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Holistic Game Development With Unity. An All-in-One Guide To Implementing Game Mechanics, Art, Design and Programming Penny de Byl
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Holistic Game Development
with Unity
An All-in-One Guide to Implementing
Game Mechanics, Art, Design and Programming
Second Edition
Penny de Bylis a professor of interactive multimedia and games at Bond University in Australia. An award-winning
teacher, Penny has researched and taught computer science, computer graphics, and game development at top-
ranked universities for over 20 years. Author of two books on artificial intelligence programming for computer
games, and winner of the 2011 Unity Technologies’ Unity Mobile Generation Education Giveaway, Penny also hosts
the popular Unity development YouTube channel, Holistic3d.
Holistic Game Development
with Unity
An All-in-One Guide to Implementing
Game Mechanics, Art, Design and Programming
Second Edition
Penny de Byl
CRC Press
Taylor & Francis Group
6000 Broken Sound Parkway NW, Suite 300
Boca Raton, FL 33487-2742
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v
2.3.3 Translation, Rotation, and Scaling . . . . . . . . . . . . . . . . 85
2.3.4 Polygons and Normals . . . . . . . . . . . . . . . . . . . . . . . . . . 90
2.4 Two-Dimensional Games in a 3D Game Engine . . . . . . . . . . . 93
2.4.1 Quaternions? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
2.4.2 Quaternions to the Rescue . . . . . . . . . . . . . . . . . . . . . . 99
2.5 The Laws of Physics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
2.5.1 The Law of Gravity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
2.5.2 The First Law of Motion . . . . . . . . . . . . . . . . . . . . . . . . . 113
2.5.3 The Second Law of Motion . . . . . . . . . . . . . . . . . . . . . . . 117
2.5.4 The Third Law of Motion . . . . . . . . . . . . . . . . . . . . . . . . 118
2.6 Physics and the Principles of Animation . . . . . . . . . . . . . . . . . 121
2.6.1 Squash and Stretch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
2.6.2 Anticipation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
2.6.3 Follow-Through . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
2.6.4 Secondary Motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
2.7 2D and 3D Tricks for Optimizing Game Space . . . . . . . . . . . 134
2.7.1 Reducing Polygons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
2.7.1.1 Use Only What You Need . . . . . . . . . . . . . . 135
2.7.1.2 Backface Culling . . . . . . . . . . . . . . . . . . . . . . 135
2.7.1.3 Level of Detail . . . . . . . . . . . . . . . . . . . . . . . . . . 137
2.7.2 Camera Viewing Volume . . . . . . . . . . . . . . . . . . . . . . . 139
2.7.3 Fog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
2.7.4 Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
2.7.4.1 Moving Textures . . . . . . . . . . . . . . . . . . . . . . 142
2.7.4.2 Blob Shadows . . . . . . . . . . . . . . . . . . . . . . . . 143
2.7.5 Billboards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
2.8 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
vi
4.3 Primary Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
4.3.1 Searching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
4.3.2 Matching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
4.3.3 Sorting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
4.3.4 Chancing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
4.3.5 Mixing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
4.3.6 Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
4.3.7 Progressing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
4.3.8 Capturing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
4.3.9 Conquering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
4.3.10 Avoidance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
4.3.11 Collecting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
4.4 Developing with Some Simple Game Mechanics . . . . . . 192
4.4.1 Matching and Sorting . . . . . . . . . . . . . . . . . . . . . . . 192
4.4.2 Shooting, Hitting, Bouncing, and Stacking . . . 208
4.4.3 Racing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
4.4.4 Avoidance and Collecting . . . . . . . . . . . . . . . . . . . 217
4.4.5 Searching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
4.5 Rewards and Penalties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
4.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
vii
6.3.6 Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
6.3.7 Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
6.3.8 Focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
6.3.9 Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
6.4 Inventories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
6.5 Teleportation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
6.5.1 Implicit Teleports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
6.5.2 Explicit Teleports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
6.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
viii
7.4.13 Sun Shafts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
7.4.14 Vignette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
7.4.15 Screen Space Ambient Occlusion . . . . . . . . . . . . . . 362
7.5 Skies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
7.5.1 Skyboxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
7.5.2 Sky Domes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365
7.5.3 Clouds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368
7.6 Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
7.6.1 Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
7.6.2 Precipitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374
7.7 Particles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374
7.8 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
ix
Preface
About This Book
This book is written for the artist who wants to program and the programmer
who wants some pointers about using game art. In the beginning, I started
writing just for artists but soon came to realize that the content was equally
as relevant to those wanting to learn how to start programming games.
