Game Engine Architecture 1

Game Engine Architecture 1

1、This book is really just the beginning of a fascinating and potentially lifelong journey.

  We’ll focus primarily on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulationcharacter animation, audio, and an in-depth discussion of what I call the gameplay foundation layer.

  This layer includes the game’s object modelworld editorevent system and scripting system. We’ll also touch on some aspects of gameplay programming, including player mechanicscameras and AI.

2、This book is intended to be used as a course text for a two- or three-course college-level series in intermediate game programming.

   Industrial-strength 3D game engines are still written primarily in C++.

3、A general-purpose job system can be used to unlock the power of concurrency within a game engine

4、The role of producer is defined differently by different studios.

  In some game companies, the producer’s job is to manage the schedule and serve as a human resources manager.

  In other companies, producers serve in a senior game design capacity. Still other studios ask their producers to serve as liaisons between the development team and the business unit of the company (finance, legal, marketing, etc.). Some smaller studios don’t have producers at all. For  example, at Naughty Dog, literally everyone in the company, including the two co-presidents, plays a direct role in constructing the game; team management and business duties are shared between the senior members of the studio.

5、A physics simulation may need to be updated 120 times per second in order to remain stable.

6、A rendering engine that was designed to handle intimate indoor environments probably won’t be very good at rendering vast outdoor environments. The indoor engine might use a binary space partitioning (BSP) tree or portal system to ensure that no geometry is drawn that is being occluded by walls or objects that are closer to the camera. 

  The outdoor engine, on the other hand, might use a less-exact occlusion mechanism, or none at all, but it probably makes aggressive use of level-of-detail (LOD) techniques to ensure that distant objects are rendered with a minimum number of triangles, while using high-resolution triangle meshes for geometry that is close to the camera.

7、MR(Mixed Reality),中文名称混合现实。MR是对VR和AR的进一步发展,以增强用户体验的真实感。

  而MR和AR的区别在于:在MR的世界里,呈现在真实世界里的虚拟物体,并不会因为玩家位置改变而发生位移,它们的位置其实是相对固定的。在高级的MR世界里,用户很有可能分不清哪一个是虚拟物体,哪一个是现实物体。

8、Studies have shown that VR running at below 90  frames per second is likely to induce disorientation, nausea, and other negative user effects. This means that not only do VR systems need to render the scene twice per frame, they need to do so at 90+ FPS. This is why VR games and applications are generally required to run on highpowered CPU and GPU hardware.

9、Runtime Game Entine Architecture

  1)底层。

     

  2)中底层。

    

    

  3)渲染层。

    

  4)游戏层。

    

10、Collision & Physics

  • Havok is a popular industrial-strength physics and collision engine.

  • PhysX is another popular industrial-strength physics and collision engine, available for free download from NVIDIA.

  • Open Dynamics Engine (ODE) is a well-known open source physics/collision package.

11、HUD:heads up display。指的是player头顶的UI。

  GUI:graphical user interface。指的是游戏面板UI,如背包、菜单等等。

12、Full-Motion video (FMV) system in this layer. This system is responsible for playing full-screen movies that have been recorded earlier (either rendered with the game’s rendering engine or using another rendering package).

  In-game cinematics (IGC) system. This component typically allows cinematic sequences to be choreographed within the game itself, in full 3D. For example, as the player walks through a city, a conversation between two key characters might be implemented as an in-game cinematic. IGCs may or may not include the player character(s). They may be done as a deliberate cut-away during which the player has no control, or they may be subtly integrated into the game without the human player even realizing that an IGC is taking place. Some games, such as Naughty Dog’s Uncharted 4: A Thief’s End, have moved away from pre-rendered movies entirely, and display all cinematic moments in the game as real-time IGCs.

13、Digital Content Creation.

  

14、Asset Conditioning Pipeline

  ACP,将DCC导出的资源,处理成适用于 Engine引用的资源。

15、Skeletal Animation Data

  A skeletal mesh is a special kind of mesh that is bound to a skeletal hierarchy for the purposes of articulated animation. Such a mesh is sometimes called a skin.

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转载自www.cnblogs.com/tekkaman/p/10461847.html