π rendering engine
β Drawing things on the screen
- ν
μ€νΈ, μ΄λ―Έμ§, λ©μ¬λ₯Ό μ€ν¬λ¦°μ κ·Έλ¦°λ€.
β Low-level renderer
π scene optimizations
βοΈScene graph/culling optimizations
- gpuκ° μ¬λμ΄ λ³΄κ³ μμ§ μμ κ³³μ λ λλ§ λΌμ§ μμΌλ €κ³ 보μ΄λ μ λ€λ§ 체ν¬ν΄μ 리μμ€λ₯Ό λ§μ΄ λ¨Ήλ κ²μ 지λΌλ²λ¦¬λ κ² β culling
- λ©λ¦¬ μμ λλ λν
μΌμ΄ νμκ° μλ€. κ°κΉμ΄ μμ λλ§ μμΈν 보μ¬μ£Όλ©΄ λλ€.
- νμν μ νν
λ§ νμ μ§μ€ β κ°κΉμ΄ μλ κ²μλ μ»΄ν¨ν° 리μμ€λ₯Ό λ§μ΄ ν λΉν΄μ κ³ ν리ν°λ‘ λ λλ§μ ν΄μ€λ€.
βοΈ Frustum cull & spatial subdivision
- Frustum culling : 보μ΄λ κ³³λ§ λ λλ§
- spatial subdivision :
- λ΄λΆμ vertexκ° λ무 λ§μ μμ νκΈ° μ΄λ €μ.. μ½ λ°κΎΈλ €λ©΄ μ½κ° μ΄λ μλμ§ μ°ΎμΌλ¬ κ°μΌν΄.. κ·Έλμ 곡κ°λΆνμ νλ€.
- μ μ κ° 7λ²λ°©μ μμΌλ©΄ 6λ² λ°©λ§ λ³Ό μ μμΌλ 6λ² λ°©λ§ λ λλ§μ νλ€.
βοΈ Level of detail (LOD)
- λ©λ¦¬ μμΌλ©΄ μ€λ₯Έμͺ½μ κ°κΉκ² νννλ€.
- poping artifactκ° μκΈ΄λ€ β κ°μκΈ° 리μμ€κ° λ§μμ§λ©΄μ μκΈ΄λ€.
visual effects
-
Modern game engines support a wide range of visual effects as follows:
β’ Particle systems (for smoke, fire, water splashes, etc.)
β’ Decal systems (for bullet holes, foot prints, etc.)
β’ Light mapping and environment mapping
β’ Dynamic shadows
β’ Full-screen post effect, applied after the 3D scene has been rendered to an offscreen
buffer.
β’ high dynamic range (HDR) tone mapping and bloom
β’ full-screen anti-aliasing (FSAA)
β’ color correction and color-shift effects, including bleach bypass, saturation and desaturation effect, etc.
-
Particles and decal systems are usually distinct components of the rendering engine
and act as inputs to the low-level renderer.
-
Light mapping, environment mapping and shadows are usually handled internally
within the rendering engine proper.
front end
HUD(head-up display)
- μ΄λ° κΈμ(μΈλ²€ν 리)λ€μ μΉ΄λ©λΌλ₯Ό μμ§μ¬λ μΌμ°¨μ 곡κ°μ μ΄λλ₯Ό λ³΄κ³ μμ΄λ κ³μν΄μ μΌμ ν ννμ μ 보λ₯Ό 곡μ β 2d λ λλ§
billboard
- λ무κ°μ κ²μ μμΈνκ² μ 보기 λλ¬Έμ
- 2d μ΄λ―Έμ§μΈλ° λ΄κ° μ΄λμ νλ©΄ μ΄λ―Έμ§κ° λλ₯Ό λ°λΌμ μμ§μΈλ€. μ μ κ° λΉκΈ λΉκΈ λλ©΄ μ μ μ 머리 λ°©ν₯μ λ°λΌλ€λλ©° νλΌκΈ°λ₯΄,γΉ λ λλ§νκ³ μ΄ νλ΄κΈ° μμ λ λλ§μ΄ λλ 2d μ΄λ―Έμ§λ₯Ό λ°©ν₯μ λ°λΌ projectionν κ²μΌλ‘ λ λλ§μ νλ€.
- 2d μ΄λ―Έμ§ λ λλ§μ΄κΈ° λλ¬Έμ μ μ 리μμ€κ° νμνλ€
perspective vs. orthographic
- perspective : λ©λ¦¬ μμΌλ©΄ μκ² λ³΄μ΄κ²
- orthographic : λ©λ¦¬ μλ κ°κΉμ΄ μλ μ λν¬κΈ°λ€ κ°λ€
ex) GUI νμ μΌμ νκ² λ³΄μ¬μ€μΌ ν¨
Profiling and Debugging
: Profiling and Debugging toolμ μ΄μ©νμ¬ λ²κ·Έλ₯Ό μμ νλ€
- λ©λͺ¨λ¦¬ λμ λ€ μλ €μ€λ€.
