游戏vs游戏引擎? [英] The Game vs The Game Engine?

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问题描述

我想知道是否有人可以告诉我游戏和游戏引擎如何适应游戏开发。具体来说,我的意思是,游戏引擎实际上没有一个游戏。所以我不清楚的地方基本上是,游戏开发人员建立一个引擎,然后创建一个继承自引擎的新类,成为游戏。

I was wondering if somebody could tell me how the game and the game engine fit into game development. Specifically what I mean is, the game engine does not actually have a game. So where I'm unclear about is basically, do game developpers build an engine, then create a new class that inherits from engine which becomes the game?

Ex:

class ShooterGame : public Engine
{
};

所以基本上我不清楚游戏代码在引擎中的位置。

So basically i'm unclear on where the game code fits into the engine.

推荐答案

游戏和实际游戏引擎之间的区别是建筑。游戏逻辑是针对一个游戏的,而游戏引擎是可以重复使用的。

The distinction between the game and the actual game engine is architectural. The game logic is specific for one game whereas the game engine is something that can be reused. Much like an operating system provides utilities for applications the game engine does the same for the game code.

游戏引擎通常会有不同的API,用于:

Game engines will typically have different APIs for:


  • 加载音频,纹理和3d模型等多媒体数据

  • 提供游戏循环并触发用户引起的各种事件



  • 使用灯光,粒子效果或凹凸映射, b
  • 音频

  • 人工智能

  • 允许定义游戏规则,游戏玩法和游戏逻辑的API

  • Loading multimedia data like audio, textures, 3d models
  • Providing a game loop and firing off various events caused by the users input
  • Networking
  • Graphics rendering and various techniques to make the game look nice using lighting, particle effects or bump mapping
  • Audio
  • Artificial Intelligence
  • An API to allow for defining game rules, game play, and game logic

大多数游戏开发者不会编写自己的游戏引擎。这将是太多的工作。相反,他们将重用他们公司拥有或许可的游戏引擎。对于第一人称射击游戏,id Software和Unreal是两个流行的选择。

Most game developers do not write their own game engine. It would be too much work. Instead they'll reuse a game engine their company has or license one. For first person shooters, id Software, and Unreal are two popular choices.

一旦他们有引擎,他们必须开始编写代码来制作他们的游戏。这是使用由游戏引擎提供的API来完成的。例如Valve使开发人员使用C ++。如果你想要一个怪物,你将延伸到Entity类,并定义该怪物在该基类中的行为。

Once they have the engine they have to start writing code to make their game. This is done using the API provided by the game engine. For example Valve makes developers use C++. If you wanted a monster you would extend off of the Entity class and define how this monster behaves in that base class.

我建议阅读通过提供的文档和教程各种游戏引擎提供商。请注意,有些游戏被归类为mods,有些则称为总转化次数。通常,mod不改变游戏的引擎,并且总转换可以向游戏引擎添加或移除重要特征。

I would recommend reading through the documentation and tutorials provided by the various game engine providers. Keep in mind some games are classified as "mods" and some as "total conversions." Typically, a mod does not change the engine of the game and the total conversion may add or remove significant features to a game engine.

以下是我会推荐的几种资源:

Here are a few sources I would recommend:

  • http://developer.valvesoftware.com/wiki/SDK_Docs
  • http://udk.com
  • id Software releases their game engines as GPL after a few years. Reading through their code you'll learn a lot: ftp://ftp.idsoftware.com/idstuff/source/quake3-1.32b-source.zip. I would also recommend taking a look at Enemy Territory which was a based of quake 3 code: ftp://ftp.idsoftware.com/idstuff/source/ET-GPL.zip.

这篇关于游戏vs游戏引擎?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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