撰写了文章 发布于 2018-07-17 02:11:57
GameDev Weekly 22 - 2018/07/17
三连休拖延症爆发… 补一个
题图来自 http://vfxmike.blogspot.com/2018/07/dark-and-stormy.html
Game
Horizon Zero Dawn: Interview With the Team
- https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/
- 看完觉得宣传性质有点多…
- 至少Dungeons部分个人觉得对比设计意图来说结果挺失败的…
- 除了GDC已经介绍过的部分以外,Lighting倒是给了不少细节
The Lead Designer of Monument Valley Deconstructs His Latest Game, Florence
- https://www.milanote.com/the-work/lead-designer-of-monument-valley-deconstructs-his-latest-game-florence
- Mini-games as metaphors
- I try to make games that anyone can play
- You can just get an idea or get a story and then move on with your life
- I didn’t want Florence to look like a game
- 个人非常喜欢的游戏!确实从游戏中切实感受到了上面这些理念
- 在游戏越来越重量级的现在(特别是时间上),能获得一段不错轻量交互体验非常感谢作者
- 成功的仅用UI交互传达情绪也让人大开眼界
吹爆Hollow Knight!链接集
- 因为没通关所以都没看,但channel看起来都不错的样子…
- A Critical Examination of Hollow Knight's Art Style @ The Superforge
- 6 Lessons from Hollow Knight's immersive tutorial @ The Architect of Games
Physics
UE4 Physics Based Tutorials
- https://www.youtube.com/playlist?list=PLEp7216xGGII6tRXPfxbPGPec1VWRWDSO
- 常见简单机械结构的在UE4中的制作介绍
DD2018
- https://www.youtube.com/playlist?list=PLqUbLv3b1v3flMX3RuH59k0YGQKeqrx15
- 又更新了一波视频
- 跟GDC比起来题材不是那么主流但是反而挺有意思的感觉,还有个别标题太玄学的不点开都不知道是啥
- Błażej Żywiczyński - Upgrading the production toolbelt from This War of Mine to Frostpunk
- Laura Kampis - Challenging our established design: how the first Total War Saga was born
- …
TechArt
[JP] Impostor - 偽りの全方向ビルボード!UE4やUnityで手軽に使える用になりました。
- http://3dnchu.com/archives/easy-impostors/
- UE4有ImposterBaker https://github.com/ictusbrucks/ImpostorBaker
- Unity现在有了Amplify Impostors [BETA]! https://forum.unity.com/threads/beta-release-amplify-impostors.539844/
- 非常与时俱进地Octahedron也支持了!详见 http://shaderbits.com/blog/octahedral-impostors/
- 非常与时俱进地Octahedron也支持了!详见 http://shaderbits.com/blog/octahedral-impostors/
Graphics
Introduction to compute shaders
- https://anteru.net/blog/2018/intro-to-compute-shaders/
- 超简化版GPU Architurecture
- 在latency hiding和branching上讲的挺简单易懂除了术语感觉有点混乱
Swallowing the elephant
- http://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all.html
- Disney之前公开的moana的asset,用GAE跑了,顺便给PBRT搞了些优化
- 可以跟着体验下production level的数据量及其带来的各种问题
目录