撰写了文章 更新于 2018-10-22 06:02:47
GameDev Weekly 34 (Final) - 2018/10/22
尴尬了 twitter上好不容易攒起来的list消失了
加上发现泛读质量不太行这个系列就先弃坑了
得多写点动脑子的东西才行
GameDesign
How Yacht Club Games Created Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight Bosses
Blocktober: The Levels of God of War
- https://80.lv/articles/blocktober-the-levels-of-god-of-war/
- 如题 推上战神blocktober的汇总
TechArt
Breakdown: Zero Leagues in UE4 & SD
- https://80.lv/articles/breakdown-zero-leagues-in-ue4-sd/
- 居然有人把uncharted的moss还原出来了效果还不错?
Artist Wiki For You
- https://realtimevfx.com/t/artist-wiki-for-you/6186
- 扫了一眼大概算是game artist入门资料库吧,详细程度一般,纯自学可能还有点用但毕竟还有polycount…
- 虽说是wiki并没有直接开放编辑的还得联系作者的样子
Graphics
[Thread] @SebAaltonen's comment on "Screen space classification for efficient deferred shading"
- https://twitter.com/SebAaltonen/status/1052834227560075264
- TLDR version: They go through g-buffer and split it to 4x4 tiles. Each tile is classified based on visible lights and coarse shadow map
- 2010年来说确实有点超前
- visibility buffer + tile classification这个思路倒是现在大概比较普遍了? 不知道这条路线上会不会有hardware支持(HTile的geometry版?)
Distance Fields
- https://prideout.net/blog/distance_fields/
- 又一篇介绍文
- 附带Euclidean Distance Transform(EDT),Closest Point Transform (CPT), 这两个词的解释倒是不多见
- https://en.wikipedia.org/wiki/Distance_transform
Misc
Free Stuff: Reactive Dynamic Water in UE4
- https://80.lv/articles/free-stuff-reactive-dynamic-water-in-ue4/
- UE4交互水波纹的免费asset,虽然看说明应该不算production level的…
Project Borealis: Continuing Half-Life in UE4
- https://80.lv/articles/project-borealis-continuing-half-life-in-ue4-001agt-003qxl-004adk/
- 三天两头有人替V社做halflife系列
Why Paradox is bringing visual editing tools to its next engine update
- http://www.gamasutra.com/view/news/328642/Why_Paradox_is_bringing_visual_editing_tools_to_its_next_engine_update.php
- 终于有人要走这条路了!把引擎做得对modder友善其实一般投入产出比挺低的但这才是未来啊ww
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