Academic literature on the topic 'Unreal Engin'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Unreal Engin.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Unreal Engin"

1

Yasufuku, Kensuke, Ginga Katou, and Sota Shoman. "Game Engine (Unity, Unreal Engine)." Journal of The Institute of Image Information and Television Engineers 71, no. 5 (2017): 353–57. http://dx.doi.org/10.3169/itej.71.353.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Afif, Rizka Lukmana, Kodrat Iman Satoto, and Kurniawan Teguh Martono. "Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit." Jurnal Teknologi dan Sistem Komputer 2, no. 2 (April 30, 2014): 149–56. http://dx.doi.org/10.14710/jtsiskom.2.2.2014.149-156.

Full text
Abstract:
The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.
APA, Harvard, Vancouver, ISO, and other styles
3

Ma, Shu Guang. "The Research of Next-Gen Game Engine Virtual Reality in Actual Project." Applied Mechanics and Materials 443 (October 2013): 39–43. http://dx.doi.org/10.4028/www.scientific.net/amm.443.39.

Full text
Abstract:
The progeny of the paper includes firstly the thought of realizing the system based on the 3D game engine and illustrates the feasibility by realizing the system, secondly the paper mainly focus on little team application next-gen game platform UNREAL engine game project development process. We make detailed research on project planning, operation management, product testing, model technology, map technology, UNREAL engine program technology research and to do detailed study on small team processes parallel work management and arrangement of probing.
APA, Harvard, Vancouver, ISO, and other styles
4

Price, Colin B. "Learning physics with the Unreal Tournament engine." Physics Education 43, no. 3 (April 15, 2008): 291–96. http://dx.doi.org/10.1088/0031-9120/43/3/006.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Hu, Ji Wen, Chao Feng, Yi Liu, and Ri Yi Zhu. "UTSE: A Game Engine-Based Simulation Environemnt for Agent." Applied Mechanics and Materials 496-500 (January 2014): 2142–45. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2142.

Full text
Abstract:
The development of realistic simulation environments is an expensive and time-consuming enterprise. Game Engine is the core component of modern computer games and it provides fundamental functions for games. In this paper, in order to save time and money, game engine is used as platform to develop simulation environment for agents. An Unreal Tournament-Based Simulation Environment (UTSE) for agent simulation is proposed. The reasons for selecting Unreal Engine as the start point of developing our simulation environment are presented. The implementation details of UTSE are also expatiated. And finally, a simple case is given to demonstrate the effectiveness of UTSE to rapidly produce game engine-based high fidelity simulations.
APA, Harvard, Vancouver, ISO, and other styles
6

Bojović, Bogdana. "INTERAKTIVNA VIZUALIZACIJA PAMETNOG STANA KORIŠĆENJEM UNREAL ENGINE-A." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 35, no. 04 (March 29, 2020): 736–39. http://dx.doi.org/10.24867/07fa06bojovic.

Full text
Abstract:
U radu je analiziran problem inter­aktivne arhitektonske vizualizacije pomoću koje je prika­zan primer pametnog stana sa određenim funkcijama. Kako pametni stanovi podrazumevaju prilagođavanje ambijenta željama korisnika, obično postoji problem kako to predočiti korisniku, a da bude efikasno, uverljivo i eko­nomično. Ono što je najznačajnija funkcija sistema kućne automatike u pametnim stanovima su programski scena­riji, te su kroz ovaj rad, koji podrazumeva tri takva scena­rija, u programu Unreal Engine, prikazane funkcije adekvatne za svaki od njih. Cilj rada jeste istražiti moguć­nosti što realističnijeg simuliranja funkcija koje ovakvi stanovi poseduju.
APA, Harvard, Vancouver, ISO, and other styles
7

Marsden, Christopher, and Francesco Shankar. "Using Unreal Engine to Visualize a Cosmological Volume." Universe 6, no. 10 (October 6, 2020): 168. http://dx.doi.org/10.3390/universe6100168.

