摘要: 游戏技能实现的三种方式: 1.类似UE中GAS的方式,统一为Ability,并且不处理任何数据逻辑。 https://github.com/No78Vino/gameplay-ability-system-for-unity 2.类似双影其境那种, 简单直观,每个Ability都是独立处理响应、行为 阅读全文
posted @ 2025-10-19 19:39 sun_dust_shadow 阅读(10) 评论(0) 推荐(0)
摘要: 这本书比较短,主要是国内某数值设计师的MMORpg的设计经验。 虽然大部分是mmo制作的细节,可以不用太深挖,但还是有不少“游戏共性”可以参考和学习的。 主要是第2章和第4章的内容。 下面记录一些关键点并做了一些拓展。 一种类型游戏是否可以分析不同类型的玩家 比如作者举例: 自己游戏的核心成长数值是 阅读全文
posted @ 2025-09-14 18:08 sun_dust_shadow 阅读(22) 评论(0) 推荐(0)
摘要: 目标 实现一种轻量级的平滑瞄准辅助,不会有强烈的吸附感。 参考:https://www.youtube.com/watch?v=yGci-Lb87zs&list=PLG9sbQS_QV1-6MnaNaN-uO5fUkaTocN58&index=23 思路 x轴是输入,y轴是结果(瞄准线的朝向) 当没 阅读全文
posted @ 2025-08-12 23:09 sun_dust_shadow 阅读(13) 评论(0) 推荐(0)
摘要: UE的GAS中Tag是一个有层级的概念的 https://github.com/BillEliot/GASDocumentation_Chinese?tab=readme-ov-file#42-gameplay-tags 比如 State.DeBuff.Stun。 现在参考UE去实现非网络版的GAS 阅读全文
posted @ 2025-07-03 22:20 sun_dust_shadow 阅读(27) 评论(0) 推荐(0)
摘要: 原文 https://blog.lidia-martinez.com/efficiency-tips-spaces-and-transformation-matrices-unity Should I care which method I use to switch spaces? This on 阅读全文
posted @ 2025-06-25 23:13 sun_dust_shadow 阅读(34) 评论(0) 推荐(0)
摘要: https://80.lv/articles/v-rising-s-animation-layering-in-unity/ Stunlock Studios' Technical Animator Albin Thunström showed the character animation wor 阅读全文
posted @ 2025-04-20 18:28 sun_dust_shadow 阅读(89) 评论(0) 推荐(1)
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 阅读全文
posted @ 2025-04-16 23:28 sun_dust_shadow 阅读(60) 评论(0) 推荐(0)
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; 阅读全文
posted @ 2025-04-16 15:23 sun_dust_shadow 阅读(19) 评论(0) 推荐(0)
摘要: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-gameplay-abilities-in-unreal-engine Gameplay Ability Overview of the Gameplay Abilit 阅读全文
posted @ 2025-04-13 00:01 sun_dust_shadow 阅读(141) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-09 16:36 sun_dust_shadow 阅读(214) 评论(0) 推荐(0)
摘要: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Multiplayer games based on the Source use a Client-Server networking architectu 阅读全文
posted @ 2025-04-07 21:40 sun_dust_shadow 阅读(102) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-07 15:16 sun_dust_shadow 阅读(34) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-07 14:37 sun_dust_shadow 阅读(24) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-07 00:03 sun_dust_shadow 阅读(51) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-06 16:28 sun_dust_shadow 阅读(19) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-05 20:48 sun_dust_shadow 阅读(36) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-04 23:11 sun_dust_shadow 阅读(55) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-03 11:39 sun_dust_shadow 阅读(100) 评论(0) 推荐(0)
摘要: https://gafferongames.com/post/state_synchronization/ In this article we round out our discussion of networked physics strategies with state synchroni 阅读全文
posted @ 2025-04-03 00:03 sun_dust_shadow 阅读(64) 评论(0) 推荐(0)
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 阅读全文
posted @ 2025-04-02 15:51 sun_dust_shadow 阅读(34) 评论(0) 推荐(0)