Technical Design(文档制作需求)

更新时间:2023-05-23 21:29:23 阅读: 评论:0

Technical Design
Game Mechanics
英语教案模板This is certainly the bulk of the document. Right away you’ll e that any attempt to match up specific subctions with the game mechanics ction of the functional spec is totally ludicrous. The perspective must be from the system out as oppod to the designers’ or urs’ perspective. This starts with the hardware platform and the operating system, the u of externally provided code objects (DLLs, EXEs, drivers), and the delineation of internally generated code objects (if any). Then it breaks down the specific mechanics of game code stemming from the control loop.
Platform and OS
Indicate the hardware platform and the operating system and the versions supported. For PC/Mac games, mention the minimum system requirements and the target machine. If distributed on something other than a CD like a cartridge, indicate the target ROM.
External Code
Describe the source and purpo of all the code ud but not developed by the project team. This includes OS code and pre-processing tools of the various game platforms, drivers and code libraries like DirectX, any acquired 3D API, or any other off-the-shelf solution.
Code Objects
Break down the purpo and scope of the various code objects coded, compiled and built into the EXE. If any out-of-process or in-process code libraries (DLLs) are ud, break them down as well, but be sure to explain the u of object instancing and their persistence (like Direct Draw objects).
Control Loop
美国大选2020年什么时候出结果Every game has one. Be specific about how control is transferred from the start-up code to the shell and down into the main game code. Spell out the names of the functions in th
e core loop and what they will do, like the collision, movement and rendering routines. Explain the u of multi-threading, drivers, DLLs and memory management. Of cour further details on the likes of multi-threading and memory management will be covered in the areas that they will be ud most, like the rendering or sprite engine, sound code and AI.
This subction summarizes the system and underlying framework that supports the core game play and game flow described in the functional specification.23个声母
Game Object Data
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Read carefully over the functional spec at all the character/unit descriptions and game play elements. Then list and formulate all the data structures and their identifiers that are required to support the described attributes, functions and behaviours. To a certain extent, the will not be complete until the game physics and statistics and AI subctions are completely thought through and documented. Add statistics for ur interface or any other area of the game that have unit or game play object specific data (i.成人的英文
e. icons, HUD displays, animation or special effect references, etc.).
If using object oriented programming methods, show the class inheritance tree and each class’ interface properties and functions. Describe the u of collections. Identify any variables that could possibly be made into global variables to increa performance, such as any objects variables that may be referenced multiple times during critical game routines such as collision, movement or rendering. Again, I’m not telling you how to program your game. I’m just trying to get you thinking about common technical issues, specifically in regard to optimizing data structures for neatness, versatility or speed.
写打油诗Data Flow
法语  
Explain how data is stored, loaded, transferred, procesd, saved and restored. While references should be made to data entry or processing tools, parate functional and technical specifications should be made for any complex or ur intensive tools.中国雅思官网
Game Physics and Statistics
This is the nitty gritty – movement, collision, combat – and probably the most fun to document and implement. However, it can also be the code that gets altered more than any other part of the program. Designers like to change things. It’s often only after they can play it for a while before they can really decide what is right. For this reason, you should plan to implement things as modular and flexible as possible. Put all the factors that control behaviour into data files read at run-time, so the designers can change and balance things at their leisure without involving coding changes and new builds. The specification should clearly identify the modularity and divisions between code and the data that controls it.
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Define each function or procedure. Describe its purpo. Define what statistics control its behaviour (constants, variables etc.) and how they can be modified. Include the function prototype listing all the parameters. If using function pointers and function overloading, specify where the different versions of the function will be ud. For example, you may have multiple functions that handle movement for the various unit types – one for land movement, one for air, one for water, etc. Briefly describe how the function will work. For
complex functions, u pudo code to specify exactly how you will code it. This is especially important for CPU intensive functions that do a lot of number crunching or are just called very often. Think about how they can be optimized to increa performance. Perhaps bit-shifting or macros could speed things up.

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