撰写了文章 发布于 2018-09-17 21:01:37
GameDev Weekly 30 - 2018/09/17
发现gama和twitch合作了好多talk,然而没有摘要直接看就太痛苦了
题图来自 https://www.nasa.gov/image-feature/space-station-flight-over-hurricane-lane
Game Design
长文:Fortnite堡垒之夜中的建造系统分析
因为好奇曾经尝试玩过一周Fortnite,觉得其中建造系统确实给操作带来了另一个维度,但门槛有点高变化缺不多
正好读到这篇详细地讨论了这个
The Design is the Implementation
http://www.gamasutra.com/blogs/DanielShumway/20180814/324413/The_Design_is_the_Implementation.php
貌似是Reset Hard这个游戏的开发日志,讨论了设计和实现的关系
You should avoid thinking about your game's architecture as a completely separate concern from its design
里面的引用也很棒
"When you ask a programmer to design the algorithm itself, there are repeated confirmations and adjustments until you reach a satisfactory end result. That takes time and can get you distracted from what you originally wanted to do, so sometimes I design the algorithm myself here when I can, and ask them to implement it using the calculations. We try to convey non ambiguous ideas and make sure that the final implementation is as close as possible to the design of algorithm."
TechArt
Interior Mapping
用raytrace来伪造窗户内部空间。虽然不是新东西了,spider-man一出又带了一波热度
https://polycount.com/discussion/204601/interior-mapping-in-spider-man-ps4
FX Art Blast on Artstation - Articles
https://realtimevfx.com/t/fx-art-blast-on-artstation-articles/5745
https://magazine.artstation.com/2018/06/santa-monica-studio-god-war-art-blast-character-art-vfx/
战神和wow的vfx reel链接合集。回头看看战神的vfx除了橙汁以外其他还真的都挺棒的
Advanced Interactive Foliage System for UE4
https://80.lv/articles/advanced-interactive-foliage-system-for-ue4/
光看视频interaction效果还不错,就是没写支持多少collider有点迷
Case Study: Dead Cells' Character Art Pipeline
Graphics
PBR missing rim darkening on non metallic rough surfaces
大致看了下主要是常用的lambertian没有考虑fresnel和multi-scattering
用Disney或者Oren-Nayar的话会有一定程度但也不是完全解决
顺便强烈推介这个人的blog https://blog.demofox.org/
Why does graphics speak of “dielectrics” rather than insulators?
为自己长久以来的疑惑给了个能接受的解答
搞Graphics其实不在意导不导电,盐水也导电但不是介电质
介电质影响Fresnel effect,也就是影响外观,对Graphics来说外观才是重点
Stackexchange的Computer Graphics板块也活跃起来了真好
BREAKING DOWN BARRIERS – PART 5: BACK TO THE REAL WORLD
https://mynameismjp.wordpress.com/2018/09/08/breaking-down-barriers-part-5-back-to-the-real-world/
结合前4篇的简化版GPU介绍了真实GPU的处理流程,并从WDDM的诞生和发展来补充说明了与GPU交互部分的变迁
目录