I wrote the first edition of this book in 2011. Back then, I found that the existing
literature did not quite cover all the things an independent game developer
would need to know. At least the necessary content was not available in a
single book. If you wanted to learn to program, you would use one type of
book, and if you wanted to create 2D and 3D art for games, you would use
another. However, I did then—and still do—find it difficult to separate the art
from the code. In games, these two elements are so interconnected that it is
impossible to teach one without the other. With the success of the first edition,
I embarked on creating a second—the one you are reading now.
I was surprised to find that not a lot has changed with respect to game
development. The stores are a lot fuller with games created by independent
developers, but the skills and knowledge required to create them has
remained the same. Unity, however, has certainly moved forward in leaps and
bounds and now has a lot of extra functionality that takes the pain out of the
old way of doing things.
If you have the first edition, you will find new features covered here that may
be of benefit such as the use of the Unity Mecanim system, the new particle
system, augmented reality, and the interactive graphical user interface
creator.
xi
All chapters focus on sets of mechanical functions that exist within games:
xii
• Chapter 8, “Mechanics for External Forces,” examines issues related to
developing games while keeping in mind the new plethora of input
devices, social data, GPS locators, motion sensors, augmented reality, and
screen sizes. Included is practical advice on using Unity to deploy games
to iPhone, iPad, and Android mobile devices that leverage touch screens,
accelerometers, and networking.
xiii
Acknowledgments
As with all book projects, no author works alone. I thank my editors at
Focal who have believed in the project and kept me on track and my friend,
Kayleen, who has provided invaluable manuscript editing assistances and
created all the fabulous PowerPoint slides found on the website.
I also acknowledge the great folks at Unity3d who have developed a truly
inspirational game development tool and sponsored the project with beta
copies of Unity 5 before its release. I should also make a special mention of
Mixamo, who kindly allowed me to use their Sporty Granny model that you
will find in a number of tutorials.
To the many readers of the first edition of this book and also the Mobile
Game Development one, thank you for the kind emails of praise for the book
and helping me find the little typos that everyone else missed during editing.
Your encouragement and advice have helped make this second edition
better than the first.
Finally, I thank my family: Daniel, Tabytha, and Merlin (six-year old Labrador).
Daniel has been the greatest support with spurring me on and providing
proofreading and code testing. He has far more patience when it comes to
MS Word stylesheets than I do and has so much more attention to detail.
This is the fifth or so book Tabytha has watched me write. She has been an
inspiration to me as she has taken up writing herself—and do not tell her,
but her grammar leaves mine for dead (and she is just 11). Merlin has been a
great foot warmer, spending most of his days under my desk and occasionally
prompting me to take a break by stealing something from the paper bin and
proceeding to tear it into little pieces throughout the house while egging me
on to chase him.
xv
Holistic Game Development with Unity
(a) (b)
FIG 1.10 (a) Vectors with the same direction but different magnitudes and (b) vectors with the same magnitude
but different directions.
1.3.5 Size
Size is the relationship of the amount of space objects take up with respect to
each other. In art and design, it can be used to create balance, focal points, or
emphasis. In computer graphics, size is referred to as scale. An object can be
scaled uniformly in any direction. Figure 1.11 shows a 3D object (a) scaled uni-
formly by 2 (b), vertically by 3 (c), horizontally by 0.5 (d), and vertically by –1 (e).
12
The Art of Programming Mechanics
(b) x
(a)
FIG 1.12 How scaling can move an object. (a) When vertices of an object around the origin are scaled, negative
values become bigger negative values and the same with positive values. But the original center (0,0) will remain
(0,0) when scaled. (b) If the vertices are all positive, then scaling them up will just make them bigger. And the
final object moves location.
