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電玩遊戲引擎 (Video Game Engine)
遊戲引擎是指一些已編寫好的可編輯電腦遊戲系統或一些互交式實時圖像應用程序的核心組件。這些系統為遊戲設計者提供各種編寫遊戲所需的各種工具,其目的是在於讓遊戲設計者能容易和快速地做出遊戲程式而不用由零開始。大部分都支援多種作業系統平台,如Linux、Mac OS X、微軟Windows。遊戲引擎包含以下系統:描繪引擎(rendering engine)(即「描繪器」,含二維圖像引擎和三維圖像引擎)、物理引擎、碰撞偵測(collision detection)、音效、腳本(scripting)、電腦動畫(animation)、人工智慧(AI)、影片串流(streaming)、聯絡網路(networking)、及場景管理。 概況 遊戲引擎提供一系列可視化開發工具和可重用組件。這些工具透過與開發環境進行集成,方便開發者簡單、快速進行資料驅動方式的遊戲開發。為了提高遊戲開發人員的開發效率,引擎開發者會開發出大量的遊戲所需要的軟體組件。大多數引擎集成了圖形、聲音、物理和人工智慧等功能部件。遊戲引擎會被稱為「中間件」,因為它們可以提供靈活和重用平台,向遊戲開發者提供所需要的全部核心功能,從而節省大量的遊戲開發費用,降低開發的複雜性,縮短遊戲的上市時間,所有這些對於高競爭性的遊戲產業來說都是關鍵因素。諸如魔域幻境系列引擎、zerodin引擎,Doom3引擎、CryENGINE系列引擎、3DGame Studio、RenderWare、Gamebryo, Virtools以及Source引擎等引擎。 與其它中間件解決方案一樣,遊戲引擎通常提供平台抽象層,實現同一款遊戲可以在各種平台上執行,包括遊戲機和個人電腦,而只需要改動少量的原始碼。一般來說,遊戲引擎均設計成基於組件的架構,方便進行特定子系統的替換或者添加新的引擎中間件(通常成本較高)從而實現功能的擴展。比如Havok物理引擎,Miles Sound System聲音引擎,Bink圖形引擎等。一些遊戲引擎如RenderWare引擎由一些松耦合的遊戲早間件組成,可以根據需要定製出遊戲引擎。透過組件技術,可以實現遊戲引擎的擴展性,而擴展性通常是遊戲引擎優先考慮的特性。遊戲引擎經常會應用於交互應用的實時圖像顯示,比如營銷演示,建築可視化,訓練模擬,環境建模。 引擎作為一個中間層,他能夠將同一個遊戲表現在不同的遊戲平台之上,諸如:個人電腦、PlayStation、PlayStation 2、PlayStation 3、Xbox、Xbox 360、Wii和任天堂遊戲機。一些遊戲引擎通常被設計為部分組件可以替換或增加新組件,從而增強引擎的表現能力。當然這樣的引擎也會更昂貴。可用於增加功能的組件有用於物理計算的Havok,處理聲音的FMOD,加快渲染速度的SpeedTree等。一些引擎直接設計為組件分離,用戶根據需要自己組裝引擎組件比如RenderWare引擎。但這樣的設計給引擎的開發帶來了更高的難度,因為設計者要更多考慮各組件之間的協調問題。 一些遊戲引擎只包含實時三維渲染能力,不提供其它遊戲開發功能。這些引擎需要遊戲開發者自行開發所需功能,或者集成其他現有的遊戲組件。這此引擎通常被稱做「圖像引擎」、「渲染引擎」或者「三維引擎」,而非「遊戲引擎」。這個術語的定義已經有些模糊,因為很多特徵明顯的三維遊戲引擎被簡稱為「三維引擎」。一些圖像引擎如:Genesis3D、Irrlicht、OGRE、RealmForge、Truevision3D和Vision引擎。現代遊戲或圖像引擎通常提供場景圖形結構,該結構採用物件導向的方式表示三維遊戲世界,方便進行遊戲設計和高效渲染虛擬世界。 硬體概念 (Hardware Abstraction)
3D引擎的渲染系統通常建立在一套高級圖像API之上,諸如Direct3D或OpenGL,這些API封裝了GPU和顯示卡的部分功能。級別低一點的如DirectX、SDL和OpenAL也經常使用,他們提供對其他硬體設備的獨立支援,諸如輸入設備(滑鼠、鍵盤、控制桿)、網卡、音效卡。在硬體加速圖形卡出現以前,開發者使用軟體渲染。現在軟體渲染依然被廣泛用於非及時圖像的渲染,或者是用戶的硬體設備不支援硬體渲染。 中間層 (Middleware) 一些引擎開發者以開發整個遊戲引擎而著稱,他們試圖開發一個具有所有遊戲元素的引擎,包括圖像、聲音、物理、人工智慧。比如Gamebryo和RenderWare就是這樣的引擎。此外近年出現的zerodin引擎比較受人矚目,因其引擎專門為開發MMORPG而設計,且節約將近60%開發成本和時間。 也有一些開發者只專註於開發引擎的某一部分,但他們取得的成就往往比全功能引擎還高。 SpeedTree就是一個很好的例子,他適用於大規模植被的渲染,被使用在Playstation 3、Xbox 360,微軟開發的一些RPG,以及上古卷軸4:遺忘。 一些引擎提供完整的原始碼,其他的只提供一個經過封裝的API介面,使用者用過調用DLL檔案來使用這個引擎。還有一些引擎將引擎二進制包和原始碼劃分開來,前者被免費授權使用,而後者則需要高額的費用來購買使用授權。 |
Video Game Engine (電玩遊戲引擎)
A game engine is a system designed for the creation and development of video games. The leading game engines provide a software framework that developers use to create games for video game consoles and personal computers. The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. The process of game development is often economized, in large part, by reusing/adapting the same game engine to create different games, or to make it easier to "port" games to multiple platforms. Purpose Game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an integrated development environment to enable simplified, rapid development of games in a data-driven manner. Game engine developers attempt to "pre-invent the wheel" by developing robust software suites which include many elements a game developer may need to build a game. Most game engine suites provide facilities that ease development, such as graphics, sound, physics and AI functions. These game engines are sometimes called " middleware" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to -market—all critical factors in the highly competitive video game industry.Gamebryo, JMonkey Engine and RenderWare are such widely used middleware programs. Like other middleware solutions, game engines usually provide platform abstraction, allowing the same game to be run on various platforms including game consoles and personal computers with few, if any, changes