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Introduction
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์ •์˜

Unreal Engine ๋‚ด๋ถ€์—์„œ 3D Object ํ‘œ๋ฉด์ด ๋‹ค๋ฅธ ๊ฐ์ฒด์™€ ์ถฉ๋Œํ•  ๋•Œ ๋ฐœ์ƒํ•˜๋Š” ๋งˆ์ฐฐ๋ ฅ, ๋ฐ˜๋ฐœ๋ ฅ, ๋ฌผ๋ฆฌ์  ์„ฑ์งˆ์„ System์— ์ „๋‹ฌํ•˜๋Š” ์ˆœ์ˆ˜ ๋ฐ์ดํ„ฐ Asset์ด๋‹ค.

์„ค๋ช…

์ดˆ์ฐฝ๊ธฐ 3D Game Engine ๊ตฌ์กฐ์—์„œ๋Š” ๋ Œ๋”๋ง์„ ๋‹ด๋‹นํ•˜๋Š” Material Shader ์ฝ”๋“œ ๋‚ด์—์„œ ๋ฌผ๋ฆฌ ์—ฐ์‚ฐ ์ˆ˜์น˜๋ฅผ ํ•จ๊ป˜ ํ•˜๋“œ์ฝ”๋”ฉํ•˜์—ฌ ๋ Œ๋”๋ง ๋ถ€ํ•˜์™€ ๋ฌผ๋ฆฌ ์—ฐ์‚ฐ ๋ถ€ํ•˜๊ฐ€ ๋ถ„๋ฆฌ๋˜์ง€ ์•Š๋Š” ๋ฌธ์ œ๊ฐ€ ๊ทน์‹ฌํ–ˆ๋‹ค.
Epic Games๋Š” ์ด ๊ตฌ์กฐ์  ๊ฒฐํ•จ์„ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•ด ์‹œ๊ฐ์ ์ธ ๋ Œ๋”๋ง Pipeline๊ณผ ๋ฌผ๋ฆฌ ์—ฐ์‚ฐ Pipeline์„ ์™„์ „ํžˆ ๋ถ„๋ฆฌํ•˜๊ณ  ํ‘œ๋ฉด์˜ ๋ฌผ๋ฆฌ์  ํŠน์„ฑ๋งŒ ๋…๋ฆฝ์ ์œผ๋กœ ์ €์žฅํ•œ๋А Physical Material ์ฒด๊ณ„๋ฅผ ๋„์ž…ํ–ˆ๋‹ค.
์‹œ๊ฐ์ ์œผ๋กœ ์™„๋ฒฝํ•˜๊ฒŒ ๋™์ผํ•œ ๋‚˜๋ฌดํ†ต ํ˜•ํƒœ์˜ Object๋ผ๋„ ์ด Asset์„ ์–ด๋–ป๊ฒŒ๋ฎ์–ด์”Œ์šฐ๋А๋ƒ์— ๋”ฐ๋ผ ์–ผ์Œ์ฒ˜๋Ÿผ ๋ฏธ๋„๋Ÿฌ์ง€๊ฑฐ๋‚˜ ๊ณ ๋ฌด๊ณต์ฒ˜๋Ÿผ ํŠ•๊ฒจ ์˜ค๋ฅด๋„๋ก ๋ฌผ๋ฆฌ์  ์„ฑ์งˆ์„ ๋…๋ฆฝ์ ์œผ๋กœ ์กฐ์ž‘ํ•  ์ˆ˜ ์žˆ๋‹ค.