Full text
Abstract:
In this work we present “Astera’’, a cosmological visualization tool that renders a mock universe in real time using Unreal Engine 4. The large scale structure of the cosmic web is hard to visualize in two dimensions, and a 3D real time projection of this distribution allows for an unprecedented view of the large scale universe, with visually accurate galaxies placed in a dynamic 3D world. The underlying data are based on empirical relations assigned using results from N-Body dark matter simulations, and are matched to galaxies with similar morphologies and sizes, images of which are extracted from the Sloan Digital Sky Survey. Within Unreal Engine 4, galaxy images are transformed into textures and dynamic materials (with appropriate transparency) that are applied to static mesh objects with appropriate sizes and locations. To ensure excellent performance, these static meshes are “instanced’’ to utilize the full capabilities of a graphics processing unit. Additional components include a dynamic system for representing accelerated-time active galactic nuclei. The end result is a visually realistic large scale universe that can be explored by a user in real time, with accurate large scale structure. Astera is not yet ready for public release, but we are exploring options to make different versions of the code available for both research and outreach applications.
APA, Harvard, Vancouver, ISO, and other styles
8

YOSHIDA, Tomoaki, Kiyoshi IRIE, Yoshitaka HARA, and Takeshi NISHIMURA. "Tsukuba challenge simulator based on Unreal Engine 4." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2019 (2019): 1P1—S09. http://dx.doi.org/10.1299/jsmermd.2019.1p1-s09.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (March 31, 2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

Full text
Abstract:
Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.
APA, Harvard, Vancouver, ISO, and other styles
10

Matej, Jaroslav. "VIRTUAL REALITY AND VEHICLE DYNAMICS IN UNREAL ENGINE ENVIRONMENT." MM Science Journal 2016, no. 04 (September 27, 2016): 1141–44. http://dx.doi.org/10.17973/mmsj.2016_10_201688.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Unreal Engin"

1

Olsson, Erik. "Towards automatic asset management for real-time visualization of urban environments." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141692.

Full text
Abstract:
This thesis describes how a pipeline was obtained to reconstruct an urban environment from terrestrial laser scanning and photogrammetric 3D maps of Norrköping, visualized in first prison and real-time. Together with LIU University and the city planning office of Norrköping the project was carried out as a preliminary study to get an idea of how much work is needed and in what accuracy we can recreate a few buildings. The visualization is intended to demonstrate a new way of exploring the city in virtual reality as well as visualize the geometrical and textural details in a higher quality comparing to the 3D map that Municipality of Norrköping uses today. Before, the map has only been intended to be displayed from a bird’s eye view and has poor resolution from closer ranges. In order to improve the resolution, HDR photos were used to texture the laser scanned model and cover a particular area of the low res 3D map. This thesis will explain which method was used to process a point based environment for texturing and setting up an environment in Unreal using both the 3d map and the laser scanned model.
APA, Harvard, Vancouver, ISO, and other styles
2

Festini, Wendorff Matthew Alexander, and Ferreyros Carlos Mauriccio Torres. "Desarrollo de un videojuego con Unreal Engine." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/622446.

