{"id":777,"date":"2017-04-17T07:43:27","date_gmt":"2017-04-17T10:43:27","guid":{"rendered":"http:\/\/cgepic.com\/?p=777"},"modified":"2025-07-13T19:36:20","modified_gmt":"2025-07-13T22:36:20","slug":"upbge-and-11-delicious-features","status":"publish","type":"post","link":"https:\/\/cgepic.com\/pt\/upbge-and-11-delicious-features\/","title":{"rendered":"UPBGE e 11 Deliciosos Recursos que Aprimoram a Game Engine do Blender"},"content":{"rendered":"O Blender \u00e9 um software 3D que possui uma diversa quantidade de ferramentas e uma delas \u00e9 o motor de jogo BGE (Blender Game Engine) com recursos focados na cria\u00e7\u00e3o de jogos, mas sem limitar a outras finalidades como aplica\u00e7\u00f5es interativas, gr\u00e1ficos 2D, etc.<\/p>\n<p>J\u00e1 o\u00a0<strong>UPBGE<\/strong> \u00e9 uma ramifica\u00e7\u00e3o (no ingl\u00eas fork) do Blender focado no aprimoramento do BGE. As forks s\u00e3o projetos que utilizam um software base para incrementar mais recursos ou ressuscitar os software descontinuados. Um bom exemplo de fork \u00e9 o LibreOffice que assumiu a sucess\u00e3o do OpenOffice.<!--more--><\/p>\n<p>As atualiza\u00e7\u00f5es do Blender geralmente n\u00e3o tem muita aten\u00e7\u00e3o para o BGE e por motivos como esse que surge forks como o\u00a0UPBGE. Este artigo ir\u00e1 apresentar alguns recursos especiais que o\u00a0UPBGE oferece.<\/p>\n<h1>1. Paralax Mapping<\/h1>\n<p>Conhecido tamb\u00e9m como <strong>virtual displacement mapping<\/strong>, \u00e9 uma forma aprimorada do normal mapping que renderiza a profundidade da textura da forma mais realista.<\/p>\n<p>No UPBGE, essa op\u00e7\u00e3o existe nas propriedades da textura. Para fazer funcionar, \u00e9 preciso utilizar uma textura de normal map com o <strong>canal alpha<\/strong> como a profundidade do paralax map. Na documenta\u00e7\u00e3o do <a href=\"https:\/\/doc.upbge.org\/releases.php?id=0.0.3\" target=\"_blank\" rel=\"noopener noreferrer\">site oficial<\/a> se encontra dois links de tutoriais, um ensinando a como criar uma textura de paralax map no <strong>Gimp<\/strong> e outro como aplica-las no <strong>UPBGE<\/strong>.<\/p>\n<p style=\"text-align: center;\"><iframe loading=\"lazy\" title=\"UPBGE: Create normal maps for parallax patch\" width=\"1080\" height=\"608\" src=\"https:\/\/www.youtube.com\/embed\/CCUeJbKz-Xc?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p style=\"text-align: center;\"><iframe loading=\"lazy\" title=\"UPBGE: How tu use parallax in Blender\" width=\"1080\" height=\"608\" src=\"https:\/\/www.youtube.com\/embed\/ZDIYRslNHCw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<h1>2. Sub Surface Scattering (SSS)<\/h1>\n<p>Este tipo de shading renderiza penetrabilidade volum\u00e9trica de luz, com outras palavras, quando a sua m\u00e3o tapa a luz de uma lanterna, o <strong>SSS<\/strong> \u00e9 como aquele avermelhado interno da m\u00e3o que voc\u00ea v\u00ea.<\/p>\n<p>Para utilizar o SSS no objeto, basta ir nas <strong>propriedades de material<\/strong> e ativar a op\u00e7\u00e3o <strong>Surface Scattering<\/strong>. Ent\u00e3o \u00e9 s\u00f3 escolher a <strong>Scale <\/strong>e <strong>RGB <\/strong>do SSS.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-801\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-sss.gif\" alt=\"\" width=\"800\" height=\"400\" \/><\/p>\n<h1>3.