project impacto do you have the balls?. unity 4 pro version control global effects (god rays,...
TRANSCRIPT
![Page 1: Project ImpactO Do you have the balls?. Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)](https://reader036.vdocuments.site/reader036/viewer/2022081519/56649e7b5503460f94b7d0da/html5/thumbnails/1.jpg)
Project ImpactO
Do you have the balls?
![Page 2: Project ImpactO Do you have the balls?. Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)](https://reader036.vdocuments.site/reader036/viewer/2022081519/56649e7b5503460f94b7d0da/html5/thumbnails/2.jpg)
![Page 3: Project ImpactO Do you have the balls?. Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)](https://reader036.vdocuments.site/reader036/viewer/2022081519/56649e7b5503460f94b7d0da/html5/thumbnails/3.jpg)
Unity 4 Pro
Version control
Global effects (God rays,
volumetric partilcles, realtime shadows)
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Project integration
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Workflow
SCRUM framework.
Daily scrum
Product backlog
Sprint planning / retrospectives
SVN
Focus on marketing
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M.S.C.W.
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New features
HTF mode
Race mode
Energy resource
Customization
Completely new level
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The Level
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The Level
PIPELINE
Programs
Workflow
LEVEL DESIGN
Cohesive
Objective
Game Mode
Prototype
MODULAR
Textures
Models
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Prototype
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The Character
- Big bulky plates for silhouette- Compact electronic details for
easier texture baking- Worn down
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The Character
amklasdfsdgn
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Rigging/Animation
- UNITY 4 – Mecanim- walk and run scripting pretty straight
forward- Simple UI for animation clip
management- Walkcycle = 3 animations
forward, left & right
- Solid rig- Clean export rig- Stable and flexible control rig
- Customize equipment- Placement of attachment joints
- Mechanical character- Robot designs relatively simple to
morph into spheres- No deformations = easy skinning
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The Garage
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The GaragePIPELINE
Programs
Workflow
FEATURES AND CONTENT
Limiting the viewCamera
DoF
Map
Ambiance
God rays
Particles
Fog
Optimization
Details in slots
Simple baseshape
Maps images
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Character customization
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Joint attachments
Bone attachments for modular components
Simple for others to add specific items at specific locations
Bone search structure with specified items available to specific bones
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Unity AssetBundlesSupport for loading of resources on demand
Easy to add new items to your game = good for DLC
Support for realtime loading of resources when needed
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Network instantiation
A lot of items = a lot of possible combinations
Spawning a customized character over network = challenge
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User Management and Player Matchmaking
User Registration User Login Player Matchmaking
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Player Matchmaking
The Simple Method The Advanced Method
• Current Game State • Current Game State• Connection Capabilities• Player Location• Player Settings• Player Experience
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Player Matchmaking Illustation
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Procedurally Generated Levels
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Arbitrary Grid
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Randomize points for path to pass through
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Randomize weight on grid
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Pathfind through the points
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Populate the path with actual game track
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Networked Physics
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The 7 steps to profit
1. Pure client/server
2. Client-side prediction
3. Data compression
4. Prioritization
5. Player interaction
6. …
7. PROFIT!!!
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Challenges
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Bandwidth is limited
Networking for Physics Programmers 2010
Glenn Fiedler
2.7 million samples
99.1% can support 64kbps up and down.
Roughly 256 byte packets @ 30 packets per-second
Not nearly enough for bigger scenes
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Player vs playerHard to handle events with multiple players involved
There will be differences in players prediction
How do you keep things “fair”?
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The EndThank you for listening!