撰写了文章 发布于 2018-07-23 17:59:00
GameDev Weekly 23 - 2018/07/23
英文泛读速度依然捉急
封面来自 https://twitter.com/siro700/status/1018731575385604096
Games
Romanticism and the art of Dark Souls III
- https://www.gamasutra.com/blogs/ReneHaase/20180711/321757/Romanticism_and_the_art_of_Dark_Souls_III.php
- 难得有篇不是讲level design的,虽然怀疑其中有不少是过度解读,不过解读本身听起来挺有意思
- Section I: Religion, Symbolism, and Semiotics in Art
- Section II: Atmosphere through Colour, Gesture, and Themes
- Section III: The Sublime
EPC2018 - Oskar Stalberg - Wave Function Collapse in Bad North
- https://www.youtube.com/watch?time_continue=365&v=0bcZb-SsnrA
- 之前有过一个拿Wave function做procedural tile的
- 这一下子就应用上了还是3D的…
- 居然还有个Everything Procedural Conference…
Game Design
The Anatomy of a Stealth Encounter
- http://www.gamasutra.com/blogs/TravisHoffstetter/20180719/322423/The_Anatomy_of_a_Stealth_Encounter.php
- 总结了潜入游戏的常见套路,但非常详细!
Physics
Verlet Integration
- http://datagenetics.com/blog/july22018/index.html
- 介绍基本概念,还带示例
- 好懂是好懂了,没有公式和reference反而也不适合精度,看过留个印象
- 相关资料(不过老实说感觉没wikipedia好…)
- http://codeflow.org/entries/2010/aug/28/integration-by-example-euler-vs-verlet-vs-runge-kutta/
- http://www.gotoandplay.it/_articles/2005/08/advCharPhysics.php
Graphics
Real-Time Rendering, 4th Edition Bibliography / Figures
- http://www.realtimerendering.com/index.html
- http://www.realtimerendering.com/refs.html
- http://www.realtimerendering.com/random.html
- http://www.realtimerendering.com/figures.html
- 新版终于要出了!目录,参考文献和插图都公开了,业界良心!
- 有意思的是还有人做了个random按钮可以从文献里随机选- 美其名曰 learn the stochastic, Monte Carlo way
More compute shaders
- https://anteru.net/blog/2018/intro-to-compute-shaders/
- 上周Introduction to compute shaders的续篇,易读性依旧满点!
- latency vs. throughput, scalar vs. vector
- 1 SIMD = 16 lanes / 1 Wavefront = 4 SIMDs => 1 instruction per cycle !
- v_mbcnt / v_readfirstlane / quad swizzle, DPP
Programming
Rewrite vs Refactor
- https://twitter.com/BartWronsk/status/1018898356007944192
- 总结下来就是对现有系统有充分的了解的情况下再考虑rewrite,避免低估复杂度
- Refactoring when you don't understand a system is a bad idea too. Building the understanding is #1 requirement in working toward a solution.
- I have seen equal amounts of a) juniors eagerly rewriting from scratch good systems because they didn’t understand complexities but also b) people terrified of making huge changes bordering on rewrote -> which resulted in code rot
- Is a year a typical amount of time for writing a modern particle system? Feature minimal probably a month; feature rich with editors, good UX - years?
目录