\u00a0Sky Background Render<\/h1>\n<p>O plano de fundo do c\u00e9u \u00e9 um dos recursos que faz muita falta no BGE, onde as \u00fanicas alternativas seriam usar scripts ou improvisar uma esfera com textura HDRI. \u00af\\_(\u30c4)_\/\u00af<\/p>\n<p>Enfim, o\u00a0UPBGE oferece este recurso nas propriedades de textura do <strong>World<\/strong>, para utilizar sem dificuldades as imagens HDRI. Por recomenda\u00e7\u00e3o, no campo <strong>Mapping<\/strong> altere o <strong>Coordinates<\/strong> para <strong>Equiretangular<\/strong>, depois no campo <strong>Influence<\/strong> desmarque o Blend e ative <strong>Horizon<\/strong>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-793\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-bgw.gif\" alt=\"\" width=\"800\" height=\"400\" \/><\/p>\n<p>Ainda n\u00e3o terminou, voc\u00ea precisa ativar a op\u00e7\u00e3o <strong>Real Sky<\/strong> nas <strong>propriedades do World<\/strong>. Para visualizar na Viewport, ative a op\u00e7\u00e3o <strong>Word<\/strong> Background no campo Display do Properties do Viewport.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-800\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-realsky.png\" alt=\"\" width=\"800\" height=\"400\" srcset=\"https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-realsky.png 800w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-realsky-300x150.png 300w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-realsky-768x384.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/p>\n<h1>4. Geometry Instancing<\/h1>\n<p>Segundo a <a href=\"https:\/\/doc.upbge.org\/releases.php?id=0.0.4\" target=\"_blank\" rel=\"noopener noreferrer\">documenta\u00e7\u00e3o do UPBGE<\/a>, este \u00e9 um dos recursos que otimiza o performance no game na parte de instanciamento de objetos em m\u00e9dia de 70%, mas n\u00e3o trabalha com malhas com mais de 100-200 pol\u00edgonos.<\/p>\n<p>Para utiliz\u00e1-la, vai nas <strong>propriedades do material<\/strong> e ative <strong>Geometry Instancing<\/strong> no campo <strong>Options<\/strong>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-796\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-geoinst.png\" alt=\"\" width=\"800\" height=\"400\" srcset=\"https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-geoinst.png 800w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-geoinst-300x150.png 300w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-geoinst-768x384.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/p>\n<h1>5. Wire Materials<\/h1>\n<p>Este \u00e9 tipo de material que \u00e9 renderizado no formato wireframe, no entanto n\u00e3o \u00e9 um simples wireframe, pois tamb\u00e9m recebe as sombras e ilumina\u00e7\u00f5es como qualquer shading.<\/p>\n<p>Para usar o Wire Materials, v\u00e1 em propriedades de <strong>Materials<\/strong> e em uma fila de bot\u00f5es, onde voc\u00ea v\u00ea <strong>Surface<\/strong> em primeiro, escolha a op\u00e7\u00e3o <strong>Wire<\/strong>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-802\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-wireframe.gif\" alt=\"\" width=\"800\" height=\"400\" \/><\/p>\n<h1>6. Cubemap de Reflexo em Tempo Real<\/h1>\n<p>Isto \u00e9 um tipo de texturiza\u00e7\u00e3o de material que resulta um efeito que reflete os elementos do ambiente, incluindo os objetos em movimento.<\/p>\n<p>Para utilizar esta textura, primeiramente altere o <strong>tipo<\/strong> de textura para <strong>Enviroment Map<\/strong>, em seguida no campo <strong>Enviroment Map<\/strong>, escolha o tipo <strong>Realtime<\/strong>, depois crie uma nova imagem clicando em <strong>New<\/strong>. N\u00e3o se preocupe com a resolu\u00e7\u00e3o, ap\u00f3s criar uma nova imagem, clique em <strong>Resize<\/strong> para o programa calcular o tamanho correto da textura.