unity开始游戏代码_Unity的代码之夏开始

更新时间:2023-06-12 02:12:01 阅读: 评论:0

unity开始游戏代码_Unity的代码之夏开始欣的繁体字怎么写
眼睛的构造unity开始游戏代码
Two weeks ago we our Unity Summer of Code program through which we offer indie & student developers the chance to get paid for doing something cool in Unity. Now we have reviewed all of the almost hundred proposals and lected the four of them that we found best matched the program!
两周前,我们了“ Unity Summer of Code”计划,通过该计划,我们为独⽴和学⽣开发⼈员提供了在Unity上做⼀些很棒的事情⽽获得报酬的机会。 现在,我们已经审核了将近⼀百个提案,并选择了四个与该计划最匹配的提案!
The ultimate goal for a parametric explosion system?
system参数爆炸系统的最终⽬标是什么?
Ben Throop is working on Detonator – a Parametric Explosion System
Ben Throop正在研究雷管–参数爆炸系统
Great explosions can make a game. Bad explosions can ruin a game. As important as they are, they are difficult to do well becau they are compod of art and complex behavior that’s not easily consolidated into a single object.
Explosions also have a high degree of randomness, yet within a domain that is not easily described and is often violated.
科比的励志故事
巨⼤的爆炸可以创造游戏。 不好的爆炸会毁了游戏。 尽管它们很重要,但它们很难做好,因为它们是由艺术和复杂的⾏为组成的,很难将其合并为⼀个对象。 爆炸也具有⾼度的随机性,但是在⼀个不容易描述且经常被违反的领域内。
That said, Unity developers of all types could make great u of a system that allows for efficient creation and iteration of explosion effects.
也就是说,所有类型的Unity开发⼈员都可以充分利⽤可⾼效创建和迭代爆炸效果的系统。
For artists, the system will provide a means to harness and iterate on complex behavior that is normally hidden behind coding barriers. Artists can think in terms of “size” and “intensity” of the explosion as a whole, while also drilling down to tweak details. Detonator is more than just a collection of particle emitters.
对于艺术家来说,该系统将提供⼀种⼿段来利⽤和迭代通常隐藏在编码障碍后⾯的复杂⾏为。 艺术家可以从整体上考虑爆炸的“⼤⼩”和“强度”,同时还可以深⼊研究细节。 雷管不仅仅是粒⼦发射器的集合。
For programmers, creating an explosion with great visual quality will no longer hinge on finding pre-existing particle libraries or an artist friend. Detonator will provide solid results from the start. It will also allow easier binding of game logic to explosion parameters by providing meta-parameters that combine veral emitters, models, lights, into a single “Intensity” or “Duration” value.
对于程序员⽽⾔,创建具有出⾊视觉效果的爆炸不再依赖于查找预先存在的粒⼦库或艺术家朋友。 雷管从⼀开始就提供可靠的结果。
通过提供将多个发射器,模型,灯光组合成单个“ Intensity”或“ Duration”值的元参数,还可以使游戏逻辑与爆炸参数的绑定更加容易。
Sándor Moldán is working on an Erosion Tool for Realistic Terrain Generation
SándorMoldán正在开发⽤于实际地形⽣成的侵蚀⼯具
The aim of this project is to provide Unity artists and level designers with a t of intuitive and simple-to-u tools which they can u to create realistic terrain directly within the Unity Editor by adding the effects of natural erosion to terrain objects.
该项⽬的⽬的是为Unity艺术家和关卡设计师提供⼀组直观且易于使⽤的⼯具,他们可以通过在地形编辑器中添加⾃然侵蚀效果直接在Unity Editor中创建逼真的地形。
The tools will include a t of ‘wizard’ style filters which will perform erosion on the entire terrain object and a t of brushes which allow the ur to erode a smaller ction of the terrain with a greater degree of control. Both the erosion filters and brushes will include a lection of different erosion types which can be applied to the terrain object, including thermal, hydraulic, tidal, glacial and wind erosion.
这些⼯具将包括⼀组将对整个地形对象进⾏侵蚀的“向导”样式的滤镜,以及⼀组允许⽤户以较⼤程度的控制⼒侵蚀较⼩区域的画笔。 侵蚀过滤器和刷⼦都将包括可以应⽤于地形对象的不同侵蚀类型的选择,包括热,⽔⼒,潮汐,冰川和风蚀。
节奏练习In creating the tools, particular attention will be given to the kind of landforms that create good gameplay and how natural erosion can help to achieve this. For example, a heavily hydraulically eroded terrain will have large areas of flat land, broken up by steep impassable areas, which is vastly more playable and interesting from a level design
