图形化编程超级马里奥_超级马里奥可以向我们传授哪些图形技术?

更新时间:2023-05-26 10:10:52 阅读: 评论:0

图形化编程超级马⾥奥_超级马⾥奥可以向我们传授哪些图形限制英语
技术?
图形化编程 超级马⾥奥
If you ever played Super Mario Brothers or Mario Galaxy, you probably thought it was only a fun videogame—but fun can be rious.  Super Mario has lessons to teach you might not expect about graphics and the concepts behind them.
如果您曾经玩过《超级马⾥奥兄弟》或《马⾥奥银河》,您可能会认为这只是⼀个有趣的电⼦游戏,但乐趣可能会很严重。 超级马⾥奥(Super Mario)提供了⼀些课程,可以教您可能不会想到图形及其背后的概念。
The basics of image technology (and then some) can all be explained with a little help from everybody’s favorite little plumber. So read on to e what we can learn from Mario about pixels, polygons, computers and math, as well as dispelling a common misconception about tho blocky old graphics we remember from when me first met Mario.
图像技术的基础知识(以及⼀些基础知识)都可以在每个⼈都喜欢的⼩⽔管⼯的帮助下进⾏解释。 因此,请继续阅读以了解我们可以从Mario 中学到的有关像素,多边形,计算机和数学的知识,以及消除⼈们对我第⼀次见到Mario时记得的那些块状旧图形的常见误解。
分辨率,⼦画⾯,位图和超级马⾥奥兄弟 (Resolution, Sprites, Bitmaps and Super Mario Brothers)
在线英汉互译词典Videogames are rendered on televisions and monitors in single pieces of image information called pixels, short for picture elements. The ba units ud to make up the only kind of artwork that videogames could have, in the days of older, more basic videogames and consoles. The are sometimes called sprites, which in context of video games, is another name for bitmap image. Bitmap is the simplest term for an image file—you might glean from the name it is a simple map of the bits that make up the image.
电⼦游戏在电视和监视器上以称为像素的单张图像信息呈现,是图像元素的缩写。 这些基本单位过去是视频游戏唯⼀的艺术品,在较旧的时代,视频游戏和游戏机更基本。 这些有时被称为精灵 ,它在视频游戏⽅⾯,是位图图像的另⼀个名字。 位图是图像⽂件的最简单术语-您可能会从名称中搜集到它是组成图像的位的简单映射。
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When you think of classic Super Mario Brothers-era Mario, you think of the big clunky pixels tho sprites were drawn with. As it turns out, the original Nintendo Entertainment System only had an effective resolution of 256 x 224 pixels, with only a total of 256 x 240 even possible.
当您想到经典的《超级马⾥奥兄弟》时代的马⾥奥时,您会想到绘制了这些精灵的笨重像素。 事实证明,原始的Nintendo Entertainment System仅具有256 x 224像素的有效分辨率,甚⾄可能只有256 x 240的总分辨率。
Compared to modern game consoles, the NES is pitifully low resolution. Resolution can be defined as the total number of pixels available for display. This can apply to any type of graphic, whether it’s Mario, a bitmap of a logo, or a digital photograph. More pixels is always more opportunity to create a better image.
与现代游戏机相⽐,NES的分辨率很低。 分辨率可以定义为可显⽰的像素总数。 这可以应⽤于任何类型的图形,⽆论是Mario,徽标的位图还是数码照⽚。 像素更多总是有更多机会创建更好的图像。
Even the Wii console, which is only capable of Standard Definition of 480p, displays 640 x 480 pixels, even on high definition televisions capable of much more. However, the difference is pretty clear—Mario is considerably more high resolution than he ud to be.
即使是仅⽀持480p标清的Wii控制台,也可以显⽰640 x 480像素,即使在具有更多功能的⾼清电视上也是如此。 但是,区别很明显-马⾥奥的分辨率⽐以前⾼得多。
精灵vs多边形,或像素vs⽮量 (Sprites vs Polygons, or Pixels vs Vectors)
Many modern videogames have abandoned the aesthetic of older games, following a more recent trend in graphics. The games create their characters with vector shapes called polygons, which you may (or may not) remember from geometry. Polygons can be defined as “any shape that can be created from a limited number of points and line gments.”
grandmother随着图形的最新趋势,许多现代电⼦游戏都放弃了旧游戏的美学。 这些游戏使⽤称为多边形的⽮量形状来创建其⾓⾊,您可能会(或可能不会)从⼏何图形中记住这些形状。 多边形可以定义为“可以从数量有限的点和线段创建的任何形状”。
Bitmaps, or sprites, are made from files that are a literal mapping of colors laid out on a grid, hence creating the blocky texture we’re ud to eing on classic Mario. Newer Mario, sculpted in a three dimensional space with polygons, is less limited than older Mario. He “exists” in a sort of “world” made out of math, graphed out by increasingly speedy computers the same way you might draw a polygon when blocking out an algebraic graph on a whiteboard.伦敦布鲁内尔大学
