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鐢╢reebsd緋葷粺蹇竴騫翠簡(jiǎn)錛屽幓騫村澶╁垰鍒氬紑濮嬬敤鏃訛紝瀵圭郴緇熷畨瑁咃紝鍩烘湰鐨勬搷浣滅爺絀惰繃錛岀敤婧愮爜緙栬瘧lua鍜宮ysql鏃訛紝lua搴撴枃浠朵笉鑳芥甯擱摼鎺ワ紝mysql鐨剆ock涔熷嚭閿欍?br> 鏈榪戝叕鍙告湇鍔″櫒榫欏摜閲嶆柊瑁呰繃涓嬈★紝鑷繁鍦╲b涓婁篃瑁呬笂浜?.0鐗堟湰錛岀湡姝d綋浼?xì)鍒颁簡(jiǎn)ports瀹夎杞歡瀵逛嬌鐢╢b甯︽潵鐨勬柟渚匡紝lua鍜宮syql鐨勫簱閮芥湁浜?jiǎn)锛屽啓浜?jiǎn)涓皬紼嬪簭嫻嬭瘯涔熷彲浠ョ敤銆?br> 鏈嬪弸浠嬬粛luabind姣旇緝寮哄ぇ錛屽幓鐪嬭繃涓浜涚炕璇戠殑鏂囩珷錛屾瘮鎴戣嚜宸辯敤鐨勮繖涓己鍟婏紝鏇寸█濂囩殑鏄紝鍦╢b鐨刾orts涓婁篃鏈夎繖涓蔣浠訛紝make intall clean灝卞彲浠ョ湅鍒板簱鏂囦歡錛屽湪鍘熷厛鐨勭▼搴忎笂娣誨姞luabind錛岀紪璇戞參錛屽張浼?xì)鍑洪敊锛尵U犵粨浜?jiǎn)涓浜涙椂闂存墠鍙戠幇錛?.7鐗堟湰鐨勪笉鏀寔lua51錛屽彧鑳芥槸lua50錛屽彧鏄湪緋葷粺涓婅鏈鏂扮殑錛屼絾鏂伴棶棰樺張鏉ヤ簡(jiǎn)銆?br>
寮鍙戝洟闃?br>n 鍒朵綔浜?br>n 鎵ц鍒朵綔浜?br>n 絳栧垝鍥㈤槦
n 紼嬪紡鍥㈤槦
n 緹庢湳鍥㈤槦
閿鍞洟闃?/p>
嫻嬭瘯鍥㈤槦
娓告垙璇勮闃熶紞
娓告垙鍒朵綔浜?/p>
n 寮鍙戠粍闀?always)
n 璧勬簮綆$悊 (Resource Management)
n 琛屾斂綆$悊 (Administration)
n 鍚戜笂璨犺鉑 (Upward Management)
n 涓撴綆$悊 (Project Management)
娓告垙鎵ц鍒朵綔浜?/p>
n 涓撴綆$悊鎵ц (Project Management)
n Daily 閬嬩綔
n House Keeping
n Not full-time job position
娓告垙絳栧垝
n 鏁呬簨璁捐 (Story Telling)
n 鑴氭湰璁捐 (Scripting)
n 鐜╂硶璁捐 (Game Play Design)
n 鍏沖崱璁捐 (Level Design)
n 娓告垙瑾塊仼 (Game Tuning)
n 鏁板艱瀹?(Numerical Setup)
n AI 璁捐 (Game AI)
n 闊蟲晥璁懼畾 (Sound FX Setup)
n 鍦烘櫙璁懼畾 (Scene Setup)
娓告垙緹庢湳
n 鍦烘櫙 (Terrain)
n 浜虹墿 (Character)
n 寤烘ā (Models)
n 鏉愯唱 (Textures)
n 鍔ㄤ綔 (Motion / Animation)
n 鐗規(guī)晥 (FX)
n 鐢ㄦ埛鐣岄潰User Interface
娓告垙紼嬪簭
n 娓告垙紼嬪簭 (Game Program)
n 娓告垙寮鍙戝伐鍏?(Game Tools)
n Level Editor
n Scene Editor
n FX Editor
n Script Editor
n 娓告垙Data Exporters from 3D Software
n 3dsMax / Maya / Softimage
n 娓告垙寮曟搸寮鍙慓ame Engine Development
n 緗戠粶娓告垙鏈嶅姟绔紑鍙慜nline Game Server Development
娓告垙寮鍙戞祦紼?/p>
鍒涙剰 鎻愭 鍒朵綔 鏁村悎 嫻嬭瘯
璧炴垚 闆忓艦 闄ら敊 璋冭瘯
Pre-alpha Alpha Beta 緇撴潫
n 鍒涙剰 (Idea)
n 鎻愭 (Proposal)
n 鍒朵綔 (Production)
n 鏁村悎 (Integration)
n 嫻嬭瘯 (Testing)
n 闄ら尟 (Debug)
n 璋冭瘯 (Tuning)
娓告垙璁捐(Concept Design)
n 娓告垙綾誨瀷 (Game Types)
n 娓告垙涓栫晫瑙?(Game World)
n 鏁呬簨 (Story)
n 娓告垙鐗硅壊 (Features)
n 娓告垙鐜╂硶 (Game Play)
n 娓告垙瀹氫綅 (Game Product Positioning)
n Target player
n Marketing segmentation / positioning
n 椋庨櫓璇勪及 (Risk)
n SWOT (浼樺娍Strength/緙虹偣Weakness/鏈轟細(xì)Opportunity/濞佽儊Threat)
娓告垙鎻愭 (Proposal)
n 緋葷當(dāng)鍒嗘瀽 (System Analysis)
n 娓告垙璁捐鏂囦歡鎾板啓 (Game Design Document)
n 浼犳挱濯掍粙鏂囦歡鎾板啓 (Media Design Document)
n 鎶鏈璁℃枃妗堟挵鍐?(Technical Design Document)
n 娓告垙涓撴寤虹珛 (Game Project)
n 鏃墮棿琛⊿chedule
n 榪涚▼/鎺у埗Milestones / Check points
n 綆$悊Risk management
