Unreal Engine Physics Essentials
By Emperore Katax and Sherry Devin
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Unreal Engine Physics Essentials - Emperore Katax
Table of Contents
Unreal Engine Physics Essentials
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the color images of this book
Errata
Piracy
Questions
1. Math and Physics Primer
Launching Unreal Engine 4
Units of measurement
What is an Unreal Unit?
Common measurements in Unreal Engine 4
Unit snapping in Unreal Engine 4
Changing units of measurement in 3ds Max and Maya
Units of measurement – a section review
The scientific notation
How to use scientific notation?
The scientific notation – a section review
The 2D and 3D coordinate systems
The top perspective
The side perspective
The front perspective
The 2D and 3D coordinate systems – a section review
Scalars and vectors
Scalars and vectors – a section review
Newton's laws/Newtonian physics concepts
Newton's first law of motion
Newton's second law of motion
Newton's third law of motion
Newton's laws of motion – a section review
Forces and energy
Forces and energy – a section review
Summary
2. Physics Asset Tool
Navigating to PhAT
The PhAT environment
The PhAT example and experience
Deleting current assets
Adding and customizing current assets
Summary
3. Collision
Collision and Trace Responses – an overview
Collision and Trace Responses – a section review
Simple versus complex collision
Simple versus complex collision – a section review
Creating simple collisions
Creating simple collisions – a section review
Creating complex and custom collision hulls
Creating complex and custom collision hulls – a section review
Collision interactions
Collision interactions – a section review
Custom object and trace channel responses
Custom object and trace channel responses – a section review
In-depth collision presets
In-depth collision presets – a section review
Summary
4. Constraints
What are constraints?
The first physics constraint actor experience
Customizing physics constraint actor
A simple game with Blueprint
Summary
5. Physics Damping, Friction, and Physics Bodies
Physics Bodies – an overview
Physics Bodies – a section review
Angular and Linear Damping
Angular and Linear Damping – a section review
Physical Materials – an overview
Physical Materials – a section review
Physics Damping
Physics Damping – a section review
Summary
6. Materials
What is physical material?
Creating the first material
The physics of materials
Summary
7. Creating a Vehicle Blueprint
Vehicle Blueprint – a content overview
Vehicle Blueprints – a section overview
Creating the Vehicle Blueprints
Creating the Vehicle Blueprints – a section review
Editing the Vehicle Blueprints
Editing the Vehicle Blueprints – a section review
Setting up user controls
Setting up user controls – a section review
Scripting movement behaviors
Scripting movement behaviors – a section review
Testing the vehicle
Summary
8. Advanced Topics
Simulating complex physics – destruction
Summary
Index
Unreal Engine Physics Essentials
Unreal Engine Physics Essentials
Copyright © 2015 Packt Publishing
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First published: September 2015
Production reference: 1230915
Published by Packt Publishing Ltd.
Livery Place
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ISBN 978-1-78439-490-5
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Credits
Authors
Katax Emperore
Devin Sherry
Reviewer
Abdullah Obaied
Commissioning Editor
Edward Bowkett
Acquisition Editor
Indrajit Das
Content Development Editor
Shubhangi Dhamgaye
Technical Editor
Siddhesh Ghadi
Copy Editor
Relin Hedly
Project Coordinator
Harshal Ved
Proofreader
Safis Editing
Indexer
Monica Ajmera Mehta
Graphics
Disha Haria
Production Coordinator
Nilesh R. Mohite
Cover Work
Nilesh R. Mohite
About the Authors
Katax Emperore was born in January 1974. Since his childhood days, he has loved board games, science magazines, comic books, and graffiti painting. Katax was introduced to the IT world when he got his first game platform, Fire Attack from the Game & Watch series by Nintendo, back in the 80's. While spending hours on it, he became curious about the process of creating games.
As a teenager, Katax owned Amiga 500 by Commodore on which he played hundreds of games. However, one stuck with him: Shadow of the Beast by Psygnosis. He was enamored by the quality of the graphics, music, and FX sounds involved in the game. Katax realized that he would like to learn to create such games, and this was the first step. Today, he can design and develop any game on various web pages and platforms alike.
The Amiga platform created a high-quality gaming experience supported by an advanced hardware architecture that was way ahead of its time. It was a high-profile computer with real stereo sound supported by the advanced Direct Memory Access technology for multiprocessing. On this platform, Katax learned many aspects of programming, multitasking, DMA, interactive applications, IO port mappings, graphic design, and 3D. When Microsoft introduced Windows 98, he got serious about programming, 3D, and graphic design, which led him to base his education, and later his career, in the IT industry.
