Chapter 83
Game Engine.
Those who have been playing games for a long time should have heard of this thing, even if they haven't heard of it, they should have seen the relevant icons when starting the game.
Like a U-shaped icon, a frosty slap, a geometric square plus a line of Unity words, etc.
These are the famous engines of the earth.
Among them are commercial engines, and some are tailor-made engines that are not authorized by the manufacturer. For example, the Frost engine whose icon is Frost Slap was originally designed for the battlefield.
So what is a game engine.
In fact, to put it bluntly.
You can understand that this is the game version of 3dmax, or a full map editor, which is a tool software for making games.
This is not a requirement of the game. Although the word engine sounds very important, games can be made without a game engine.
Games don't need to be developed around a game engine.
In Lin Yao's previous life, many early games did not have such a thing as a game engine.
Until John Carmack came along.
The guy who created Doom, aka DOOM, didn't make games the way his predecessors did, but did it in a genius way.
He directly writes the basic code that will be used to make the game in the future. Instead of writing a piece of basic code for a function, he chooses to make a framework first, determine the specifications of the game, and then leave an interface that is easy to modify. Then under this framework, make the content of the game.
And the finished product he made in the end.
It is the world's first No.1 shooting game.
And the framework of this game is the first game engine.
So the so-called game engine is actually a tool that can determine the game specifications, has reusable code, and has many convenient interfaces.
of course.
Now the mature game engine has undergone long-term iterations, and it is much more outrageous than John Carmack's framework.
Lin Yao was curious and also downloaded the famous Unreal Engine in her previous life.
There is a scene window on it, which can display the game scene in real time, has a variety of model libraries, and has reliable content management and animation management, as well as a bunch of property parameter modification windows that cannot be understood at all...
When it comes to this, there is still no relevant picture in my mind.
You can imagine the row of things on the right side of PS.
Game engines, like these production tools, have complex sub-interfaces.
People who haven't studied the system will feel confused, but for producers, it's really... so convenient.
You may download a template and modify it to run a simple game.
The emergence of game engines has really helped developers complete a lot of work with ease.
At least you make a game and don't have to start over from scratch.
Everything becomes visualized and simplified.
The game engine can set a framework for the game, and then after the early stage functions are developed, the producer can devote energy to filling in the content elements in the framework, building scenes, making animations, making logic scripts, etc.
of course……
Ease is only relative. In practice, game production is still troublesome.
Otherwise, 3A games would have emerged in endlessly in China, and domestic players would not be staring at Black Wukong...
The scene layout of those large-scale games is complicated and cumbersome. A scene that a player glances at may be behind the hard work of the staff for several months.
And to make a whole large-scale game, the hardships involved can be imagined.
This is still a game with a linear flow, and the scene production of those excellent open world games is simply hell.
The players of Stonewell City in the old ring are stunned, not to mention the painstaking efforts of the creators.
And this is just the construction of the scene.
The world Lin Yao is currently in also has a game engine.
For example, the engine used by "Fantasy OL" is similar to Unity, but it is quite different from Unity. This is a 2D game engine, and it is not capable of making 3D games.
As for the currently authorized 3D game engines on the market, let’s put it this way.
It can only be said that it has nothing to do with intuition...
Object parameters require code to modify.
Almost all parameters are displayed in the form of code.
Ease of use is not at all.
It is exactly the same as the game engine in the early days of the earth.
That's it.
You have to pay someone else's authorization fee to use it.
So when Lin Yao learned that the reward she got for completing the task was a game engine, and it was developed based on the Unreal and Origin engines, she was really excited.
It's really a very heavyweight thing.
It's not as simple as saving licensing fees.
But this thing can make game production more intuitive, and it can also combine the company's development direction, cultivate the studio's own usage habits, and save a lot of development time.
In addition, the studio has been familiar with using this engine for a long time, and can better accumulate experience and highlight the characteristics of its own games.
Even without mentioning these.
Just in this world where the 3D game engine is still in the early days, and the development of software and hardware is completely unbalanced, it is also a happy and exciting thing to get a mature "Unreal Engine" in the later stage.
The only problem Lin Yao is concerned about now is.
This system says it is based on the engine developed by Unreal and Origin.
Which generation of origin is that, Unreal?
After all, Unreal and Source have iterated many times.
……
The time came to the second day.
Lin Yao came to the studio early and sat in her seat without doing anything.
The first thing is to take out the USB flash drive and plug it into the computer, intending to check the status of the game engine.
This time, the waiting time was longer than last time for the 'open hack' software.
Lin Yao waited for a few seconds before opening the folder of the USB flash drive.
One opens the folder.
She saw a bunch of dazzling things.
She scrolled the mouse wheel, rummaged for a long time, and finally found the engine client software among a bunch of things.
Click to open.
About half an hour later.
Lin Yao let go of the mouse, looked at the interface on the computer that was not much different from some 3D software, and breathed a sigh of relief.
She doesn't know which generation of illusions it is, and which version it originated from.
But she judges by ease of use.
This stuff.
Either Unreal Five is a product of the Unreal Four era.
this thing.
Completely open source.
The value is really great.
A mature game engine, the value contained in it is more valuable than a game.
"Lin Yao, what are you looking at?"
suddenly.
Mu Wanqing's voice sounded.
She did not know when she came behind Lin Yao, and she was looking at the software on the computer screen in front of Lin Yao curiously.
"Miss Mu."
Lin Yao turned her head and grabbed her hand. Instead of answering her, she said, "Please inform Zhong Xiu and Pei Yingyun. We will have a meeting in the conference room later. I want to make an announcement."
