I'm curious as to how games are written. For those who have a better understanding of how the latest-title, real-world games are written...
我很好奇游戏的编写方式。对于那些更好地了解最新标题,真实世界游戏是如何编写的人...
Are 3d planes(?)/maps/grounds of a level created in 3D programs then just imported & loaded into the code IDE, or are they ever generated completely via the developer & in code? Why would 1 be advantageous & preferred over another?
在3D程序中创建的3D平面(?)/地图/地面是否只是导入并加载到代码IDE中,还是通过开发人员和代码完全生成?为什么1优先于另一优势?
1 个解决方案
#1
Terrain generation is highly dependent on the game's requirements, not necessarily on the advantages and disadvantages of a particular generation method. There are essentially three categories of approaches which are widely used, which may be combined for a final solution:
地形生成高度依赖于游戏的要求,而不一定取决于特定生成方法的优缺点。基本上有三类广泛使用的方法,可以结合起来用于最终解决方案:
- Modelled in DCC tools (potentially using terrain generation plugins), and imported into the game engine. Only games that use 'fixed' terrains can use this method. It is certainly the easiest to implement, as generally it doesn't require any special code (in terms of rendering) than other assets.
- In-engine modelling tool for terrains, for example UE4's terrain editor (https://wiki.unrealengine.com/Landscape_-_World_Machine_perfect_integration). The type of game terrains this can be used for is highly dependent on the tool's features.
- Code-driven generation of terrain. This is generally the most work to implement. However, it might be the only choice for terrains that must be generated randomly (eg. http://www.firaxis.com/?/blog/single/procedural-terrain-generation-in-sid-meiers-civilization-v), or whose data size would be prohibitive to create with other tools.
在DCC工具中建模(可能使用地形生成插件),并导入到游戏引擎中。只有使用“固定”地形的游戏才能使用此方法。它当然是最容易实现的,因为它通常不需要任何特殊代码(在渲染方面)比其他资产。
用于地形的引擎内建模工具,例如UE4的地形编辑器(https://wiki.unrealengine.com/Landscape_-_World_Machine_perfect_integration)。可以使用的游戏地形类型高度依赖于工具的功能。
代码驱动的地形生成。这通常是最需要实施的工作。但是,它可能是必须随机生成的地形的唯一选择(例如http://www.firaxis.com/?/blog/single/procedural-terrain-generation-in-sid-meiers-civilization-v) ,或者使用其他工具创建的数据大小过高。
#1
Terrain generation is highly dependent on the game's requirements, not necessarily on the advantages and disadvantages of a particular generation method. There are essentially three categories of approaches which are widely used, which may be combined for a final solution:
地形生成高度依赖于游戏的要求,而不一定取决于特定生成方法的优缺点。基本上有三类广泛使用的方法,可以结合起来用于最终解决方案:
- Modelled in DCC tools (potentially using terrain generation plugins), and imported into the game engine. Only games that use 'fixed' terrains can use this method. It is certainly the easiest to implement, as generally it doesn't require any special code (in terms of rendering) than other assets.
- In-engine modelling tool for terrains, for example UE4's terrain editor (https://wiki.unrealengine.com/Landscape_-_World_Machine_perfect_integration). The type of game terrains this can be used for is highly dependent on the tool's features.
- Code-driven generation of terrain. This is generally the most work to implement. However, it might be the only choice for terrains that must be generated randomly (eg. http://www.firaxis.com/?/blog/single/procedural-terrain-generation-in-sid-meiers-civilization-v), or whose data size would be prohibitive to create with other tools.
在DCC工具中建模(可能使用地形生成插件),并导入到游戏引擎中。只有使用“固定”地形的游戏才能使用此方法。它当然是最容易实现的,因为它通常不需要任何特殊代码(在渲染方面)比其他资产。
用于地形的引擎内建模工具,例如UE4的地形编辑器(https://wiki.unrealengine.com/Landscape_-_World_Machine_perfect_integration)。可以使用的游戏地形类型高度依赖于工具的功能。
代码驱动的地形生成。这通常是最需要实施的工作。但是,它可能是必须随机生成的地形的唯一选择(例如http://www.firaxis.com/?/blog/single/procedural-terrain-generation-in-sid-meiers-civilization-v) ,或者使用其他工具创建的数据大小过高。