Full text
Abstract:
La industria de los videojuegos es una industria relativamente nueva pero que sin embargo, ha tomado gran cabida debido a su rápido crecimiento económico y tecnológico. Esta nueva forma de entretenimiento es creada gracias a equipos multidisciplinarios quienes usan distintas herramientas y técnicas para poder crear un videojuego. Debido a esta forma de trabajar, las empresas siguen desarrollando tecnologías que facilitan la creación de los videojuegos y un mercado competitivo, de manera que es de gran importancia lograr una alta eficiencia llevada de la mano con la eficacia de la metodología a emplear. Es por esto, que el objetivo del proyecto fue demostrar, con un videojuego, un caso práctico de la tesis “Proceso de desarrollo de software de entretenimiento”. Para crearlo se usará los patrones descritos en esta memoria, pasando por las etapas de Pre Producción, Producción, Testing y Post Producción. Por consiguiente, se logró verificar que las etapas y áreas asignadas al desarrollo del videojuego, basado en la metodología antes mencionada, consiguieron un juego de alta calidad en un periodo de tiempo corto. Por otro lado, nos dimos cuenta que con la misma metodología se logró obviar ciertas etapas dependiendo del tipo de proyecto y cantidad de recursos humanos empleados. Cabe mencionar, que si bien para fines prácticos solo se tuvieron dos recursos humanos empleados en la producción del mismo que es el objetivo del proyecto. Por otra parte, se empleó el motor de desarrollo Unreal Engine 4 demostrando este ser óptimo para el uso de esta metodología y no tuvo ningún inconveniente para el corto tiempo de desarrollo o el limitado recurso humano. En otras palabras, el sistema de desarrollo visual de Unreal (Blueprints) nos permitió desde el primer día trabajar con prototipos y crear interacciones complejas que no hubieran sido posibles realizar en otros sistemas en el mismo periodo de tiempo y es por esto que gracias tanto al motor y la metodología usada se logró obtener una experiencia de uso agradable para el usuario final. Para concluir, el proyecto resulto ser un buen indicador para medir le efectividad de la metodología y las tecnologías empleadas en su proceso. La metodología debe adaptarse al tipo de proyecto que se está desarrollando, pero los procesos son un buen indicador de cómo se está avanzando el proyecto para mantener un orden y mejorar la calidad del producto final.
El objetivo de este proyecto es resolver el problema de la ausencia de una metodología de desarrollo enfocada en videojuegos en el Perú. Para lograrlo, se ha diseñado y desarrollado un videojuego de género plataformas y acción utilizando la tecnología de Unreal Engine, motor de videojuegos desarrollado por Epic Games. Los resultados obtenidos al finalizar este proyecto fueron beneficiosos, se pudo crear un videojuego de alta calidad en un corto periodo de tiempo y con recursos limitados. Así mismo, se encontró que la metodología puede ser adaptada dependiendo del alcance del proyecto, presupuesto y equipo. El uso de documentos y metodologías de trabajo han servido para poder establecer un orden en el desarrollo de un videojuego, las etapas definidas de Preproducción, Producción, Testing y Postproducción fueron bastante ventajosos para poder terminar el proyecto a tiempo.
APA, Harvard, Vancouver, ISO, and other styles
3

Magnom, Rikard. "Run-time Terrain Deformation in Unreal Engine 4." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19708.

Full text
Abstract:
Background. When developing video games, an often desired trait is that of player immersion. Player immersion can be achieved through many different ways. However, a common technique used is to allow the player to affect the environment in some way, through destruction or deformation. Unreal Engine 4 is a commonly used commercial game engine, that lacks features necessary to deform terrain at run-time. Objectives. This thesis explores the viability of run-time performant terrain deformation in Unreal Engine version 4.23. A deformation technique of a depth-based Dynamically-Displaced Height Map (DDHM) is selected for implementation and tested with various sizes of landscape terrains. Methods. A small literature study is performed to select a feasible run-time terrain deformation technique. The technique is then implemented in the engine, along with modifications to the engine to provide the necessary functionality. The implementation is then tested on performance and accuracy. Results. The DDHM technique is shown to provide run-time performant terrain deformation for smaller terrain sizes, consisting of an individual landscape component. The selected technique does not meet the run-time requirements for full, large-scale deformation. Conclusions. Run-time performant terrain deformation is shown to be achievable in Unreal Engine 4.23. While the selected technique fails to achieve satisfying results for larger terrain sizes, results on individual landscape components show feasibility for generic technique implementations.
Bakgrund. Under utvecklingen av datorspel är det ofta en eftertraktad egenskap att kunna övertyga spelaren om realismen i spelvärlden. Detta kan uppnås på flera sätt, men en vanlig teknik är att låta spela påverka omgivningen i spelet på något sätt, genom förstörelse eller deformering. Unreal Engine 4 är en vida använd kommersiell spelmotor som saknar funktionalitet för att deformera terräng i realtid. Syfte. Syftet med detta arbete är att utforska genomförbarheten i att tillföra terrängdeformering i realtid i Unreal Engine version 4.23. En deformeringsteknik involverande en Dynamically-Displaced Height Map (DDHM) väljs ut för implementation och testas med olika storlekar på landskapsterräng. Metod. En mindre litteraturstudie genomförs för att välja en rimlig teknik för terrängdeformering i körtid. Tekniken implementeras sedan i motorn, i sambard med modifikationer till motorn för att tillföra nödvändig funktionalitet. Implementationen testas sedan på prestanda och precision. Resultat. DDHM-tekniken visas kunna tillföra körtidsduglig terrängdeformering för mindre terrängstorlekar, bestående av individuella landskapskomponenter. Tekniken möter inte realtidskriterierna för full, storskalig terrängdeformation. Slutsatser. Deformering av terräng i körtid visas vara genomförbart i Unreal Engine 4.23. Den utvalda tekniken visar lovande resultat för mindre storlekar av landskapsterräng, men misslyckas att prestera för större terrängstorlekar.
APA, Harvard, Vancouver, ISO, and other styles
4

Båtelsson, Herman. "Behavior Trees in the Unreal Engine : Function and Application." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296222.

