04 2025 档案
摘要:https://80.lv/articles/v-rising-s-animation-layering-in-unity/ Stunlock Studios' Technical Animator Albin Thunström showed the character animation wor
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摘要:Understanding the managed heap Another common problem faced by many Unity developers is the unexpected expansion of the managed heap. In Unity, the ma
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摘要:在Windows平台上可以通过KeywordRecognizer识别简单的语音关键字,我们可以通过麦克风控制编辑器的开启、暂停、关闭只是一个有趣的小实验 1 using System; 2 using UnityEngine; 3 using UnityEngine.Windows.Speech;
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摘要:https://dev.epicgames.com/documentation/en-us/unreal-engine/using-gameplay-abilities-in-unreal-engine Gameplay Ability Overview of the Gameplay Abilit
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摘要:原视频 https://www.youtube.com/watch?v=W3aieHjyNvw&list=PLG9sbQS_QV1-6MnaNaN-uO5fUkaTocN58&index=4&t=2901s 翻译链接 https://www.lfzxb.top/ow-gdc-gameplay-arc
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摘要:https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Multiplayer games based on the Source use a Client-Server networking architectu
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摘要:https://gafferongames.com/post/networked_physics_in_virtual_reality/ Introduction About a year ago, Oculus approached me and offered to sponsor my res
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摘要:前提 在Topdown双摇杆游戏中,我们需要将摇杆输入朝向转到摄像机空间,以实现往前走是往屏幕的前方,往后是往屏幕的后方,而不是原始的输入朝向。 我们只讨论固定视角并且player只有y轴旋转的游戏。 实现 需要进行一个Vector2的映射 1 private static Vector3 View
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摘要:https://gafferongames.com/post/client_server_connection/ So far in this article series we’ve discussed how games read and write packets, how to unify
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摘要:https://gafferongames.com/post/reliable_ordered_messages/ Many people will tell you that implementing your own reliable message system on top of UDP i
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摘要:https://gafferongames.com/post/sending_large_blocks_of_data/ In the previous article we implemented packet fragmentation and reassembly so we can send
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摘要:https://gafferongames.com/post/packet_fragmentation_and_reassembly/ Now we are ready to start putting interesting things in our packets and sending th
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摘要:参考:https://gamedev.stackexchange.com/questions/62468/how-to-implement-a-shotgun-in-a-game Here is a page discussing shotgun spreads, you might take a
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摘要:https://gafferongames.com/post/state_synchronization/ In this article we round out our discussion of networked physics strategies with state synchroni
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摘要:https://gafferongames.com/post/snapshot_compression/ 本文主要描述了数据传输的优化过程 1.四元数的优化 2.位置的bit pack方式映射优化 3.Velocity的bit pack映射优化,不过最后没有用到 4.增量压缩:对比ACK ID,发送
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摘要:https://gafferongames.com/post/snapshot_interpolation/ In the previous article we networked a physics simulation using deterministic lockstep. Now, in
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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
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