Around this time, Katax experienced a live performance of a digital visual art improvisation over music known as a VJ performance. He was influenced by Jimi Hendrix, and he adopted his style of improvising each track on a live stage. His style involves visualizing forms, colors, and brightness of images and videos by playing live visual transitions over each pixel on the screen. Katax believes that it's necessary for each game designer/developer to be a part of some art movement or activity because it helps you in your career, both technically and spiritually.
Katax' favorite bands/artists include Klaus Schulze, Tangerine Dream, Hawkwind, and Jimi Hendrix.
I am grateful to John Carmack from id Software for his efforts and great work on 3D graphic programming. What he invented and developed back in the 90's was the beginning of the wonderful genre of first-person shooter games, which is my personal favorite. Also, I would like to thank Westwood Studios for introducing the Command and Conquer (C&C) series to the gaming world. This game pioneered many aspects of the modern real-time strategy games, which later powered many subgenres in this area as well. Great job, thank you!
Devin Sherry is originally from Levittown, Long Island in the state of New York, USA. He studied game development and game design at the University of Advancing Technology where he obtained a bachelor's degree of arts in game design in 2012.
During his time in college, Devin worked as a game and level designer with a group of students called Autonomous Games on a real-time, strategy style, third-person shooter game called The Afflicted using Unreal Engine 3/UDK. It was presented at the Game Developers Conference (GDC) in 2013 in the the GDC Play showcase.
Currently, Devin works as an independent game developer located in Tempe, Arizona, where he works on personal and contracted projects. His achievements include the title Radial Impact, which can be found in the Community Contributions section of the Learn tab of Unreal Engine 4's Launcher. You can follow Devin's work on his YouTube channel, Devin Level Design, where he educates viewers on game development within Unreal Engine 3, UDK, and Unreal Engine 4.
About the Reviewer
Abdullah Obaied is a self-taught software engineer with a long history of expertise in game programming. He has professionally worked on games such as Artifice: Faith in Chaos as well as on engines such as Unity and Unreal Engine 4. Furthermore, using the DirectX technology, Abdullah has developed his own engine labeled Nucleus Engine. He was also one of the developers selected to beta-test Unreal Engine 4 back in its early development stage.
Currently, Abdullah works at Mindvalley in Kuala Lumpur, Malaysia in the mobile app development team as an Android developer. You can follow him on his blog, http://damngoodcode.blogspot.com.
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Preface
Giving readers practical insight into the principles of mathematics and physics necessary to properly implement physics within Unreal Engine 4, this book covers everything one needs to know in order to create a game world.
Discover how to manipulate physics within Unreal Engine 4 by learning from scratch the basic real-world concepts in mathematics and physics that assist in the implementation of physics-based objects in your game world. Then, be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing physics objects for your game world. Next, dive into Unreal Engine 4's collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic Games to create the effect of the real physical world in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, and also cover topics related to advanced physics.
What this book covers
Chapter 1, Math and Physics Primer, covers basic concepts in mathematics and physics that will assist your understanding of how the real-world, and Unreal Engine 4, works.
Chapter 2, Physics Asset Tool, discusses how to properly utilize the Physics Asset Tool to create physics assets to use with Skeletal Meshes.
Chapter 3, Collision, invites readers to learn and apply collisions to physics assets in order to experiment with physics simulations.
Chapter 4, Constraints, discusses how to implement constraints onto actors and blueprints using the Physics Asset Tool.
Chapter 5, Physics Damping, Friction, and Physics Bodies, defines physics damping, friction, and physics bodies in the context of Unreal Engine 4.
Chapter 6, Materials, discusses physical materials and how to utilize them to create a realistic game world.
Chapter 7, Creating a Vehicle Blueprint, takes a look at applying the skills learned in the previous chapters to create the physical body and blueprint of a working vehicle.
Chapter 8, Advanced Topics, covers advanced topics and troubleshooting techniques in physics.
What you need for this book
This book assumes that readers have access to Unreal Engine 4 and can utilize version 4.7.0 or higher. If you do not have Unreal Engine 4, you can visit www.unrealengine.com/what-is-unreal-engine-4 to download the engine.
Furthermore, for those who are not familiar with how to use Unreal Engine 4, this text will walk you through some of the basics, but also assume that its readers have at least some experience with the engine.
Who this book is for
This book is intended for beginner to intermediate users of Epic Games' Unreal Engine 4 who want to learn more about how to implement physics within their game world.
No matter the knowledge base of Unreal Engine 4, this book contains valuable information on blueprint scripting, collision generation, materials, and the Physical Asset Tool (PhAT) for all users to create better games.
Conventions
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: We can name this parameter Material Color.
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: Clicking the Next button moves you to the next screen.
Note
Warnings or important notes appear in a box like this.
Tip
Tips and tricks appear like this.
Reader feedback
Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important