Full text
Abstract:
This thesis presents the implementation and functionality of the user interface for creating behavior trees in the Unreal Engine (version 4.10). The thesis analyzes the final version of the behavior trees in a game development project carried out over one year with a group ranging between four and seven members. The game which is analyzed is a third person adventure game which contains four types of simple behavior trees. These include two enemies who mainly move towards the player to attack whenever in range and two bosses with individual behavior. The thesis describes the various types of nodes available in the Unreal Engine as well as how the behavior trees in the game are structured. Focus is placed on how the structure achieves the required result and how the process resulted in the final version of the behavior trees.
Detta examensarbete beskriver implementationen och funktionaliteten av användargränssnittet för att skapa beteendeträd i Unreal Engine (version 4.10). Arbetet analyserar den slutgiltiga versionen av beteendeträden i ett spelutvecklingsprojekt som utfördes under ett år med en grupp vars antal växlade mellan fyra och sju medlemmar. Spelat som analyseras är ett tredjepersons äventyrsspel som innehåller fyra typer av grundläggande beteendeträd. Två fiender som huvudsakligen rör sig mot spelaren för att anfalla när de är inom räckhåll, och två bossar med individuella beteenden. Arbetet beskriver de olika typerna av noder tillgängliga i Unreal Engine och även hur beteendeträden i spelet är uppbyggda. Fokus läggs på hur strukturen uppnår det nödvändiga resultatet samt på hur processen resulterade i den slutgiltiga versionen av beteendeträden.
APA, Harvard, Vancouver, ISO, and other styles
5

Wilhelmsson, Patrik. "Visual Programming with the Unreal Development Kit." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94243.

Full text
Abstract:
This thesis discusses the differences of programming with the Unreal Engine 3’s visual scripting tool Kismet versus traditional programming. A simple action adventure game was developed with the Unreal Development Kit (UDK) in order to gain experience with the tool. UDK is the free version of Epic Games’ game engine Unreal Engine 3. The resulting game has a mixture of a third person behind the character default camera and fixed camera angles. The gameplay is simple; the playable character can run, investigate the level, shoot and lift and push objects. The game focused on exploration and puzzle solving. The writer found programming with Kismet to be easy to get into and highly useful. It was preferred over traditional programming for beginners. The same principles of planning ahead before writing code applied even to visual programming. It was concluded that good structure to the code was very important for larger sequences in order to have readable code. For complex gameplay classes the Unreal Engine 3’s own programming language UnrealScript was preferred. The resulting opinions of programming with a visual language are of highly subjective nature and suggestions for further studies were given.
APA, Harvard, Vancouver, ISO, and other styles
6

Palmqvist, Tor. "Night Vision in an Unreal Engine 4-Based Virtual Reality Flight Simulator." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166650.

Full text
Abstract:
Att utnyttja simuleringsteknologi är både ett effektivt och sparsamt sätt att träna piloter utan att utsätta sig själv eller andra för fara. Flygsimuleringar i Virtual Reality blir mer och mer eftersökta tack vare sin unika nivå av immersion. Detta arbete undersöker, utvärderar och visar hur night vision implementeras i Unreal Engine 4. Undersökningen kommer fram till sex specificerade nyckelfaktorer att följa för att korrekt kunna simulera night vision och visar hur detta uppnås huvudsakligen genom att konfigurera post process-effekter. Dessutom utvärderas implementationens prestanda baserat på frame time. Arbetet resulterar i en fullt fungerande night vision-effekt som uppnår alla sex nyckelfaktorer. På grund av den höga prestandakostnaden av Depth of Field uppnås inte en acceptabel nivå prestandamässigt, men genom att minska skärmupplösningen när night vision är aktivt uppnås även prestandamålet utan att kvalitén på implementationen påverkas märkbart.
APA, Harvard, Vancouver, ISO, and other styles
7

Nilsson, Robin. "Battery Performance Comparison Of Unreal Engine 4 And Unity Applications Running On Android." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18104.