n 嫻嬭瘯璁″垝涔?br>n 鍥㈤槦寤虹珛 (Team Building)
娓告垙寮鍙?(Production)
n 緹庢湳閲忎駭鍒朵綔
n 錛堝緩妯★級(jí)Modeling
n 錛堢粨鏋勶級(jí)Textures
n 錛堝姩鐢伙級(jí)Animation
n 錛堝姩浣滐級(jí)Motion
n 錛堢壒鏁堬級(jí)FX
n 紼嬪簭寮鍙?(Coding)
n 絳栧垝鏁板艱瀹?/p>
娓告垙鏁村拰 (Integration)
n 鍏沖崱涓茶仈 (Level Integration)
n 鏁板艱皟鏁?(Number Tuning)
n 闊蟲晥緗叆 (Audio)
n 瀹屾垚鎵鏈夌編鏈?br>n 紼嬫棳涓庣編鏈祼鍚?br>n 錛堟敾鐣ワ級(jí)Focus Group (璇存槑涔ser Study)
n 鍙戝竷涓浜涙敾鐣ユ埅鍥綬elease some playable levels for focus group
娓告垙嫻嬭瘯 (Testing)
n Alpha錛?#945;錛?嫻嬭瘯
n 闄ら尟 (Debug)
n Beta 錛?#946;錛夋祴璇?br>n 鏁板煎井璋?br>n Game play 寰皟
n 瀵圭綉緇滄父鎴忚岃█ (MMOG)
n 灝侀枆嫻嬭瘯 (Closed Beta)
n 闁嬫斁嫻嬭瘯 (Open Beta)
n 鍘嬪姏錛堟瀬闄愶級(jí)嫻嬭瘯 (Critical Testing)
n 緗戠粶娓告垙鎵嶆湁
鍏充簬Bug
n Bug 鍒嗙礆 (Bug Classification)
n A Bug
n B Bug
n C Bug
n S Bug
n Principles
n Bug 鍒嗙礆浠庝弗
n Tester錛堟祴璇曞璞★紵鈥旓級(jí) vs Debugger錛堣皟璇曠▼搴忥級(jí)
緋葷粺灞係ystem Layer – APIs
n 3D Graphics API
n DirectX 9.0 SDK – Direct3D
n OpenGL 2.0
n 2D API
n DirectX 9.0 SDK - DirectMedia
n Win32 GDI
n Input Device
n DirectX 9.0 SDK – DirectInput
n Audio
n DirectX 9.0 SDK – DirectSound / Direct3DSound / DirectMedia
n OpenAL
n OS API
n Win32 SDK
n MFC
n Network
n DirectX 9.0 SDK – DirectPlay
n Socket library
寮曟搸灞侲ngine Layer
n 3D Scene Management System
n Scene Graph
n Shaders
n 2D Sprite System
n Audio System
n Gamepad
n Hotkey
n Mouse
n Timers
n Network
n DDK Interface
n Terrain
n Advanced Scene Management – Space Partition
n BSP Tree
n Octree
n Character System
n Motion Blending Techniques
n Dynamics
n Collision Detection
n SoundFX
n User Interface
娓告垙灞侴ame Play Modula
n NPC (Non-playable Characters)
n Game AI
n Path Finding
n Finite State Machine
n …
n Avatar
n Combat System
n FX System
n Script System
n Trading System
n Number System
n …
Game Dev Tools
n Visual C/C++
n .net 2003
n Visual C/C++ 6.0+ SP5
n DirectX
n Current 9.0c
n NuMega BoundsChecker
n Intel vTune
n 3D Tools
n 3dsMax/Maya/Softimage
n In-house Tools
~~~~~~~~~~緇撴潫~~~~~~~~~
娓告垙鍒嗙被
n RPG (Role playing games瑙掕壊鎵紨)
n AVG (Adventure games鍐掗櫓綾?
n RTS (Real-time strategy games鏃㈡椂鎴樼暐)
n FPS (First-person shooting games涓昏瑙夊皠鍑伙級(jí)
n MMORPG錛堝浜哄湪綰胯鑹叉壆婕旓級(jí)
n SLG (鎴樻)
n Simulation錛堟ā鎷燂級(jí)
n Sports錛堣繍鍔級(jí)
n Puzzle games錛堣В榪鳳級(jí)
n Table games(媯嬬墝錛?/p>
Standard |
OGRE |
IrrLicht |
Truevision3D |
General |
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Type |
