalam bentuk zip dari http://unity3d.com/support/resources/fi

les/CarTutorial.zip

Lalu pertama dengan membuka ‘CompleteScene’. Di scene ini sudah terdapat desain

mobil jadi anda bisa mencoba untuk menekan tombol “play”ini akan menunjukan hasil

dari proses pembuatan

.

Assembling the Car

Jika sudah mencoba ,buka scene bernama

’TheTrack’. Scene ini berisi apa yang

dibutuhkan untuk balapan kecuali bagian

paling penting mobil , kemudian drag mobil

kedalam scene didalam tampilan project yang

terdapat pada Models/Car/catamount.

Page 10: 2013-48. Game Progamming

Adding Collision• Click on the Collider_Bottom game object

• Go to the Component/Physics Menu and

click the MeshCollider to add one to the game

object.

• Click the Material dropdown-selector on the

newly added MeshCollider component and

select

the Car physics material.

• Check the two boxes ‘Smooth Sphere

Collisions’ and ‘Convex’Collisions’ and ‘Convex’

• Since the colliders are going to be invisible,

go ahead and remove the MeshRenderer and

Mesh

Filter Components from the GameObject

(Click the small cog wheel to the right of the

Components

and select ‘Remove Component’.

• Do the same as above for the Collider_Top

game object.

Page 11: 2013-48. Game Progamming

Shadow settings for the car model

Body: Cast Shadows enabled. Receive Shadows disabled.

Body Interior: Cast Shadows enabled. Receive Shadows disabled.

Car Windows: Cast and Receive Shadows disabled

DiscBrakes: Cast and Receive Shadows disabled

Kemudian mengatur settingan shadow dari desain

mobil

DiscBrakes: Cast and Receive Shadows disabled

Wheels: Cast Shadows enabled. Receive shadows disabled.

Page 12: 2013-48. Game Progamming

Adding the Car’s Components

go to the Components menu and select

Physics/RigidBody

The car obviously weighs more than just one

kilo, so start by changing the Rigidbody’s mass

to

something more realistic like 1500.

Next we have the drag and angularDrag properties, which are forces that slow down Next we have the drag and angularDrag properties, which are forces that slow down

the Rigidbody’s

speed and rotation. We will control the drag of the car through scripting, so just set the

drag and angularDrag properties to 0.

Locate the Car.js script in the folder ‘scripts/JavaScripts’ and drag it onto the Car

GameObject.

This script is the “engine” of the car,

Page 13: 2013-48. Game Progamming

First of all, the car script needs to know about

the

wheels that the car has. In the Inspector you

will

see the Front Wheels and the Rear Wheels,

and

notice that both of them can be expanded by

clicking

on the small arrow to the left of the names.

• Set the size of the Front and Rear Wheels to 2, making room for two front wheels and two

rear wheels.

• Now expand the WheelFL, WheelFR, WheelRL and WheelRR in the inspector. You will see• Now expand the WheelFL, WheelFR, WheelRL and WheelRR in the inspector. You will see

that they each have a Disc Brake a child, and that each disc brake has a wheel as a child. For

now you should be content with knowing that the disc brake and wheel game objects are the

graphical representation of the wheel.

• Drag the DiscBrakeFL and DiscBrakeFR to the two open slots in the Front Wheels under the

Car script and the DiscBrakeRL and Disk Brakerr to the slots under the Rear Wheels.

• You might ask - why are the DiscBrakes the wheels? And the explanation is simple: The disc

brakes are parent Game Objects to the tire graphics, so setting the discs as wheels will include

the tires.

Page 14: 2013-48. Game Progamming

Adding a blob shadow • In the Hierarchy, create an empty

GameObject and drag it to the Car to make it a

child of it.

• Name it ‘Blob shadow projector’

• Add a Projector component to the Blob

shadow projector (Component->Renderer-

>Projector)

• Set the projectors Near Clip Plane to 0.1, its

Far Clip Plane to 50, its Field of View to 30.

• Assign the Blob_shadow material to its

Material slot.Material slot.

• In the ‘Ignore Layers’ select ‘Everything’ and

then deselect the ‘Road’ layer, thus making

the

projector only cast the blob shadow on the

road.

• Add the BlobShadowController.js script (in

the Scripts/CSharpScripts folder in the Project

view)

Page 15: 2013-48. Game Progamming

Skidmarks

To enhance

the effect of the wheels

sliding on the road and

make it a bit more

believable, we are going

to

add some skidmarks to

the surface we’re drivingthe surface we’re driving

on when the car is sliding.

We have created a prefab for this that you can just drag into the scene:

• Drag the Skidmarks prefab from Prefabs->VFX->Skidmarks into the scene.

Page 16: 2013-48. Game Progamming

Center of Mass

Page 17: 2013-48. Game Progamming

• Create a new GameObject and drag it to the Car game object.

• Rename it to CenterOfMass

• Reset the CenterOfMass’s Transform (click the little cog wheel to the right

of the Transform in

the Inspector and select ‘Reset’. This will give it the same position as its

parent, the car.

• Adjust its position to somewhere you like. Either do it by dragging, or type in

the position. A

good position for this car’s center of mass could be (0, 0.1, 0.65).

• In the Inspector assign the CenterOfMass to the slot for it in the Car script • In the Inspector assign the CenterOfMass to the slot for it in the Car script

Component.

Page 18: 2013-48. Game Progamming

If you have followed along and assembled your own version of

the car, you now have the knowledge

needed to implement it in your own projects. An easy way to

transfer it across projects is to

make a Unity Package from the needed Prefabs.

First lets turn the car we made into a Prefab so it can be reused

without doing the assembling and

Exporting the car as a package

tweaking:

• In the Project view click ‘Create’ and select ‘Prefab’. You will • In the Project view click ‘Create’ and select ‘Prefab’. You will

get an empty Prefab in the project

view named ‘new prefab’.

• Rename the Prefab to ‘Race Car’ (a nice palindrome) or any

other name to your liking.

• Drag the Car GameObject from the Hierarchy view and onto

the Prefab.

Page 19: 2013-48. Game Progamming