Full text
Abstract:
This thesis evaluates the battery performance of two widely known game engines and compares the results to find the most battery friendly choice. Unity and Unreal Engine 4 are the two engines being compared; it aims to fill the need for research around mobile games battery performance. Smartphones battery life issues becomes more and more common with the powerful smartphones we use in today’s society. They are becoming faster every year, but the batteries stay the same. Power hungry games are not uncommon to find on the biggest game market that has surpassed the combined income of PC and Console games. Tests were performed on an Android system where multiple applications were tested while the battery consumption was measured. The applications are testing how different 2D or 3D components will impact the battery consumption compared to their baseline idling consumption. This thesis provides instructions on how the test applications were developed and which components were included. The findings show that the components had very little impact on the battery consumption for both Unity and Unreal Engine 4. Unity consumed between 1,1 – 1,4 % (36-42mAh) battery for all applications, Unreal Engine 4 consumed between 1,3 – 1,6% (39-48mAh) battery. This thesis conclusion is that Unreal Engine 4 game components require more battery power than the corresponding components of Unity. Therefore, Unity is according to the findings of this thesis a more battery friendly game engine for android games. These results mean that those who looks to create a smaller 2D or 3D game would get a more battery friendly application if they chose to use Unity. However, the results are limited because of how features like gyro, GPS and bigger applications were not included in the performed test cases.
APA, Harvard, Vancouver, ISO, and other styles
8

Geisler, Benjamin Jay. "GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4." Diss., NSUWorks, 2019. https://nsuworks.nova.edu/gscis_etd/1081.

Full text
Abstract:
Game engine programming involves a great number of software components, many of which perform similar tasks; for example, memory allocation must take place in the renderer as well as in the creation routines while other tasks such as error logging must take place everywhere. One area of all games which is critical to the success of the game is that of game balance and tuning. These balancing initiatives cut across all areas of code from the player and AI to the mission manager. In computer science, we’ve come to call these types of concerns “cross cutting”. Aspect oriented programming was developed, in part, to solve the problems of cross cutting: employing “advice” which can be incorporated across different pieces of functionality. Yet, despite the prevalence of a solution, very little work has been done to bring cross cutting to game engine programming. Additionally, the discipline involves a heavy amount of code rewriting and reuse while simultaneously relying on many common design patterns that are copied from one project to another. In the case of game balance, the code may be wildly different across two different games despite the fact that similar tasks are being done. These two problems are exacerbated by the fact that almost every game engine has its own custom DSL (domain specific language) unique to that situation. If a DSL could showcase the areas of cross cutting concerns while highlighting the ability to capture design patterns that can be used across games, significant productivity savings could be achieved while simultaneously creating a common thread for discussion of shared problems within the domain. This dissertation sought to do exactly that- create a metalanguage called GAMESPECT which supports multiple styles of DSLs while bringing aspect-oriented programming into the DSL’s to make them DSAL (domain specific aspect languages). The example cross cutting concern was game balance and tuning since it’s so pervasive and important to gaming. We have created GAMESPECT as a language and a composition framework which can assist engine developers and game designers in balancing their games, forming one central place for game balancing concerns even while these concerns may cross different languages and locations inside the source code. Generality was measured by showcasing the composition specifications in multiple contexts and languages. In addition to evaluating generality and performance metrics, effectiveness was be measured. Specifically, comparisons were made between a balancing initiative when performed with GAMESPECT vs a traditional methodology. In doing so, this work shows a clear advantage to using a Metalanguage such as GAMESPECT for this task. In general, a line of code reduction of 9-40% per task was achieved with negligible effects to performance. The use of a metalanguage in Unreal Engine 4 is a starting point to further discussions concerning other game engines. In addition, this work has implications beyond video game programming. The work described highlights benefits which might be achieved in other disciplines where design pattern implementations and cross-cutting concern usage is high; the real time simulation field and the field of Windows GUI programming are two examples of future domains.
APA, Harvard, Vancouver, ISO, and other styles
9

Frisk, Maxim. "Utvärdering av visuell programmering för mobila enheter i Unreal Engine 4 : ETT ARBETE UTFÖR VID SPELFÖRETAGET STAKKR AB." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186414.