์›๋ฆฌ

  1. Friction ์ˆ˜์น˜ ์ œ์–ด
    1. ๋‘ Object ํ‘œ๋ฉด์ด ๋งž๋‹ฟ์•„ ๋ฏธ๋„๋Ÿฌ์งˆ ๋•Œ ๋ฐœ์ƒํ•˜๋Š” ์ €ํ•ญ ์—๋„ˆ์ง€๋ฅผ ์ˆ˜์น˜ํ™”ํ•˜์—ฌ ์–ผ์ŒํŒ์˜ ๋ฏธ๋„๋Ÿฌ์›€์ด๋‚˜ ์•„์ŠคํŒ”ํŠธ์˜ ๊ฑฐ์น ๊ธฐ ๊ฐ™์€ ํ‘œ๋ฉด์˜ ๋ฌผ๋ฆฌ์  ๋งˆ์ฐฐ ์ •๋„๋ฅผ ๋ฌผ๋ฆฌ Engine์— ์ˆ˜ํ•™์ ์œผ๋กœ ์ „๋‹ฌํ•˜๋‚Ÿ.
  1. Restitution ํƒ„์„ฑ ์—ฐ์‚ฐ
    1. Collision ๋ฐœ์ƒ ์‹œ ์šด๋™ ์—๋„ˆ์ง€๊ฐ€ ํก์ˆ˜๋˜์ง€ ์•Š๊ณ  ๋ณด์กด๋˜์–ด ํŠ•๊ฒจ ๋‚˜๊ฐ€๋Š” ๋ฐ˜๋ฐœ๋ ฅ ๋น„์œจ์„ ์ œ์–ดํ•˜์—ฌ ์ง„ํ™์— ๋ฐ•ํžˆ๋Š” ์‡ ๊ณต์ด๋‚˜ ์‚ฌ๋ฐฉ์œผ๋กœ ํŠ€๋Š” ํƒ๊ตฌ๊ณต์˜ ๊ถค์ ์„ system์— ์ง€์‹œํ•œ๋‹ค.

๊ตฌ์กฐ

๋ฌผ๋ฆฌ ์ถฉ๋Œ ์—๋„ˆ์ง€ ์ƒํ˜ธ์ž‘์šฉ ๊ตฌ์กฐ์‹

Eoutput=(Mร—Vinput)ร—Crestitutionโˆ’ฮผfrictionE_{output} = (M \times V_{input}) \times C_{restitution} - \mu_{friction}
  • E_output: ๋ฌผ๋ฆฌ Engine์ด ๋„์ถœํ•˜๋Š” ์ถฉ๋Œ ์งํ›„์˜ ์ตœ์ข… ์šด๋™ ์—๋„ˆ์ง€
  • M: ์ถฉ๋Œ์„ ์ผ์œผํ‚จ Object์˜ ๋ฌผ๋ฆฌ์  ์งˆ๋Ÿ‰
  • V_input: ๋Œ€์ƒ ํ‘œ๋ฉด์— ๋ถ€๋”ชํžˆ๊ธฐ ์ง์ „์˜ ์ดˆ๊ธฐ ์ ‘๊ทผ ์†๋„
  • C_restitution: Physical Material ๋‚ด๋ถ€์—์„œ ์„ค์ •๋œ ๋ฐ˜๋ฐœ ๊ณ„์ˆ˜
  • ยต_friction: ํ‘œ๋ฉด ํŠน์„ฑ์— ์˜ํ•ด ๋ฐœ์ƒํ•˜๋Š” ๋ฌผ๋ฆฌ์  ๋งˆ์ฐฐ ์ €ํ•ญ ์—๋„ˆ์ง€

์˜ˆ์‹œ

Audio Footstep System ํŒŒ์ดํ”„๋ผ์ธ

Character์˜ ๋ฐœ์ด ์ง€๋ฉด์— ๋‹ฟ๋Š” Animation ํ”„๋ ˆ์ž„์— ๋งž์ถฐ ๋ฐ”๋‹ฅ์„ ํ–ฅํ•ด Line Trace ๊ด‘์„ ์„ ์œ๋‹ค. ๋ฐ”๋‹ฅ Object์— ์ ์šฉ๋œ Physical Material์—์„œ Surface Type ๋ฐ์ดํ„ฐ๋ฅผ ์ฝ์–ด์™€ ํ˜„์žฌ ๋ฐŸ๊ณ  ์žˆ๋Š”๊ณณ์ด ์ฒ ํŒ์ธ์ง€ ์ž”๋””๋ฐญ์ธ์ง€ ํŒ๋ณ„ํ•˜๊ณ  Audio Middleware์— ํ•ด๋‹น ๋งค๊ฐœ๋ณ€์ˆ˜๋ฅผ ๋„˜๊ฒจ ์ •ํ™•ํ•œ ๋ฐœ์†Œ๋ฆฌ Event๋ฅผ ์žฌ์ƒํ•˜๋Š” ๊ฐ€์žฅ ํ•„์ˆ˜์ ์ธ ๋กœ์ง์ด๋‹ค.