Note in Figure 1.11d how scaling by a negative value flips them vertically. They
can also be achieved uniformly or horizontally using negative scaling values.
Depending on coordinates of an object, scaling will also move it. For example,
if an object is centered around (0,0), it can be scaled remaining in the same
place. However, if the object is away from (0,0), it will move by an amount
proportional to the scale. This occurs as scaling values are multiplied with
vertex coordinates to resize objects. A vertex at (0,0) multiplied by 2, for
example, will remain at (0,0), whereas a vertex at (3,2) multiplied by 2 will
move to (6,4). This is illustrated in Figure 1.12.
1.3.6 Texture
In art and design, texture relates to the surface quality of a shape or object.
For example, the surface could be rough, smooth, or highly polished. In
computer games, texture refers not only to the quality, but also to any
photographs, colors, or patterns on the surface where the surface is defined
by a polygon.
In games, textures are created using image files called maps. They are created
in Adobe Photoshop or similar software. The image that gives an object
its color is called a texture map, color map, or diffuse coloring. All images are
mapped onto an object, polygon by polygon, using a technique called
UV mapping. This aligns points on an image with vertices of each polygon.
The part of the image between the points is then stretched across the
polygon. This process is shown on a square polygon in Figure 1.13.
To add a tactile look to the surface of a polygon enhancing the base texture,
bump mapping is applied. This gives the object an appearance of having
bumps, lumps, and grooves without the actual model itself being changed.
Bump mapping is often applied to add more depth to an object with respect
13
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no related content on Scribd:
Schubert—Maker of Songs
Most masters who have left the world richer for having lived, were
born in poverty and knew the sorrows of privation, not so with Felix
Mendelssohn-Bartholdy (1809–1847), loved by the many who have
played his Songs Without Words, or who have heard Elman’s fingers
fly over his violin in the concerto, said to be the best writing ever
done for that instrument.
Popular as are many works from the polished and fluent pen of
Mendelssohn, the oratorios Elijah and Saint Paul are noble for these
contain some of the most dramatic and inspired writing. In that work
which is typical of Mendelssohn and his personality, he showed more
characteristics of the older classical school than of the romantic. If he
had lived during the classical period he would have been a greater
composer, for he was romantic by influence and classic in taste.
Has not the Spring Song the shimmer of spring and the Spinning
Song the whir of the wheels? One can easily imagine the kindly touch
of a loving hand in Consolation, while the Hunting Song is alive and
going. This is the romantic music that became the model for
thousands of small pieces.
It in said frequently that if Mendelssohn had been less
conventional, his work would have been more forceful, because he
had much that was truly fine.
Mendelssohn lived among the most brilliant literary lights of his
day. His refinement was reflected in his music. He was petted by an
adoring father, mother and sisters, who gave him every opportunity
to study and compose, and he was much sought after socially. He
devoted much time to the study of languages, sketching in water
colors and traveling in Italy and Switzerland. His sister Fanny, whose
musical education was of the utmost assistance to her brother whom
she idolized, would have been famous but for her father’s prejudice
against women in professional life. She was a gifted composer and it
is claimed that she wrote many of her brother’s songs and some of
the Songs Without Words.
Her death was a mortal blow from which Mendelssohn never
recovered. Extremely sensitive, his affection for his family was most
intense and filled his life.
His grandfather was the eminent philosopher Moses Mendelssohn,
who being a Hebrew, was open to the sorrows caused by prejudice.
He was such a great man, however, that he succeeded in breaking
down barriers not only for himself, but for his race.
Abraham Mendelssohn was pleased to call himself, “First the son
of the famous Moses Mendelssohn, then the father of the eminent
Felix Mendelssohn.” His banking house in Berlin is still in the family.
The most noted musicians and artists were entertained in the
Mendelssohn home, and heard the compositions of the gifted young
man. In 1821 the boy was taken to Goethe’s home where he played
and improvised for the poet. He was delighted with him for his
musical talent, and because he had inherited the gift of conversation
and letters from his grandfather, of whom Goethe was very fond.
