{"id":140,"date":"2011-01-01T13:04:57","date_gmt":"2011-01-01T18:04:57","guid":{"rendered":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/?p=140"},"modified":"2011-04-27T15:43:09","modified_gmt":"2011-04-27T19:43:09","slug":"newsletter-issue-3","status":"publish","type":"post","link":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/?p=140","title":{"rendered":"Newsletter 3"},"content":{"rendered":"<p><strong>Programming in Unity<\/strong><\/p>\n<p>One of the game engines in which we are working is Unity 3D. It is an engine that<br \/>\nhas become very popular recently because of its user-friendliness. It is easy to<br \/>\nstart working in Unity as its visual interface is very powerful, not being restricted<br \/>\nto programmers. Just drag and dropping you can create a a highly detailed world<br \/>\nand tweak almost all their characteristics.<\/p>\n<p>However there is more than a friendly user interface in Unity. The logic of the<br \/>\nworld and the interaction of the characters (may those be human, vehicles or<br \/>\nmonsters) must be programmed using a scripting language. This is what gives life<br \/>\nto the world. The languages admitted by Unity are Javascript, C# or Boo, and most<br \/>\nof the documentation is made with Javascript, probably because it is a seasoned<br \/>\nlanguage and there are thousands of programmers familiarized with it. But for our<br \/>\npurposes we are using C#, which is a language much newer, with more potential<br \/>\nthan Javascript, and better supported by the well known Microsoft Visual Studio.<br \/>\nC# could be seen as a mixture of two of the most successful programming languages,<br \/>\nC++ and Java.<\/p>\n<p><strong>UDK Research<\/strong><\/p>\n<p>For the past week, I\u2019ve been researching higher-end features in the Unreal Development<br \/>\nKit; such as Kismet, Unreal Matinee Editor, PhAT, Unreal Material<br \/>\nEditor, and the Fracture Tool. Kismet is Unreal\u2019s scripting solution for the artist,<br \/>\na visual interface where one plugs nodes into other nodes to form scripted events,<br \/>\nsuch as light switches. Unreal Matinee is completely housed inside Kismet as an<br \/>\nanimation editor to animate different things, for example, an elevator or animated<br \/>\nmaterials. PhAT, or the Physics Asset Tool, is used for applying physics proper<br \/>\nties to various objects while the Fracture Tool allows one to make objects crumble<br \/>\nto pieces when force, such as a gun shot, is applied to it. The Material Editor<br \/>\nis a visual graph node-system, in which it allows one to edit materials in real-time<br \/>\nwith a visual preview.<\/p>\n<p>For next week, I aim to develop some working prototypes in UDK to test some<br \/>\nof our theories and find whether they\u2019d work for what we want in our simulation.<\/p>\n<p><strong>Applying Knowledge Learned<\/strong><\/p>\n<p>This week I have focused mostly on setting up a scene to<br \/>\ndisplay examples. These examples will show the possible<br \/>\nroutes we could take for simulation. The purpose of doing<br \/>\nthis is to see what would look best and be compatible with<br \/>\nother aspects of our project. An example of this would be,<br \/>\nsay what would work with the terrain deforming system<br \/>\nthat was developed last semester. Or say, what could be<br \/>\ndone in real time and still look good.<\/p>\n<p>These demos will consist of collision, animated textures<br \/>\nand particles. These three things I have been looking into<br \/>\nfor awhile now and wanted to display them in a more complete<br \/>\nmanner. Other new demos I will be looking into were<br \/>\nsuggested to use during quarters; with are cloth and water<br \/>\nsimulation. The hope for these demos is that they will give<br \/>\nus clear illustrations of what would be possible by halves.<\/p>\n<p><strong>Preparing for the Next Few Week<\/strong><\/p>\n<p>This week has been full of preparation: both for the trip<br \/>\nnext week to Tucson, AZ and getting ready to texture the<br \/>\nMTL. In preparation for visiting the Tuscon Proving<br \/>\nGrounds, I checked with Sam K to make sure they had everything<br \/>\nwe would need for accurate measurements of material<br \/>\nchanges (markers, flags, etc). In regards to the MTL,<br \/>\nI\u2019ve finished the high poly model with the exception of the<br \/>\ncab, as I\u2019m currently waiting on Caterpillar for how much<br \/>\ndetail they want inside of the model. While I wait to hear<br \/>\nback, I will be texturing the rest of the MTL (the treads,<br \/>\nthe bucket, etc). We had our client and representatives<br \/>\nfrom NREC come in to help discuss where our project is<br \/>\ngoing, which provided us with more theories and ideas on<br \/>\nhow to proceed with the project\u2019s development.<\/p>\n<p>Next week I will spend time texturing the MTL before I go<br \/>\nto Tucson, and adding more features to the rig.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Programming in Unity One of the game engines in which we are working is Unity 3D. It is an engine that has become very popular recently because of its user-friendliness. It is easy to start working in Unity as its &hellip; <a href=\"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/?p=140\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[],"class_list":["post-140","post","type-post","status-publish","format-standard","hentry","category-news-letter"],"_links":{"self":[{"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=\/wp\/v2\/posts\/140"}],"collection":[{"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=140"}],"version-history":[{"count":8,"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=\/wp\/v2\/posts\/140\/revisions"}],"predecessor-version":[{"id":198,"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=\/wp\/v2\/posts\/140\/revisions\/198"}],"wp:attachment":[{"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=140"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=140"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/projects-old.etc.cmu.edu\/heavymetal2\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=140"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}