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Among the training institutions in the field of "game design and game production", [Wang's Education] is the leader in China, and it does not have a branch campus, but is a chain campus directly operated by the headquarters. Different from many other large institutions of the same type: each campus of Wang's Education is physically face-to-face, the teachers are hand-in-hand, and there are special class teachers from morning to night, and the liver-bursting learning mode will improve quickly, especially suitable for students with poor foundation.
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It has nothing to do with the compiler, it is usually written in one or more languages and various libraries!
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It has nothing to do with the compiler, only the language and the library.
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A 3D engine is a collection of algorithms that abstract real matter into polygons or various curves, perform relevant calculations in a computer, and output a final image. A 3D engine is like building a "real world" inside a computer
Data management is a broad definition here, and different 3D engines may have one or more of these capabilities. These functions include: scene management, object systems, serialization, interaction of data with external tools, organization and representation of underlying 3D data.
Scene Management: I believe that this name is familiar to friends who have a certain understanding of 3D engines. Usually it exists at the same time as the scenegraph in some architectural materials.
Since the 3D engine may be used to manage some large 3D worlds, there are usually some related subordinate and influenced relationships between objects in this world, and how to organize these relationships and relate these relationships to other functions of the 3D engine is what scene management needs to do. Friends often ask me what kind of algorithm is used for scene management. From my understanding, scene management is a design pattern, not a specific algorithm, and maybe you will end up choosing BSP Quadtree Portal...
As the structure of the scene management tree, but these are already implementation level things, and they are far from the whole story of scene management. Therefore, I think it is better to understand the concepts of scene manager and scene graph manager separately. Scene management first needs to consider how to express the relationship between objects in the scene, which is usually implemented by the scene graph.
A one-to-many tree structure is sufficient, and of course, considering the sharing and maintenance of the data layer, allowing subtrees to clone is also an aspect that needs to be considered in the early stage of design. After that, you need to consider the inheritance of materials between objects, and how the dynamic environment is embedded in the scene graph of your choice. In an engine that takes into account interaction and triggering mechanisms, it is also necessary to consider how messages are sent between objects.
For example, a scene that combines a physics engine). In fact, all the algorithms and designs you are involved in in the whole engine will be more or less related to scene management. For example, in an engine that implements dynamic lighting and shadow, how to occlude objects from each other, and how the influence range of light sources is inherited on the scene graph, are all issues that need to be considered when designing.
This has something to do with the profession of play, such as the mage's instantaneous skills in wow and the transformation of sheep Ice Arrows These skills need to be pressed very timely and too much, so it is necessary to set up a few more keys operated by hand And the thief because the skills in the stealth are the same keys as when they appear, so several skills are overloaded on a button, so the keys that need to be set are very few, or even not set I try to set the keys provided by the system as little as possible, because I like to play thieves, I set the tab and the middle mouse button is to run automatically The R key is set to stealth 1 on the left side is also set to the corresponding kick The other is not set to use very comfortable When you press W with the middle finger to move forward, the ring finger can press 2 The index finger can press r When the little finger presses Q to pan This is mainly the situation where the side mouse controls the perspective The ring finger can still press 2 in the charge 3 The index charge 4 5 Other skills because there is time to react are all clicked with the mouse. >>>More
Dilan Hengjin Radeon X800GTO Detailed Parameters Basic Parameters Model Radeon X800GTO Chip Factory Ati >>>More
A 3D game is a 3D game 2D know.
Its stupid and bad software for developing games is not the only one, depending on which type you want to develop, I use RPG development, this software is a development role-playing game, but this is just a development platform, and 3D software: 3DMAXS, can process some 3D images, the most important thing is C language, this is the core of all 3D games, if you only use the above software, I think the most advanced computer in the game can not run, C language can help the computer run less than unnecessary detours, In order to play a high-speed role, there is also a 3D game that is not a person's work can be completed, sometimes a scene can not be processed in a day, I don't expect to be able to score, but I advise you, down-to-earth, when learning C language well, these are very simple, you can learn in a day.
Child, this disease is not curable!