Full text
Abstract:
This thesis has been carried out at the company Stakkr AB in Stockholm. Stakkr have considered moving their existing C++ code to the visual programming language Blueprints in Unreal Engine 4. The objective of this study was to examine the performance of Blueprint if it’s suitable for mobile games, as well to provide Stakkr a suitability assessment of writing code in Blueprint and examine how well it performs compared with the language programming language C++. The assessment of suitability was performed by implementing a translation of two existing C++ classes to Blueprints and an assessment was made regarding development in Blueprint and performance testing between the existing C ++ and the developed Blueprint classes. The method of execution of the assessment was to work agile in short and structured iterations. The assessment of the suitability of the study showed that it was user-friendly to develop with Blueprint. However the existing C ++ classes outperformed the classes written in Blueprints. The reason why Blueprints perform worse has been identified and recommendations regarding the performance issues have been developed.
Detta examensarbete har genomförts på företaget Stakkr AB i Stockholm. Stakkr har övervägt att flytta över sin befintliga C++ kod till det visuella programmeringsspråk Blueprints i Unreal Engine 4. Målet med detta examensarbete har varit att undersöka om prestandan i Blueprints är lämplig för mobilspel samt att tillhandahålla Stakkr en lämplighetsutvärdering av att skriva kod i Blueprints och undersöka hur bra den presterar jämfört med språkstandarden C++. bedömningen av lämpligheten utfördes genom att genomföra en översättning av två befintliga C++ klasser till Blueprints, en bedömning av att utveckla i Blueprints har gjorts och prestandatester har utförts mellan de befintliga C++ gentemot de utvecklade Blueprintklasserna. Metoden för utförandet av bedömningen var att arbeta agilt i korta och strukturerade iterationer. Bedömningen från lämplighetsundersökningen visade att det var användarvänligt att utveckla i Blueprints. Dock presterade Blueprintklasserna sämre än de befintliga C++ klasser. Anledningen till varför Blueprints presterar sämre har identifierats och rekommendationer gällande detta har tagits fram.
APA, Harvard, Vancouver, ISO, and other styles
10

Marinelli, Lorenzo. "Integrazione del motore grafico Unreal Engine e di Autodesk Maya nella realizzazione di una realtà grafica interattiva." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3837/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Unreal Engin"

1

Zak, Parrish, and Wilson Jeff, eds. Mastering Unreal 3 technology: Building virtual worlds in Unreal engine 3. Indianapolis, Ind: Sams Pub., 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Pv, Satheesh. Beginning Unreal Engine 4 Blueprints Visual Scripting. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-6396-9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Mastering Unreal Engine 4.X. Packt Publishing - ebooks Account, 2016.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Advanced Level Design With Unreal Technology Using Unreal Engine 3. Sams, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Sanders, Andrew. An Introduction to Unreal Engine 4. A K Peters/CRC Press, 2016. http://dx.doi.org/10.1201/9781315382555.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Unreal Technology Vol. 3: Introduction to Unrealscript with Unreal Engine 3. Pearson Education, Limited, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Unreal Engine Virtual Reality Quick Start Guide: Design and Develop immersive virtual reality experiences with Unreal Engine 4. Packt Publishing, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Ulibarri, Stephen. Unreal Engine C++ the Ultimate Developer's Handbook: Learn C++ and Unreal Engine by Creating a Complete Action Game. Independently Published, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Li, Jingtian, Kassandra Arevalo, and Matthew Tovar. Creating Games with Unreal Engine, Substance Painter, & Maya. CRC Press, 2020. http://dx.doi.org/10.1201/9781003053101.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Unreal Engine VR Cookbook: Developing Virtual Reality with UE4. Addison-Wesley Professional, 2017.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Unreal Engin"

