摘要: https://gafferongames.com/post/snapshot_interpolation/ In the previous article we networked a physics simulation using deterministic lockstep. Now, in 阅读全文
posted @ 2025-04-01 23:06 sun_dust_shadow 阅读(54) 评论(0) 推荐(0)
摘要: https://gafferongames.com/post/deterministic_lockstep/ 本文主要讲了3方面 1.使用UDP而不是TCP去实现 input sync 2.接收方实现Delay Buffer去避免接受不及时导致的抖动问题 3.冗余发送去解决 input sync丢包 阅读全文
posted @ 2025-04-01 15:21 sun_dust_shadow 阅读(33) 评论(0) 推荐(0)
摘要: The Problem with TCP Those of you familiar with TCP know that it already has its own concept of connection, reliability-ordering and congestion avoida 阅读全文
posted @ 2025-03-21 18:47 sun_dust_shadow 阅读(33) 评论(0) 推荐(0)
摘要: https://gafferongames.com/post/virtual_connection_over_udp/ No Direct Connections Instead your data is sent over Internet Protocol (IP) via packets th 阅读全文
posted @ 2025-03-21 16:08 sun_dust_shadow 阅读(24) 评论(0) 推荐(0)
摘要: https://gafferongames.com/post/udp_vs_tcp/ TCP/IP TCP stands for “transmission control protocol”. IP stands for “internet protocol”. Together they for 阅读全文
posted @ 2025-03-20 23:53 sun_dust_shadow 阅读(28) 评论(0) 推荐(0)
摘要: 原文: https://gafferongames.com/post/networked_physics_2004/ 针对First FPS游戏 这篇文章主要说了三点: 1.Server端怎么处理Client发送过来的Input行为 2.ClientB怎么模拟Server发送过来的ClientA的S 阅读全文
posted @ 2025-02-26 23:12 sun_dust_shadow 阅读(22) 评论(0) 推荐(0)
摘要: 原文:https://gafferongames.com/post/fix_your_timestep/ 这篇文章主要说了:怎么正确的实现一个 固定时常的Tick方式,有些类似于unity的 fixedupdate的实现。 实现方式:1.时间的累计,并且一帧可能会执行多次 fixedTick 2.针 阅读全文
posted @ 2025-02-25 19:33 sun_dust_shadow 阅读(62) 评论(0) 推荐(0)
摘要: https://www.youtube.com/watch?v=yGci-Lb87zs&t=31s&ab_channel=t3ssel8r 这个视频探讨了一种平滑方式的辅助瞄准方案。 当需要辅助瞄准的时候:用场景内的多目标点去制作一个CubicSpline曲线。当在没有Target下,再过渡到y=k 阅读全文
posted @ 2025-02-18 22:25 sun_dust_shadow 阅读(55) 评论(0) 推荐(0)
摘要: 原文链接 https://gafferongames.com/post/what_every_programmer_needs_to_know_about_game_networking/ Have you ever wondered how multiplayer games work? From 阅读全文
posted @ 2025-01-15 23:17 sun_dust_shadow 阅读(69) 评论(0) 推荐(0)
摘要: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-gameplay-abilities-in-unreal-engine?application_version=5.4 Tags Gameplay Tags can h 阅读全文
posted @ 2024-11-04 00:42 sun_dust_shadow 阅读(389) 评论(0) 推荐(0)
摘要: 原文: https://www.gamedeveloper.com/design/everything-i-learned-about-dual-stick-shooter-controls#close-modal Everything I Learned About Dual-Stick Shoo 阅读全文
posted @ 2024-01-29 00:00 sun_dust_shadow 阅读(348) 评论(0) 推荐(0)
摘要: https://forum.unity.com/threads/indie-game-design-do-s-and-dont-s-a-manifesto.183765/ E胖(《以撒的结合》作者)09年在reddit上对独立游戏作者的建议与独立游戏宣言中英对照 - LanS10t的文章 - 知乎 阅读全文
posted @ 2023-12-06 16:32 sun_dust_shadow 阅读(62) 评论(0) 推荐(0)
摘要: 在使用Interface,并且由Monobehaviour继承Interface情况下,判断 interface的实际UnityEngine.Object是否null,出现错误,没有成功的判断出已经Destroy https://gamedev.stackexchange.com/questions 阅读全文
posted @ 2023-10-23 12:07 sun_dust_shadow 阅读(97) 评论(0) 推荐(0)
摘要: https://docs.unity3d.com/Manual/AssetDatabaseCustomizingWorkflow.html 在Build前进行Library的删除,读取Asset是不安全的行为,需要使用C#的IOSystem进行操作 Asset Import Order If you 阅读全文
posted @ 2023-07-05 18:31 sun_dust_shadow 阅读(149) 评论(0) 推荐(0)
摘要: 参考: https://answers.unity.com/questions/8705/how-to-determine-bounding-box-of-scene.html 使用bonding显示场景内场景的Box #region Test private List<Bounds> _testW 阅读全文
posted @ 2023-05-31 16:53 sun_dust_shadow 阅读(76) 评论(0) 推荐(0)
摘要: Dungeon Generation in Binding of Isaac BorisTheBrave.Com https://www.boristhebrave.com/2020/09/12/dungeon-generation-in-binding-of-isaac/ The Binding 阅读全文
posted @ 2023-05-30 23:50 sun_dust_shadow 阅读(929) 评论(0) 推荐(0)
摘要: 使用plantUML绘制类关系图 参考:https://plantuml.com/class-diagram https://en.wikipedia.org/wiki/Class_diagram 下面这个讲的挺好的: https://misomiso43.medium.com/%E7%B0%A1% 阅读全文
posted @ 2023-05-23 21:48 sun_dust_shadow 阅读(854) 评论(0) 推荐(0)
摘要: https://docs.unity3d.com/Manual/overview-of-dot-net-in-unity.html Overview of .NET in Unity (Unity中.Net的OverView) Unity uses the open-source .NET plat 阅读全文
posted @ 2023-05-23 00:07 sun_dust_shadow 阅读(120) 评论(0) 推荐(0)
摘要: 参考: https://answers.unity.com/questions/186252/multiply-quaternion-by-vector.html 总结:Quaternion * Vector3 表示在世界坐标系下,Vector3的任意旋转; In the quaternion wo 阅读全文
posted @ 2023-03-30 20:22 sun_dust_shadow 阅读(240) 评论(0) 推荐(0)
摘要: 求一个localPos的worldPos,如果能拿到parentTransform, 可以使用 一 :Transform.TransformPoint 和 Transform.TransformDirection 获取worldPos和worldDir 二:还有一种Matrix的方式:https:/ 阅读全文
posted @ 2023-03-28 20:54 sun_dust_shadow 阅读(109) 评论(0) 推荐(0)