Collision & Physics
- μΆ©λκ³Ό 물리λ μ μ°κ²°λμ΄ μμ΄μΌ νλ€.
- μ½λ¦¬μ 체ν¬λ₯Ό λμΆ©νλ©΄ μ λ§μλλ° λͺ¬μ€ν°κ° λ μκ°κ² λλ€β¦! μμ μλ λ λͺ¬μ€ν° ν° λκ°μ λ°μ€λ‘λ§ κ³μ°μ νλ©΄ λμλλ° μ΄μ λ λ λ§μ λ°μ€κ° νμ ν΄μ§λ€
β μ΄λ°κ²μ ν¨μ¨μ μΌλ‘ νκΈ° μν΄
- μ½λ¦¬μ μ΄ λμμ λ μ΄λ€ μμΌλ‘ λμλμ§λ μ€μ, μμμ λ§μλμ§ μμμ λ§μλμ§β¦ μ΄νμ μ΄λλ‘ μμ©μ ν΄μΌνλμ§ μμμΌ νκΈ° λλ¬Έμ μ΄ν νΌμ§μ€μλ κΈ΄λ°νκ² μ°κ²°μ΄ λ¨
Ragdoll physics
- μ¬λμ κ΄μ μ΄ λ€ μ°κ²°μ΄ λμ΄ μλ€. νμ κ°νλ©΄ κ΄μ μ΄ μ΅λλ‘ λμκ°λ κ°λκ° μΌλ§μΈλ° κ±°κΈ°μ λ€μ κ΄μ λ ~
- ν° νμ ν λ°μμ λ μμ νμ λ€ λ¬΄μνκ³ ν° νμ μν΄μ κ΄μ 체μ νμ , νμ μν΄ λ μκ°λλ‘β¦
Skeletal Animation
β’ Sprite/texture animation
β’ Rigid body hierarchy animation
β’ Skeletal animation
β’ Vertex animation : vertex λ³λ‘ μ λλ©μ΄μ
μ κ°μ§κ³ μλ κ²
Skeletal Animation
-
μ¬λμ λ³Έλ€μ λ€λ£Έ
-
λ³Έλ€μ μ μνκΈ° μν΄ μμ§μμ μ μνκΈ° μν΄ λ°°μ΄μ μ¬μ©νλ€.
-
Inverse kinematics
: κ΄μ 체μ μμΉ μ 보λ₯Ό λ€ μκ³ μμ΄μ μ΅νμ endλ¨ κΉμ§μ μμΉλ₯Ό μ ν΄μ€λ€.
μ 보λ μλλ° μμ΄λ λ° λ μ λ³΄λ§ μμΌλ©΄ λκ° λ€λ₯Έ κ²λ€μ μ€μ ν΄μ€
κ΄μ λ€μ μ΅λ νμ κ°λλ₯Ό κ°μ§κ³ μλλ° μ΄λ€ ν¬μ¦κ° μμ μ μ΄κ³ μ΄λ°κ±Έ λ€ λ£μ΄μ μ΅μ μ μμΈλ₯Ό μ°ΎμλΌ νκ³ νλ€.
Additive animation
: μ λλ©μ΄μ
μ ν©μΉλ κ²
κ±·κΈ°, μ₯μ μ λλ©μ΄μ
μ΄ μμ λ μ΄ λκ°λ₯Ό ν©μ³μ κ±ΈμΌλ©΄μ μ₯μ νλ μ λλ©μ΄μ
μ λ§λ€ μ μλ€. μ΄ κΈ°μ μ μ°κ² λλ©΄ λμμ΄λκ° μμ
νλ μκ°μ΄ μ€μ΄λ¬
HID
ν€λ³΄λλ λ§μ°μ€ μΈνμ λ°μμ 무μΈκ°λ₯Ό νλ€.
Online Multiplayer
- μ±ν¬κ° μ λ§λ μν©μ΄ λ°μ
- μ§μ°μ΄ μκΈ΄λ€β¦
- μΈλ¦¬μΌμ΄ ν¨ν€μ§λ₯Ό μ§μνλ€.