Vehicle Driving ํƒ€์ด๋จธ ๋ฌผ๋ฆฌ ์—ฐ์‚ฐ

๋ ˆ์ด์‹ฑ Game์—์„œ ํŠธ๋ž™์˜ ์•„์ŠคํŒ”ํŠธ์™€ ๋น„ํฌ์žฅ๋„๋กœ ๊ทธ๋ฆฌ๊ณ  ์ง„ํ™ํƒ• ๊ตฌ๊ฐ„๋งˆ๋‹ค ๊ฐ๊ธฐ ๋‹ค๋ฅธ Friction ์ˆ˜์น˜๋ฅผ ๊ฐ€์ง„ Asset์„ ์น ํ•ด๋‘”๋‹ค. ํƒ€์ด๋จธ Object๊ฐ€ ์ง€๋ฉด๊ณผ ์ถฉ๋Œ์„ ์œ ์ง€ํ•˜๋ฉฐ ๊ตด๋Ÿฌ๊ฐˆ ๋•Œ๋งˆ๋‹ค ์ดˆ๋‹น ์ˆ˜์‹ญ๋ฒˆ์”ฉ ๋งˆ์ฐฐ๋ ฅ ๊ฐ’์„ ์—ฐ์‚ฐํ•˜์—ฌ ๋“œ๋ฆฌํ”„ํŠธ ์ œ๋™ ๊ฑฐ๋ฆฌ ํƒ€์ด๋จธ ๋ฏธ๋„๋Ÿฌ์ง ๊ฐ™์€ ์ฐจ๋Ÿ‰ ์ฃผํ–‰ ๋ฌผ๋ฆฌ ๊ฐ๊ฐ์„ ์‹ค์‹œ๊ฐ„์œผ๋กœ ์—ญ๋™์„ฑ ์žˆ๊ฒŒ ์ œ์–ดํ•œ๋‹ค.

Weapon Projectile ํƒ€๊ฒฉ ์‹œ๊ฐ ํšจ๊ณผ

๋ฌด๊ธฐ ๋ฐœ์‚ฌ์ฒด Actor๊ฐ€ ๋ฒฝ์ด๋‚˜ ๋ฐ”๋‹ฅ์— ๋ถ€๋”ชํžˆ๋Š” Collision ์ด๋ฒคํŠธ๊ฐ€ ๋ฐœ์ƒํ•˜๋ฉด ์ถฉ๋Œ ์ง€์ ์˜ Physical Material ๋ฐ์ดํ„ฐ๋ฅผ ์—ญ์ถ”์ ํ•œ๋‹ค. ํ‘œ๋ฉด์ด ์ฝ˜ํฌ๋ฆฌํŠธ์ผ ๊ฒฝ์šฐ ํšŒ์ƒ‰ ํŒŒํŽธ์ด ํŠ€๋Š” Particle์„ ํ™”๋ฉด์— ๋„์šฐ๊ณ  ์ˆ˜๋ฉด์ผ ๊ฒฝ์šฐ ๋ฌผ๋ณด๋ผ๊ฐ€ ์ผ์–ด๋‚˜๋Š” Particle์„ ํ˜ธ์ถœํ•˜์—ฌ ์œ ์ €๊ฐ€ ๋А๋ผ๋Š” ํƒ€๊ฒฉ ํ”ผ๋“œ๋ฐฑ์˜ ์‚ฌ์‹ค์„ฑ๊ณผ ๊ฒŒ์ž„์˜ ๋ชฐ์ž…๋„๋ฅผ ๊ทน๋Œ€ํ™”ํ•œ๋‹ค.

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