Young Mendelssohn never shocked the great old poet as did
Beethoven, for his manner was always correct.
In 1825 Mendelssohn went to Paris to Cherubini who was asked
whether his talent justified cultivation beyond the average stage. The
master was very enthusiastic, but his father would not leave him in
Paris, even in charge of the noted teacher. Returning to Berlin he
wrote the overture to Midsummer Night’s Dream (1826). It reflects
the dancing elves and the humor of Shakespeare, while the orchestra
has a delicate touch, similar to that shown by Berlioz at the same
period. Mendelssohn was only seventeen when he wrote it, with all
its finish and its flawless musical treatment. Much that he did at that
period shows his natural flow of genius. Music seemed to gush from
his soul like pure, fresh water from a spring, making one think of
cool fountains, sparkling with melody and clarity. These qualities are
also in the Fingal’s Cave or Hebrides overture, and he takes you on
his delightful trips in Calm Sea and Prosperous Voyage. The way
these numbers reflect his impressions and the way he transmitted
them to others is typical of the Romantic School. The purity of his
musical form related him to the classical and gave inklings of the
Symphonic Tone Poem.
In his symphonies Mendelssohn also told tales of his travels, as in
the Italian Symphony, and in his Scotch Symphony in which he
made use of Scotch folk tunes. He also wrote much chamber music.
He left some piano concertos which may not attract the professionals
of today but are the joy of many piano students who play them
arranged for two pianos.
Mendelssohn tried operas but like many others failed to find a
good libretto. This was the trouble with one he produced in Berlin.
Added to this there were many intrigues and jealousies at the opera
house which turned him bitterly against that city.
However, he accomplished one of the greatest things ever done for
music. The works of Bach and Handel had been so neglected that
they were almost forgotten. He knew them well, and wanting others
to love them as he did, he assembled a great chorus and gave Bach’s
Passion according to Saint Matthew. This was the first performance
since Bach’s death, and it brought these works back to us. Imagine
Mendelssohn’s popularity and talent as a conductor to have been
able to do this at the age of twenty! Then he traveled again, and after
roaming through Italy, Switzerland and France, he went to London
where he created a stir as pianist, composer and conductor. Besides
his splendid education he had a winsome and attractive personality,
and his success was very great. He made, in all, nine visits to
England.
Having been brought up in the Christian faith, he married the
daughter of a French Protestant minister and had five children. They
went to live in Germany and becoming conductor of the Leipsic
Gewandhaus orchestra, he made the city the musical center of
Germany. He founded the Leipsic Conservatory of Music (1843),
where he gave his old teacher Moscheles an important post. This
conservatory is well known here for many American musicians of the
last generation were educated there.
Mendelssohn conducted many festivals and he always aroused new
interest in Bach, whom he presented at every opportunity.
His Saint Paul had success in Duesseldorf (1837), and during his
last visit to England (1846), he gave at the Birmingham festival
Elijah, second today in popularity only to Handel’s Messiah.
When Mendelssohn returned to Leipsic, he showed traces of
overwork and the death of his sister coming at the same time, made
him unable to resist the strain. He died November 4, 1847, when only
38. His happy life shines through his music so full of beauty and
sunshine.
Schumann—The Supreme Poet
Franz Schubert.
After the Painting
by Bendemann.
Robert Schumann.
Felix Mendelssohn-Bartholdy.
After the Painting
by F. V. Delacroix.
Frédéric Chopin.
(Romantic School.)
After a painting by
Lenbach.
Richard Wagner, the Wizard, called out of the past a vast company
of gods and goddesses, giants, knights and heroes, kings and queens.
He made them live for us with all their joys and sorrows, loves and
hates, in his great music dramas, for which he has been recognized as
one of the rare geniuses of the world.