(End of this chapter)
Game Engine.
Those who have been playing games for a long time should have heard of this thing, even if they haven't heard of it, they should have seen the relevant icons when starting the game.
Like a U-shaped icon, a frosty slap, a geometric square plus a line of Unity words, etc.
These are the famous engines of the earth.
Among them are commercial engines, and some are tailor-made engines that are not authorized by the manufacturer. For example, the Frost engine whose icon is Frost Slap was originally designed for the battlefield.
So what is a game engine.
In fact, to put it bluntly.
You can understand that this is the game version of 3dmax, or a full map editor, which is a tool software for making games.
This is not a requirement of the game. Although the word engine sounds very important, games can be made without a game engine.
Games don't need to be developed around a game engine.
In Lin Yao's previous life, many early games did not have such a thing as a game engine.
Until John Carmack came along.
The guy who created Doom, aka DOOM, didn't make games the way his predecessors did, but did it in a genius way.
He directly writes the basic code that will be used to make the game in the future. Instead of writing a piece of basic code for a function, he chooses to make a framework first, determine the specifications of the game, and then leave an interface that is easy to modify. Then under this framework, make the content of the game.
And the finished product he made in the end.
It is the world's first No.1 shooting game.
And the framework of this game is the first game engine.
So the so-called game engine is actually a tool that can determine the game specifications, has reusable code, and has many convenient interfaces.
of course.
Now the mature game engine has undergone long-term iterations, and it is much more outrageous than John Carmack's framework.
Lin Yao was curious and also downloaded the famous Unreal Engine in her previous life.
There is a scene window on it, which can display the game scene in real time, has a variety of model libraries, and has reliable content management and animation management, as well as a bunch of property parameter modification windows that cannot be understood at all...
When it comes to this, there is still no relevant picture in my mind.
You can imagine the row of things on the right side of PS.
Game engines, like these production tools, have complex sub-interfaces.
People who haven't studied the system will feel confused, but for producers, it's really... so convenient.
You may download a template and modify it to run a simple game.
The emergence of game engines has really helped developers complete a lot of work with ease.
At least you make a game and don't have to start over from scratch.
Everything becomes visualized and simplified.
The game engine can set a framework for the game, and then after the early stage functions are developed, the producer can devote energy to filling in the content elements in the framework, building scenes, making animations, making logic scripts, etc.
of course……
Ease is only relative. In practice, game production is still troublesome.
Otherwise, 3A games would have emerged in endlessly in China, and domestic players would not be staring at Black Wukong...
The scene layout of those large-scale games is complicated and cumbersome. A scene that a player glances at may be behind the hard work of the staff for several months.
And to make a whole large-scale game, the hardships involved can be imagined.
This is still a game with a linear flow, and the scene production of those excellent open world games is simply hell.
The players of Stonewell City in the old ring are stunned, not to mention the painstaking efforts of the creators.
And this is just the construction of the scene.
The world Lin Yao is currently in also has a game engine.
For example, the engine used by "Fantasy OL" is similar to Unity, but it is quite different from Unity. This is a 2D game engine, and it is not capable of making 3D games.
As for the currently authorized 3D game engines on the market, let’s put it this way.
It can only be said that it has nothing to do with intuition...
Object parameters require code to modify.
Almost all parameters are displayed in the form of code.
Ease of use is not at all.
It is exactly the same as the game engine in the early days of the earth.
That's it.
You have to pay someone else's authorization fee to use it.
So when Lin Yao learned that the reward she got for completing the task was a game engine, and it was developed based on the Unreal and Origin engines, she was really excited.
It's really a very heavyweight thing.
It's not as simple as saving licensing fees.
But this thing can make game production more intuitive, and it can also combine the company's development direction, cultivate the studio's own usage habits, and save a lot of development time.
In addition, the studio has been familiar with using this engine for a long time, and can better accumulate experience and highlight the characteristics of its own games.
Even without mentioning these.
Just in this world where the 3D game engine is still in the early days, and the development of software and hardware is completely unbalanced, it is also a happy and exciting thing to get a mature "Unreal Engine" in the later stage.
The only problem Lin Yao is concerned about now is.
This system says it is based on the engine developed by Unreal and Origin.
Which generation of origin is that, Unreal?
After all, Unreal and Source have iterated many times.
……
The time came to the second day.
Lin Yao came to the studio early and sat in her seat without doing anything.
The first thing is to take out the USB flash drive and plug it into the computer, intending to check the status of the game engine.
This time, the waiting time was longer than last time for the 'open hack' software.
Lin Yao waited for a few seconds before opening the folder of the USB flash drive.
One opens the folder.
She saw a bunch of dazzling things.
She scrolled the mouse wheel, rummaged for a long time, and finally found the engine client software among a bunch of things.
Click to open.
About half an hour later.
Lin Yao let go of the mouse, looked at the interface on the computer that was not much different from some 3D software, and breathed a sigh of relief.
She doesn't know which generation of illusions it is, and which version it originated from.
But she judges by ease of use.
This stuff.
Either Unreal Five is a product of the Unreal Four era.
this thing.
Completely open source.
The value is really great.
A mature game engine, the value contained in it is more valuable than a game.
"Lin Yao, what are you looking at?"
suddenly.
Mu Wanqing's voice sounded.
She did not know when she came behind Lin Yao, and she was looking at the software on the computer screen in front of Lin Yao curiously.
"Miss Mu."
Lin Yao turned her head and grabbed her hand. Instead of answering her, she said, "Please inform Zhong Xiu and Pei Yingyun. We will have a meeting in the conference room later. I want to make an announcement."
(End of this chapter)
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