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-794\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-cubemap.gif\" alt=\"\" width=\"800\" height=\"400\" \/><\/p>\n<p>J\u00e1 para um espelho plano n\u00e3o seria ideal usar um cubemap, mas sim o pr\u00f3ximo recurso do artigo.<\/p>\n<h1>7. Refra\u00e7\u00e3o e Reflex\u00e3o em Plano<\/h1>\n<p>Diferente de Cubemaps, a refra\u00e7\u00e3o e reflex\u00e3o planar \u00e9 pr\u00f3prio para superf\u00edcies planas ou semi-planas com \u00e1guas ou objetos com normal map.<\/p>\n<p>Depois de aprender um pouco sobre cubemaps, para usar o refra\u00e7\u00e3o ou reflex\u00e3o, basta alterar a op\u00e7\u00e3o <strong>Mapping<\/strong> do Cube para <strong>Plane<\/strong>, ap\u00f3s isso, escolha o <strong>Rendering Mode<\/strong>, seja <strong>Reflection<\/strong> ou <strong>Refraction<\/strong>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-797\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-mirror.gif\" alt=\"\" width=\"800\" height=\"400\" \/><\/p>\n<h1>8. Suporte ao Joystick XInput, Incluindo o Atuador Vibra\u00e7\u00e3o<\/h1>\n<p>Este \u00e9 um \u00f3timo presente do UPBGE para quem usa os controles com suporte ao <strong>XInput<\/strong> como o controle de <strong>XBox 360<\/strong> e controle da <strong>Logitech<\/strong>.<\/p>\n<p>Para os bot\u00f5es e seus anal\u00f3gicos, esta op\u00e7\u00e3o encontra-se no <strong>Sensor Joystick<\/strong> do <strong>Logic Editor<\/strong>. Para a vibra\u00e7\u00e3o utilize o <strong>Actuator Vibration<\/strong>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-803\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-xinput.png\" alt=\"\" width=\"800\" height=\"400\" srcset=\"https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-xinput.png 800w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-xinput-300x150.png 300w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-xinput-768x384.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/p>\n<h1>9.\u00a0Suaviza\u00e7\u00e3o da Sombra<\/h1>\n<p>No BGE, aquela sombra de objeto projetado dinamicamente em uma superf\u00edcie possui apenas uma suaviza\u00e7\u00e3o por filtros lineares, que fica aparentemente bem n\u00edtido em altas resolu\u00e7\u00f5es e desagrad\u00e1vel nas baixas resolu\u00e7\u00f5es.<\/p>\n<p>Para renderizar uma sombra din\u00e2mica com suaviza\u00e7\u00e3o nas bordas no UPBGE, utiliza-se a t\u00e9cnica <strong>PFC (Percentage Closer Filtering) Shadow<\/strong>.<br \/>\nO <strong>PFC<\/strong> se encontra na op\u00e7\u00e3o <strong>Filter Type<\/strong>, localizado no campo <strong>Shadow<\/strong> em propriedades de Luz.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-799\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-pcf.gif\" alt=\"\" width=\"800\" height=\"400\" \/><\/p>\n<h1>10.\u00a0Suaviza\u00e7\u00e3o de Part\u00edculas<\/h1>\n<p>Um dos problemas que existe em certos jogos 3D \u00e9 o not\u00e1vel corte de part\u00edculas ao atravessar as superf\u00edcies. A suaviza\u00e7\u00e3o de part\u00edculas veio para resolver este problema.<\/p>\n<p>Para suavizar a part\u00edcula ative o <strong>Depth Transparency<\/strong> e defina os valores do <strong>Depth Factor<\/strong> nas op\u00e7\u00f5es de transpar\u00eancia do material.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-798\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-particle.gif\" alt=\"\" width=\"800\" height=\"400\" \/><\/p>\n<h1>11.