About the game engine [Dudu]

Source: Internet
Author: User
Game Engine analysis (11)
Update: 2004-2-19 Author: gameworldchina from: csdn
You have seen the menu system, and you may understand that the display of the top of the game (Huds) is often a neglected and slander part of the game experience. Recently, this field began to be followed by black and white, which is very impressive. In fact, this game does not have a HUD. After Peter Molyneux went through dungeon keeper, it had a large number of icons on the screen. He decided that most of the Games were occupied by these icons, and the main screens were not fully utilized. So he decided to abolish all these things. Peter took a bold step and we applaud you. Unfortunately, this method applies to B & W games, but it is not always useful for other types of games.

Game Engine analysis (10)
Update: 2004-2-18 Author: gameworldchina from: csdn
We have used nine other chapters to introduce the game engine, and now let's dive into a very interesting and important AI topic. Artificial intelligence is now becoming one of the most talked-about areas of Game Development second only to the rendering capabilities of game engines, indeed. Until about two and a half years ago, the game seems to be mainly considering how many polygon you can render, how beautiful your eyes are, and... Good... How flexible is Laura's chest... Now that we have been able to render a very real breast, the center begins to move to what we actually do with those polygons (that is, playing games ). Because it provides you with the stimulating effect of playing games and participates in what is going on in the game world, AI is crucial in this field.

Game Engine analysis (9)
Update: 2004-2-18 Author: gameworldchina from: csdn
We have come to many topics in this section from Part 1 of the script engine, and we think those Hardcore gamers and those who want to become game developers will find them quite interesting. We will begin to discuss off-the-shelf products and custom design tools.

Game Engine analysis (8)
Update: 2004-2-18 Author: gameworldchina from: csdn
We have come to the script system from Part 7 of the game network problem, because of the opportunity of presenting stories, it has recently formed a large game element. In a scenario that needs to be interpreted in a controlled manner, preprepared movie scripts are the solution to the problem. In a movie, this is usually used to handle or explain the situation to a partner, or the enemy to the hero. Of course, there are other ways to do this-narrative, reverse, and so on-but usually it is done by people and events in real-time scenarios. Of course, games are different. Game Developers should not do too much flashback in their normal FPS, because they usually need to load new environments or checkpoints, and new textures and/or models. All these extra processing and rendering can affect the performance of the major game sequence. You can reuse the scenario elements that are already stored in the memory for flashback, but that looks pretty crude.

Game Engine analysis (7)
Update: 2004-2-18 Author: gameworldchina from: csdn
I remember some years ago, at the GDC (Game Developers Conference), I heard a speech titled "drowned in the Internet" from the developers of X-wing vs TIE fighter, it's all about making online games work on the Internet in real time. How correct is the question they chose. When it starts to process packet loss, out-of-order, latent (the time spent by a packet to its destination), and so on, it is indeed drowned. However, it is possible. Internet requires some intelligence and experience, but it is certainly possible. Check out a large number of connected games today, from Quake III, Unreal Tournament, counter strike to EverQuest and Ultima Online.

Game Engine analysis (6)
Update: 2004-2-18 Author: gameworldchina from: csdn
Voice and music have become increasingly important in games over the past few years due to advances in the types and technologies of games played by people (sound is a real gameplay feature, for example, in thief and other similar games ). Now the four-byte surround system is an affordable and common task in the treasure of game players. Given space sound, noise barrier and blocking, and dynamic music, it is not surprising that many games use these to improve players' emotional reactions. More attention is invested in this field.

Game Engine analysis (5)
Update: 2004-2-18 Author: gameworldchina from: csdn
When creating a game that contains any 3D components, you often try to build a 3D environment that will generate game actions in it. Unknown game developers provide a way to establish such an environment, which is easy to modify, efficient, and has a low number of polygon, making it easy to render and use physics for games. Simple, right? What do I do with my left hand? In this case, what do I do to my left hand? Yes. Good.

Game Engine analysis (4)
Update: 2004-2-17 Author: gameworldchina from: csdn
How your role model looks on the screen, how easy it is to create them, textures, and animations are crucial to the 'uncredentials' factor modern Games are trying to accomplish. The role model system gradually becomes more complex, including a high polygon number model and a better way to move the model on the screen.

Game Engine analysis (III)
Update: 2004-2-16 Author: gameworldchina from: csdn
Let's think about how to use the 3D graphics card memory and how to use it in the future. Today, most 3D graphics cards handle 32-bit color, 8-bit red, 8-bit blue, 8-Bit green, and 8-bit transparency. The red, blue, and green colors of these combinations are 256 colors, which can be 16 or 7 million colors-all the colors you can see on a monitor. So, why does the game design guru John Carmack require 64-bit color resolution? What makes sense if we don't see the difference?

Game Engine Analysis (2)
Update: 2004-2-15 Author: gameworldchina from: csdn
During the transformation process, we usually encounter one of the most important operations in the coordinate space called the observation space: Light computing. It is such a thing that you don't pay attention to when it works, but when it doesn't work, you are very concerned about it. There are many different lighting methods, from the simple calculation of the orientation of the polygon to the light, and add the percentage value of the light color based on the direction and distance from the light to the polygon, until a smooth edge light map is generated to overlay the basic texture. In addition, some APIs actually provide pre-built lighting methods. For example, OpenGL provides illumination Calculation for each polygon, vertex, and pixel.

Game Engine analysis (I)
Update: 2004-2-14 Author: gameworldchina from: csdn
We have gone a long way since the doom game era. Doom is not just a great game, it also creates a new game programming model: Game "engine ". This modular, scalable, and scalable design concept allows game players and programmers to go deep into the core of the game and create new games with new models, scenes, and sounds, or add new things to the existing game materials. A large number of new games are developed based on existing game engines, and most of them are based on the quake engine of ID. These games include counter strike, Team fortress, Tac ops, strike force, and quake soccer.

From: http://www.gameres.com/Articles/articles.asp? Style = K

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