Unity3d game development to think about the question

Source: Internet
Author: User

Technical questions brought by code-driven

Fragmentation of the game. U3D engine has a very powerful feature, is the real-time compilation run. This means that the current scene will go into an executable state whenever the run icon is pressed at any time. This has led to a game that often falls into a state of self-confidence in the development process. It also causes the game content to remain fragmented for a long time, and to underestimate the difficulties that may be encountered in integrating game functions.

Resource management is a difficult point in the u3d engine. U3D's resource management system is decoupled from the operating system's file system because of its cross-platform, and requires a skilled grasp of the resources directory and Assetbundle technology to flexibly control the use of the resource in the game. But this work is often simply understood as placing resources in the game Engineering catalogue, leaving the rest to the engine to take care of itself ...

You need to do your own data system. The vast majority of our domestic research and development work is data-intensive (strategy, business, card, KRPG), which is somewhat different from the type of game Temple Run. Data-intensive games need to be designed and developed in a data-driven format, but the framework provided by U3D is a code-driven structure (very powerful for prototyping) that often causes the development team to bog down It looks like the feature has been developed (as long as it works in the U3d Object Checker), but has been slow to enter a large-scale production phase (planning to hold a data table that can't be applied to the game). The U3D engine itself does not provide any data support, and the data sheets either need to be processed by themselves or they need to find embedded database solutions themselves.

The network connection part is actually similar. U3D itself integrates the network module is not for the large-scale C/s structure of the game design, often need to develop a set of client and server structure. Of course, you can also ask for middleware to solve ... But what's confusing is that u3d can use. NET's network mechanism to work like an end-trip, and a step back can be done with an encrypted WWW mechanism when a simple page swims. How to choose is a difficult problem, hasty too much perfection often in exchange for a distant future.

Testing the game developed by U3d is also a cumbersome process. The reason is that the scene/logic compositing editor, which is almost never crashing, can run at any time--it will make the development team count their current game completion and what kind of tests they need.

The trouble with cutting-edge technology

Sophisticated dynamic lighting and complex material systems. U3d compared to other mobile platforms or web game development tools, often the most striking is its incomparable picture rendering effect. But behind the slick official demonstrations, it seems as if there are always barriers to seeing that hinder the pace of other developers. In fact, the ability to harness u3d is beyond the ordinary imagination. U3d's rendering architecture is powerful enough to complete Unreal and even CryEngine-level rendering quality, but it does not package these systems but gives flexibility to developers. Does our programmer have control over the complexity of the rendering pipeline? Can our technical art guide our art to full play u3d ability? Does the art producer have a game content production that is competent for the so-called "next generation" accuracy requirements? Do these things belong to a small team?

Global illumination baking. This is a very very, very practical u3d feature. All U3D teams should be flexible to use. But if you want to use it, there is another difficulty--the cooperation between the art and the scene maker, and it is hard to say who is responsible. In addition, art must use very precise dimensions to make objects in the scene, otherwise u3d will not be able to properly handle global Uvs.

The chain of tools brings chaos

Various theories of the GUI system. Everybody's in the gutter. U3d's GUI system is too slow-the question is, is there evidence? On the one hand many people say that I did a lot of control when I did the test, and it was really slow. On the other hand, you will find that the GUI system will bring some unnecessary rendering requests (Draw call). So everyone in the fight to do two things, one is to reduce the rendering request, one is to do everything possible to avoid the GUI. But the situation is not so serious, whether the choice of alternative middleware such as NGUI or direct use of the u3d UI system will not have a huge impact-in addition to improper use is very rare to the GUI becomes the performance focus. However, neither the NGUI nor the U3d built-in UI has a good UI tool-either too programmer-oriented or too biased to the layout and inconvenient to add code functionality. It is necessary to develop some extension tools or workflows internally.

Version control challenges. Asset Server or SVN In fact a lot of a little bit to adapt to u3d situation. But the more important thing is to tidy up the internal structure of the file and back up frequently. The proper use of the U3D command-line mode enables the U3D project to be automatically compiled and published.

The ability to extend the functionality of the u3d itself. Because U3d more complete function and neglect the function of u3d itself is a common state, at any time to keep the person constantly optimize the function of u3d itself is very important, such as a variety of batch operations and so on. But there is a premise that the extension tool needs to fully understand the tool, U3D is relatively powerful, so that many members of the team are afraid to learn, and the u3d as a few team members or tools that belong to the programmer-this is a problem.

Need forward-looking judgment

Every team that develops u3d games in China complains about U3d's Chinese font support issues and so on. But there are really few teams that actually use the U3D engine in a forward-looking perspective-in today's case, U3D 4.0 can already use dynamic fonts on any platform, supporting Unicode encoding-Chinese. Migrating from U3D 3.5 to 4.0 almost without any modifications to the project, and if you didn't know that 4.0 would support dynamic fonts, why not go to the official forum and focus on the development progress of each version? Every game that is released at 2013 should not worry about font problems.

Keeping an eye on the updates and future u3d features of each version u3d can reduce the problem of reinventing the wheel and maintain a better mindset in the face of some difficulties. Direct mail developers will also be a good choice, please be sure to harass them more! Content that may be updated in future versions is generally available from 3 months to 6 months in advance.

1 "Code-driven"
State Management
Assets Management
Data Management
Networking
Testing

2 Cuttingedge Techs
Dynamic Lighting & Complex materials (textures)
Lightmapping
Nav Mesh
Mecanim
DX11

3 Toolchain
Gui
Versioncontorl

4 Vision

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Unity3d game development to think about the question

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