Evoked by his music-magic they pass before us,—the gods and
heroes of Walhalla,—Wotan, Brünnhilde, valiant Siegfried, Pfafner
the giant who is turned into a dragon, Mime the dwarf, the Rhine
Maidens and the Valkyries; Parsifal the guileless youth who became
the Knight of the Holy Grail, and Lohengrin his son, the beautiful
knight who marries Elsa, a lady of rank of the Middle Ages.
We see the minnesingers Tannhäuser and Wolfram von
Eschenbach in one of their famous Minstrel Tournaments with the
hand of the lovely Elizabeth as a prize; we also meet the lovable
shoemaker-mastersinger Hans Sachs in Nüremberg, of the 16th
century, and David his merry apprentice, lovely Eva Pogner and the
charming knight Walter von Stolzing, and Beckmesser the clownish
mastersinger; then there are the imperious Irish Queen, Isolde and
Tristan, her lover, with Kurvenal his faithful servant. Wagner makes
not only the mythological persons relive but he brings back realistic
pictures of the everyday life and customs of the German people of the
Middle Ages.
Wagner had his idea of what opera should be and nothing short of
his ideal interested him. He kept to his purpose and accomplished
miraculous things whether he suffered or starved or was banished
from his country.
Richard was born at a time, favorable for hearing and knowing the
Viennese composers of the 18th and early 19th centuries, who had
increased the importance of the orchestra. He could hear too the
music of Schumann and Schubert, with all the new beauty and warm
feeling they radiated. This new depth appeared not only in the
orchestra but also in piano and vocal music. In Wagner’s time,
people felt deeply about everything,—science, philosophy, literature,
and especially politics; and many were the quarrels and discontents
among nations. Even our own country was torn by a cruel war.
Wagner listened to the works of Mozart and of Beethoven, whom
he admired immensely. He approved of Beethoven’s use of the
chorus in the Ninth Symphony, which had no little effect on his work
and ideals.
Among the people who most influenced Wagner was Gluck, who
first fought for sincerity and truth in opera drama. Gluck did not
have the advantage of the grown up orchestra and freer forms, yet
Gluck did so much to free opera that Wagner was fortunate indeed to
have come after him. Another great influence was Weber, who mixed
everyday story in a delightful play of fancy and picturesqueness.
Wagner, after hearing Weber’s Die Freischütz, was very much
impressed.
Meyerbeer, a contemporary, although rather artificial and always
working for effects, nevertheless showed Wagner the value of
gorgeous scenic productions. Wagner was fond of the stage, and
Meyerbeer’s big scenes sank into the mind of the young composer-
poet, who liked to be called a poet rather than a musician!
Musically, Franz Liszt was probably the greatest influence in
Wagner’s life and we often hear in Wagner’s works bits of melody
which remind us of Liszt.
It is not fair to say that he was great just because he followed
Gluck, Weber, and Mozart, for he brought music out of its old ruts
and was copied by hundreds of composers.
The hero of this chapter was born in Leipsic in 1813 and was the
youngest of nine children. His father died shortly after his birth and
his mother married an actor playwright named Geyer and they all
went to live in Dresden. His stepfather felt that Richard had musical
gifts and he proved a very kind and wise parent. He died when the
boy was only eight.
Richard must have been a most interesting little chap, for he
always did everything with what we would call “pep” and persistence.
He loved poetry and was devoted to the theatre. His stepfather had
always allowed him to go “back stage” at the playhouse, so the youth
became familiar with stage craft, which he used later in producing
his music dramas.
He read the Greek and German poets and dramatists at a very
early age. He was the first of the musical geniuses to be trained in the
arts before he started music. So we can picture a little chap, “stage-
struck,” studying when he should, seeing plays when he could, and
listening to the works of Weber and Beethoven which enchanted
him, and storing up ideas, but as yet showing no great leaning
toward music as a profession.
The family moved back to Leipsic in 1827 where he went to school
until he entered the university in 1831. He heard much orchestral
music and became so deeply charmed with Beethoven, that he copied
the Ninth Symphony from a score, to become familiar with it. The
Ninth Symphony with chorale takes about two hours to perform,
imagine how long it took to copy it! An instance of the wizard’s
energy and “stick-to-it-iveness”!