perspective than a continuous jagged terrain.
在创建这些⼯具时,将特别关注可创造良好游戏玩法的地形,以及⾃然侵蚀如何帮助实现这⼀⽬标。 例如,⽔⼒侵蚀严重的地形将具有⼤⾯积的平坦⼟地,并被陡峭的不可通⾏区域破坏,从⽔平设计的⾓度来看,这⽐连续的锯齿状地形更具可玩性和趣味性。
An additional tool will be included with the project which will allow urs to texture a terrain object by automatically generating splatmaps bad on the height and slope of the terrain.
该项⽬将包含⼀个附加⼯具,该⼯具将允许⽤户通过基于地形的⾼度和坡度⾃动⽣成splatmap来对地形对象进⾏纹理处理。Matthew Miner is working on a Cutscene Editor
Matthew Miner正在研究过场动画编辑器
Creating cutscenes in Unity, while not necessarily difficult for the asoned developer, can be a challenge for tho more familiar with traditional filmmaking tools and techniques. As game projects grow larger, it’s likely that trained filmmakers — cinematographers, editors, etc. — will assist with the creation of the cutscenes. Currently there’s no simple system for working with elements like multiple shots and transitions; that is, there’s no easy way to “cut together” a scene.
在Unity中创建过场动画对于经验丰富的开发⼈员⽽⾔并不⼀定很困难,但对于那些更熟悉传统电影制作⼯具和技术的⼈来说,可能是⼀个挑战。 随着游戏项⽬规模的扩⼤,受过训练的电影摄制⼈员(电影摄影师,编辑等)可能会协助制作这些过场动画。 当前,没有简单的系统可以处理多个镜头和转场等元素。 也就是说,没有简单的⽅法可以将场景“裁剪”在⼀起。
The solution is a Cutscene Editor, a tool for Unity with the ability to “capture” an animated scene from multiple viewpoints and edit it together. The individual clips are placed in a timeline similar to tho en in non-linear editors like iMovie and Final Cut. Clips can be rearranged, trimmed, split, slowed down, sped up, and given special effect filters like pia tone. Transitions like crossfades can be added between clips as well as title cards and subtitles. Dialogue and sound effects can be adde
d on their own ction of the timeline. Ideally a developer can create a cutscene without writing any code.
解决⽅案是Cutscene编辑器,这是Unity的⼯具,能够从多个视点“捕获”动画场景并将其⼀起编辑。 这些单个剪辑的放置时间与类似于iMovie和Final Cut的⾮线性编辑器中的剪辑相同。 可以重新排列,修剪,分割,放慢,加速和剪辑特殊剪辑效果,例如棕褐⾊调。 可以在⽚段之间以及字幕卡和字幕之间添加交叉渐变之类的过渡效果。 对话和声⾳效果可以添加到时间线的⾃⼰的部分中。 理想情况下,开发⼈员⽆需编写任何代码即可创建过场动画。
Michał Mandrysz is working on a Tool for Transferring VRay Scenes into Unity
MichałMandrysz正在研究⼀种将VRay场景传输到Unity的⼯具
It’s amazingly simple to make a scene in Unity. Just drag and drop whatever you want to the scene, drag materials and textures to it and your scene is done. That’s a pretty neat workflow, but you hit some problems if you want your Unity authored scene to be lightmapped.
在Unity中创建场景⾮常简单。 只需将所需的任何对象拖放到场景中,将材质和纹理拖放到该场景即可完成场景。 这是⼀个⾮常整洁的⼯作流程,但是如果您想对Unity创作的场景进⾏灯光映射,则会遇到⼀些问题。
This project will integrate Unity even more tightly with 3ds Max software, and whatever of its renderers you want to u (like VRay). It should give designers the power to create photo-realistic Mirrors-Edge like scenes with less effort, while being able to author scenes in Unity instead of in 3ds Max.
该项⽬将把Unity与3ds Max软件以及您要使⽤的任何渲染器(例如VRay)更加紧密地集成在⼀起。 它应该使设计⼈员能够轻松创建像照⽚⼀样的逼真Mirrors-Edge场景,同时能够在Unity中⽽不是在3ds Max中创作场景。
(Proposals above have been trimmed and in some cas slightly rephrad.)
我和我亲爱的祖国
(以上提议已被删减,在某些情况下略有改写。)
自闭症的表现症状都有哪些We are all excited to follow the development of the projects over the next six weeks. Good luck guys!
带钰的女孩名字我们都为能在接下来的六周内关注这些项⽬的发展⽽感到兴奋。 祝⼤家好运!
unity开始游戏代码

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标签:爆炸   场景   侵蚀   地形   游戏   创建   效果   动画
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