made to the game source code. Often, game engines are designed with a component-based architecture that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game middleware components such as Havok for physics, Miles Sound System for sound, or Bink for Video. Some game engines such as RenderWare are even designed as a series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated solution. However extensibility is achieved, it remains a high priority in games engines due to the wide variety of uses for which they are applied. Despite the specificity of the name, game engines are often used for other kinds of interactive applications with real-time graphical needs such as marketing demos, architectural visualizations, training simulations, and modeling environments. Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or assemble it from other game middleware components. These types of engines are generally referred to as a "graphics engine," "rendering engine," or "3D engine" instead of the more encompassing term "game engine." This terminology is inconsistently used as many full-featured 3D game engines are referred to simply as " 3D engines." A few examples of graphics engines are: Crystal Space, Genesis3D, Irrlicht, OGRE, RealmForge, Truevision3D, and Vision Engine. Modern game or graphics engines generally provide a scene graph, which is an object-oriented representation of the 3D game world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds. |
大型多人線上遊戲
MMOG (全稱是Massive multiplayer online game)即大型多人線上遊戲。一般的MMOG為遊戲營運方搭設遊戲的網路伺服器,玩家透過的客戶端軟體連接遊戲營運方的伺服器端進行遊戲。一般的MMOG可以支援超過數千人同時進行遊戲。同時連接遊戲的玩家可以在遊戲中與其他玩家進行交流。 MMOG的分類 ● MMORPG (Massive multiplayer online role-playing game 大型多人線上角色扮演遊戲)MMORPG是最流行的MMOG類型之一。一般的MMORPG會營造一個架空的遊戲世界,玩家透過PC上的操作扮演自己的人物,並在虛擬世界中冒險,比較著名的MMORPG有魔獸世界、無盡的任務、天堂、仙境傳說等。 ● MMOFPS (Massive multiplayer online first-person shoot, 大型多人線上第一人稱射擊遊戲)即有很多人同時線上上的第一人稱射擊遊戲,比較著名的有星際Online等。 ● MMORTS (Massive multiplayer online real-time strategy, 大型多人線上即時戰略遊戲)同時有多人進行之及時戰略遊戲稱之,如破碎銀河系、Hive Rise。 ● MMORGs (Massively multiplayer online Rhythm game, 大型多人線上音樂遊戲)以節奏音樂為主的遊戲稱之,如勁舞團。 ● MMORG (Massively multiplayer online Racing game)(大型多人線上競速遊戲)以競速為主題之遊戲稱之,如極速快車手、跑跑卡丁車、HiYo衝天跑等。 ● MMOTG (Massively multiplayer online Tycoon game)(大型多人線上模擬經營遊戲) ● MMOSG (Massively multiplayer online Social game)(大型多人線上社交遊戲)如虛擬世界遊戲,比如第二人生。 |
Massively Multiplayer Online Game
A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet. Many games have at least one persistent world, however others just have large numbers of players competing at once in one form or another without any lasting effect to the world at all. These games can be played on any platform it, be it the personal computer, a game console such as the internet capable PSP, PlayStation 3, Xbox 360, Nintendo DS, PS Vita or Wii, or mobile devices and smartphones based on such operating systems as Android, iOS and Windows Phone. MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of gameplay types, representing many video game genres. |
Top 5 - Game Engines Of The Future (2012-6-26)
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Top Ten Game Engine (最佳前十名 電玩遊戲引擎)
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Assassin's Creed 3 - Introducing the new game engine, AnvilNext
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Unlimited Detail Real-Time Rendering Technology Preview 2011
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SimCity GlassBox Game Engine Scenario 1: The Economic Engine
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Epic Unreal Engine 4 - Future of Gaming Episode 4
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