Book Image

Unreal Engine Physics Essentials

By : Devin Sherry, Vladimir Alyamkin, Katax Emperore
Book Image

Unreal Engine Physics Essentials

By: Devin Sherry, Vladimir Alyamkin, Katax Emperore

Overview of this book

This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game 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 to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.
Table of Contents (15 chapters)
Unreal Engine Physics Essentials
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

What is physical material?


Unreal Engine 4 defines a new method for creating materials. This method is based on the physical aspects of the real world. Things such as light reflections or heaviness will directly affect your model in the game world as visual elements and interactive behavior. You can make an ice cube that moves on the surface like a real one, or you can make waves of the ocean that have their own movements and reflect sunlight.

Basically, the quality of material has a direct connection to the graphics card and technologies involved in the CPU and the memory speed of the machine of a user. This leads developers and art directors to answer some important questions: how does our game render materials? Is it necessary that a user should have a super good machine to get what designers plan to show, or can we solve the quality aspect in simple ways?

A material can be created in three different ways. The first method uses an image that is copied to memory. This image gets loaded several...