\u00a0Mais Ferramentas de Debug<\/h1>\n<p>No UPBGE tem dispon\u00edvel ferramentas adicionais para debug, inclusive para Armatures e Sombras.<\/p>\n<p>Os debugs adicionais encontram-se no campo <strong>Debug<\/strong> das propriedades de <strong>Render<\/strong> ou no sub-menu <strong>Show Debug<\/strong> dentro do menu <strong>Game<\/strong>.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-795\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-debug.png\" alt=\"\" width=\"800\" height=\"400\" srcset=\"https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-debug.png 800w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-debug-300x150.png 300w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/upbge-debug-768x384.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/p>\n<h1>Considera\u00e7\u00f5es Finais<\/h1>\n<p>Ter essa possibilidade de cria\u00e7\u00e3o e crescimento de ramifica\u00e7\u00f5es como UPBGE \u00e9 uma das grandes virtudes que os Softwares Livres possuem, beneficiando tanto os usu\u00e1rios quanto os desenvolvedores.<\/p>\n<p>Fica evidente o crescimento do UPBGE com atualiza\u00e7\u00f5es bem ativas a cada m\u00eas, fazendo com que este motor de jogo ganhe cada vez mais o potencial para cria\u00e7\u00e3o de jogos. Quem sabe mais pra frente esta fork ofere\u00e7a recursos nativos como <a href=\"https:\/\/www.youtube.com\/watch?v=R_L-_oGTbqw\" target=\"_blank\" rel=\"noopener noreferrer\">SSAO<\/a>, DoF, ferramentas para modo online, ou at\u00e9 mesmo <a href=\"https:\/\/www.youtube.com\/watch?v=3JUYFGkmE1Y\" target=\"_blank\" rel=\"noopener noreferrer\">Area Lights<\/a>? Enfim, sonhar assim n\u00e3o faz mal.<\/p>\n<p>Como dica, n\u00e3o abuse bastante desses recursos, colocando \u00a0pol\u00edgonos, luzes com sombras, materiais ricos e espelhos din\u00e2micos em quantidade exorbitante para um cen\u00e1rio, lembre-se que a m\u00e1quina tem seus limites.<\/p>\n<p>Fica a\u00ed uma \u00f3tima e deliciosa alternativa para os grandes entusiastas do motor gr\u00e1fico do Blender.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-792\" src=\"http:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/so_good.png\" alt=\"\" width=\"800\" height=\"554\" srcset=\"https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/so_good.png 800w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/so_good-300x208.png 300w, https:\/\/cgepic.com\/wp-content\/uploads\/2017\/04\/so_good-768x532.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/p>\n<p>Para baixar e conferir mais recursos e detalhes sobre o UPBGE, siga abaixo os links direcionados \u00e0s p\u00e1ginas oficiais:<\/p>\n[row] [column column=&#8221;one-half&#8221;]  [\/column] [column column=&#8221;one-half&#8221;]  [\/column] [\/row]\n<p>&nbsp;<\/p>\n<ul>\n<li>PS: A imagem de destaque, a primeira da p\u00e1gina, \u00e9 um print da renderiza\u00e7\u00e3o em tempo real no\u00a0<strong>UPBGE<\/strong>. \ud83d\ude42<\/li>\n<\/ul>","protected":false},"excerpt":{"rendered":"<p>Desculpe-nos, mas este texto esta apenas dispon\u00edvel em Ingl\u00eas Americano.Blender is a 3D software that has a diverse amount of tools and one of them is the game engine BGE (Blender Game Engine) with features focused on creating games, but not limited to other purposes such as interactive applications, 2D graphics, etc. UPBGE is a [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":790,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[51,23,50,71],"tags":[28,104,111,114,113,112,110,107,105,109,106],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v19.5.1 - 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