位图或精灵是由⽂件组成的,这些⽂件是⽹格上排列的颜⾊的⽂字映射,因此创建了我们习惯于在经典Mario上看到的块状纹理。 较新的Mario雕刻在带有多边形的三维空间中,⽐较旧的Mario受到的限制更少。 他“存在”于⼀个由数学构成的“世界”中,由越来越快的计算机绘制出来,就像在⽩板上遮盖代数图时可以绘制多边形⼀样。
记忆力不好怎么办The basic polygons, line gments, and points are called primitives, and they are the ba units of this mathematical world the same way that pixels are the ba units of bitmaps. However, unlike bitmaps, they don’t have resolution. Think of how the camera zooms in on Mario in the newer games, and how he never ems to revert to any blocky, clunky pixel version of himlf. Basically, you can move a polygonal Mario any way you want, and he’ll stay clean, crisp and high resolution.
这些基本的多边形,线段和点称为图元 ,它们是此数学世界的基本单位,就像像素是位图的基本单位⼀样。 但是,与位图不同,它们没有分辨率。 考虑⼀下在新游戏中相机如何放⼤马⾥奥,以及他似乎从未恢复到⾃⼰的任何块状,笨拙的像素版本。 基本上,您可以随意移动多边形马⾥奥,他将保持⼲净,清晰和⾼分辨率。
图像栅格化,或⾦刚如何来到超级任天堂 (Image Rasterization, or How Donkey Kong Came to The Super Nintendo)
If you’ve played any of the recent Mario Kart Games, you are probably familiar with Mario’s old nemesis Donkey Kong. Donkey Kong starred in a ries of Mario-style run and jump action games in the mid-nineties called Donkey Kong Country, which boasted computer-rendered, polygonal-style graphics on a system that wasn’t truly capable of it—the Super Nintendo. What miracle had been pulled off to make this work?
如果您最近玩过任何Mario Kart Games,您可能对Mario的⽼仇⼈Donkey Kong很熟悉。 ⼤⾦刚(Don
key Kong)在90年代中期出演了⼀系列马⾥奥风格的奔跑和跳跃动作游戏,称为“⼤⾦刚国家(Donkey Kong Country)”,该游戏在并⾮真正的超级任天堂系统上拥有计算机渲染的多边形风格的图形。 。 使这项⼯作取得了什么奇迹?
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As it turns out, Nintendo and partner RARE sort of pulled a fast one on their audience. Donkey Kong Country, its quels, and many other games from RARE ud a process called rasterization to turn polygonal graphics into two dimensional,
pixel-bad reprentations.  This created the illusion of advanced, computer-rendered graphics in an age when they were considered high-tech, beautiful and exotic.
事实证明,任天堂和合作伙伴RARE吸引了很多观众。 《⼤⾦刚国家》,其续作以及RARE的许多其他游戏都使⽤了⼀种称为栅格化的过程,可以将多边形图形转换为基于像素的⼆维表⽰。 在⼀个被认为是⾼科技,美丽⽽充满异国情调的时代,这创造了先进的计算机渲染图形的幻觉。
Rasterization can be thought of as taking a digital photograph of a polygonal graphic—lining up the 3D, non-pixel bad graphics to a grid and rendering it in pixels. The word raster itlf is often ud as a synonym for “bitmap.” There was really nothing “3-D” about the “3D Adventure in the Kingdom of Kong,” but rather humble pixel sprites made from the best computer generated graphics of the day. (At least, according to Nintendo.)
栅格化可以看作是拍摄多边形图形的数字照⽚-将基于3D,⾮像素的图形排列到⽹格中,并以像素进⾏渲染。 栅格本⾝⼀词经常被⽤作“位图”的同义词。 关于“⾦刚王国的3D冒险”,实际上并没有“ 3-D”,
⽽是由当今最好的计算机⽣成的图形制成的谦虚像素精灵。 (⾄少根据任天堂的说法。)
8位图像与8位处理器 (8-Bit Images vs 8-Bit Processors)academy
One of the most frequent misconceptions is that the NES graphics were 8-Bit graphics and SNES and SEGA systems were 16-Bit. While tho numbers were cloly associated with tho systems, they were not accurate in describing the images
on screen. The NES actually had 6 Bit graphics, while the Super Nintendo had 15 bit color, but was li
mited to only 8 bit graphics on screen at any one time. Confud? Let’s take a quick look at what tho 8 and 16-bits really meant.
最常见的误解之⼀是NES图形是8位图形,⽽SNES和SEGA系统是16位。 虽然这些数字与这些系统密切相关,但它们在描述屏幕上的图像时并不准确。 NES实际上具有6位图形,⽽Super Nintendo具有15位颜⾊,但在任何⼀次屏幕上仅限于8位图形。 困惑? 让我们快速看⼀下这8位和16位的真正含义。
柯南脱口秀
A Bit is the smallest bit of information a computer process, and an 8-bit processor has a capability to process an octet (8 bits) in a single cycle. The Nintendo Entertainment System had such an 8-bit processor, as the SNES and Sega Genesis had processors capable of 16 bits per cycle. Modern problameless
cessors in most computers have an architecture that allows for 32 or 64 bits per cycle, which occur in billions of cycles per cond.
位是计算机处理的信息的最⼩位,⽽8位处理器具有在单个周期内处理⼋位位组(8位)的能⼒。 任天堂娱乐系统具有这样的8位处理器,因为SNES和Sega Genesis具有每个周期16位的处理器。 ⼤多数计算机中的现代处理器都具有允许每个周期32或64位的架构,每秒发⽣数⼗亿个周期。

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