1

Qiu, Weichao, and Alan Yuille. "UnrealCV: Connecting Computer Vision to Unreal Engine." In Lecture Notes in Computer Science, 909–16. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49409-8_75.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Pollok, Thomas, Lorenz Junglas, Boitumelo Ruf, and Arne Schumann. "UnrealGT: Using Unreal Engine to Generate Ground Truth Datasets." In Advances in Visual Computing, 670–82. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33720-9_52.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Tavakkoli, Alireza. "Materials in Unreal Engine." In Game Development and Simulation with Unreal Technology, 125–258. Title: Game development and simulation with Unreal technology/Alireza Tavakkoli. Description: Second edition. | Boca Raton : Taylor & Francis, CRC Press, 2018.| Includes bibliographical references.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/b22293-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Pv, Satheesh. "Introduction to Unreal Engine 4." In Beginning Unreal Engine 4 Blueprints Visual Scripting, 1–20. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6396-9_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Pv, Satheesh. "C++ and Unreal Engine 4." In Beginning Unreal Engine 4 Blueprints Visual Scripting, 33–54. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6396-9_3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Kumar, Abhishek. "Integration with Unreal Engine 4." In Beginning PBR Texturing, 221–42. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5899-6_18.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Kumar, Abhishek. "Importing into Unreal Engine 4." In VR Integrated Heritage Recreation, 247–60. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6077-7_10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Kumar, Abhishek. "Working on Unreal Engine 4." In VR Integrated Heritage Recreation, 231–45. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6077-7_9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Engelhard, Benedikt. "Virtual Reality mit Unreal Engine 4." In Spiele entwickeln mit Unreal Engine 4, 435–88. München: Carl Hanser Verlag GmbH & Co. KG, 2017. http://dx.doi.org/10.3139/9783446453692.023.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Richartz, Jonas. "Einleitung." In Spiele entwickeln mit Unreal Engine 4, 1–4. München: Carl Hanser Verlag GmbH & Co. KG, 2017. http://dx.doi.org/10.3139/9783446453692.001.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Unreal Engin"

1

Oliver, Paul. "Unreal Engine 4 Elemental." In ACM SIGGRAPH 2012 Computer Animation Festival. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2341836.2341909.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Moran, Gavin. "Unreal engine retrospective highlights." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2897841.2964471.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Cowley, Dana. "Unreal Engine 4 Infiltrator demonstration." In ACM SIGGRAPH 2013 Computer Animation Festival. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503541.2503648.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Agrahari, Vartika, and Sridhar Chimalakonda. "What’s Inside Unreal Engine? - A Curious Gaze!" In ISEC 2021: 14th Innovations in Software Engineering Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3452383.3452404.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Lewis, James, David Brown, Wayne Cranton, and Robert Mason. "Simulating visual impairments using the Unreal Engine 3 game engine." In 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2011. http://dx.doi.org/10.1109/segah.2011.6165430.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Nop, Kongdee, Jintapitak Manissaward, and Tangto Oattarapon. "Development of Character Design Frameworks using Game Engine: Unreal Engine." In 2019 Joint International Conference on Digital Arts, Media and Technology with ECTI Northern Section Conference on Electrical, Electronics, Computer and Telecommunications Engineering (ECTI DAMT-NCON). IEEE, 2019. http://dx.doi.org/10.1109/ecti-ncon.2019.8692268.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Swafford, Nicholas T., Darren Cosker, and Kenny Mitchell. "Latency aware foveated rendering in unreal engine 4." In CVMP 2015: 12th International Conference on Visual Media Production. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2824840.2824863.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Smith, M., and M. Greenwood. "Method for Visualizing Radiation Data using Unreal Engine." In 2020 ANS Virtual Winter Meeting. AMNS, 2020. http://dx.doi.org/10.13182/t123-33177.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Drozina, Adrian, and Tihomir Orehovacki. "Creating a tabletop game prototype in unreal engine 4." In 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2018. http://dx.doi.org/10.23919/mipro.2018.8400282.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Жалыбин, И. О., and Т. С. Катермина. "Использование игрового движка Unreal Engine в производстве промышленных приложений." In III Международная научно-практическая конференция. Нижневартовский государственный университет, 2021. http://dx.doi.org/10.36906/ap-2020/08.

Full text
Abstract:
Данная статья показывает возможности продвинутых игровых движков, как мощных инструментов разработки не только игр, а также САПР и других производственных программ. Описаны возможности одного из самых мощных игровых движков и способы применения классов, предоставляемых движком в разработке промышленных приложений.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography