本文介绍了3D游戏开发的提示(特别是游戏架构)的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

TL;博士版本:什么是你可以给我,关于3D游戏架构的最好的建议(即您的体验,而不是从书本上学)? (如在,如何设计并连接一个3D游戏的组分)


当涉及到编程,只有这么多,你可以从书本上学习。在我看来,许多汲取其他人学到的东西,或者通过体验。即使学习的东西在一个教室里有过书籍的优势;这位教授可能会滑倒在知识的一个小花絮,他从他的经验教训,它可以使所有的差异。

我在这里寻找那些花絮。

在游戏开发书籍只能走这么远。有一本书,介绍一种编程语言的逻辑和语法,并试图告诉你如何做一个游戏的一本书有很大的区别。后者没有(至少对我来说)工作这么好;但前者是整个原因,我学习计算机科学。

我要到我大学的第二年,我19岁。 我没有经验,我有书本知识。所以我想了你和你的知识,捎带你已经从经验中获得的。

我现在感兴趣的话题是游戏架构。

(或引擎设计如果你preFER,虽然我并不想创建一个一切,但是,在厨房水槽的游戏引擎)

最近,我问一个问题,Data消息传递结构在一个程序中?,它导致了一个长期,excellent从的回答。对他来说,他只是剑拔弩张了他的经验,他从中获得的知识;对我来说,它给了我很多新的事情要考虑,我从来没有在书上读到之前,并没有经历过自己。去看看答案,最多它,如果你喜欢它。

这是它,我想更多的通过程序中的消息。我想到了如何MVC也许不是一个好适合的游戏架构。他的所有游戏对象都是平等,而不是一个层次,在那里,而不是添加功能来一个游戏对象的概念,是我从来没有听说过,我真的很喜欢它。而就在这个问题的开始,他给的建议简单位:

...

I want more answers like that.

What are the most important game architecture concepts and tricks that you've taken from your experience as a game developer? When you sit down to write a game, how do you organize things? Do you separate your view and your model, or do you intertwine them and refactor later? What do you want to say about the effectiveness of MVC as a game architecture pattern? How do you keep track of so many things (graphics, audio, file loading, collision, AI, network) and make them all work together to create a finished game? How do you use design patterns and preserve the object oriented-ness of your game? How do you write automated tests for your game?

I can come up with a million questions, but right now I just want to hear in general, whatever sticks out in your mind. What sort of experiences have you been through that changed your thinking? What is your philosophy when writing your games? How do you stay organized amidst the confusion and the massive-ness of the task of 3D game creation?

What game development tricks have you learned from experience?

Thank you for taking the time to read & respond!!

解决方案
  1. The rest of my list may be crap, but the most important thing is to just do it. You want experience making games, so make a game. Make your goal to complete a game, not just to work on a game.

  2. Start simple and make progressively more complex games. Simpler games are easier to design, but can still be challenging. The lessons you'll learn will help you design more complex systems. Ain't no shame in making 2D games or clones of existing games.

  3. Follow the Solid principles of object oriented design. You sound like you want to unit test. Solid principles are key for designing testable objects.

  4. Only use design patterns to solve problems. For instance, you may be tempted to use a singleton for an object with only one instance. Having only one instance of an object is not a problem. Lets say you want to unit test your game logic without your display logic doing anything, then MVC solves your problem.

  5. Do what works for you. I track my progress with note cards arranged as a todo list on my wall. For a single person project, todo lists work very well.

  6. Become friends with art students.

  7. Find or start a game making club at your school. Work together to make simple games.

  8. Old wizened authors tell aspirant authors that they have to write one millions words before they can write one worth reading. I think the adage also holds for game design. I'm not old nor wizened yet, but I say be prepared to design and complete ten games before you get praise from random strangers.

  9. Use source control. I'm a big fan of Mercurial using the TortoiseHG client.

这篇关于3D游戏开发的提示(特别是游戏架构)的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

08-21 16:48