- Single-screen multiplayer : νμ€λ λν
λμμ 보μ΄λ νλ©΄
- Split-screen multiplayer : 1pλ μμͺ½νλ©΄ 2pλ μλμͺ½νλ©΄ 보면μ νλκ²
- networked multiplayer : μ΅μΉ, λ°°κ·Έ, λ°λ‘λνΈ
Gameplay Foundation
Gameplay foundation systems
- μ€ν¬λ¦½ν
μμ€ν
μ μ΄μν΄ κ°λ°μκ° μλμ΄λ μμ½κ² λ§λ₯μ μλλ‘ μ 곡
- μμ¦μ λ‘μ° λ 벨κΉμ§ λμμ΄λκ° λ³Ό νμκ° μλ€. λ μ무λ κ³ μ©ν΄μ κ²μ μ체μ μ€ν¬λ¦½ν
ν μ μκ² ν λ
- λλκ·Έ μ€ λλμΌλ‘ μλμ κ·Έλ₯ λ°°μΉμν¬ μ μλ€.~
Event system
- μΈλ¦¬μΌμμ μ μ 곡ν΄μ£Όμ΄μ μ½λ€!
- μ΄λ²€νΈ μμ¨ν
μ΄ μμΌλ©΄ μ 보λ₯Ό λκ²¨μ€ λ μ΄λκΉμ§ λκ²¨μ€ κ² μ΄λ©° κ·μ½μ μ΄λ»κ² λλμ§ λ€ μμμΌνκ³ λ³΅μ‘β¦..
Scripting system
- native languageκ° μλλΌ λ―Έλ¦¬ λ§λ€μ΄μ§ κ·μ½μ μν΄ νκΈ° μ½κ² λ§λ€μ΄μ§ κ²
- μΈν°ν리ν°λλ³΄λ€ μ»΄νμΌγΉ
- μ»΄νμΌ : μμ€ μ½λλ₯Ό μ»΄νμΌμνλ©΄ κΈ°κ³μ΄κ° λμ€κ³ κ·Έκ²μ μ€ν
β κΈ°κ³μ΄λ‘ λμ€λ κ²μ νλμ¨μ΄ μ’
μμ μ΄λ€. νλμ¨μ΄λ§λ€ λ€λ₯΄λκΉ
- μΈν°νλ¦¬ν° : κΈ°κ³μ΄λ‘ λ²μνμ§ μκ³ μ€κ°μ νΈλ€λ§ν΄μ£Όλ μμ€ν
μ΄ μλ€.
β μ΄λ€ κΈ°κ³λμ μκ΄μμ΄ λμΌν ννλ‘ λ°κΏ μ£Όλ©΄ λλ€. κ·Έλ κΈ° λλ¬Έμ λ©ν° νλ«νΌμμ μ°¨μ΄μμ΄ λκ°μ ννλ‘ λ§λ λ€.
μ’λ λ²μ©μ±
- μ€ν¬λ¦½ν
λκ·μ§λ‘ μμ±ν κ²μ λ°λ λΈλλ§ μΈν°ν리ν°λ‘ λ³΄λ΄ μ€νμν€λ©΄ λμ§λ§ μ»΄νμΌ μΈμ΄λ μ 체λ₯Ό λ€ μ»΄νμΌ ν΄μΌνλ€.
- μ€ν¬λ¦½νΈ μ½λ μμλ μ λΆ λ€ λ¦¬λ‘λ©ν΄μ€μΌ νλ κ²½μ°λ μλ€.
Blueprints Visual Scripting system of Unreal Engine
- μ°κ²°νλ μ²μ¬μ§
- OO κ°λ
μ μ¬μ©ν¨
- flowλ₯Ό νκ³ μ€ν
Artificial Intelligence Foundations
- Path finding : μ€μκ° κΈΈμ°ΎκΈ°
Subsystems
- terrain rendering μ΄λ»κ² ν κ±°λ
- μΉ΄λ©λΌ μ΄λ»κ² ν κ±°λ
- AI μ΄λ»κ² ν κ±°λ
π Reference
ν΄λΉ ν¬μ€νΈλ κ°νμ½ κ΅μλμ κ²μμμ§κΈ°μ΄ [GameEngine-22-2] μμ
μ μκ°νκ³ μ 리ν λ΄μ©μ
λλ€. μλͺ»λ λ΄μ©μ΄ μλ€λ©΄ λκΈλ‘ μλ €μ£Όμλ©΄ κ°μ¬νκ² μ΅λλ€π
To his surprise, Tom began hitting winning streaks, each hand better than the last. The tableβs interactive features and the thrill of real-time betting created an exhilarating experience. By the time the session ended, Tom had accumulated https://mostbetplay.kz/ a significant amount of winnings, far exceeding his expectations. His late-night gamble not only provided him with a substantial financial boost but also a newfound confidence in his gaming abilities. Tomβs story is a reminder that sometimes the most unexpected moments can lead to remarkable achievements, turning an ordinary evening into an extraordinary success.