Only rendering engine |
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Game engine Include TV3DEngine,TV3DMedia,TV3DNet…… |
Languages |
Written in pure C++, totally object orientated. |
Written in pure C++, totally object orientated. |
Written in C++ and VB6 with DirectX8.1 |
License |
LGPL |
zlib/libpng License(totally free) |
· Free TV3DSDK · Registered Developer License · group or site licenses |
Develop platforms |
· C++ · .NET |
· C++ · .NET language binding |
VB/VC++/DELPHI/ C#/vb.net |
Platforms |
|||
Windows |
ü Support |
ü Support |
ü Support |
Linux
|
ü Support |
ü Support |
|
MacOS |
ü Support |
ü Support |
|
3D API |
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Direct3D |
ü Support |
ü Support |
ü Support |
OpenGL |
ü Support |
ü Support |
|
Other |
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· The Irrlicht Engine software renderer. · The Apfelbaum Software Renderer |
|
Architecture |
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Extensibility |
· Extensible example framework · Flexible plugin architecture allows engine to be extended without recompilation · Use some other professional engines to achieve other features |
|
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Scripting |
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Materials & Textures |
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Materials |
· Powerful material declaration language · Multiple material · Material LOD · Multi-texture and multi-pass blending · Projective texturing · Textures can be provided and updated in real-time by plugins |
· Provide common built in materials based on fixed function pipeline or programmable pipeline · add new materials to Irrlicht at runtime, without the need of modifying/recompiling the engine |
|
Textures and Mapping |
鑷姩浜х敓MipMap錛?/span>
鑷姩璋冩暣綰圭悊澶у皬浠ユ弧瓚崇‖浠墮渶姹傘?/span>
鏀寔鍙▼搴忔帶鍒剁殑綰圭悊鍧愭爣鐢熸垚鍜岃漿鎹€?/span> |
· Bump mapping · Parallax mapping · Light maps · Sphere mapping |
DOT3 Bump mapping
娌℃湁鎻愪緵澶氬眰綰圭悊鍜屾販鍚堟ā寮?/span> |
Shaders |
· Supports vertex and fragment programs, both written in assembler, and in Cg, DirectX9 HLSL, or GLSL · Support many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc |
· Pixel and Vertex Shaders 1.1 to 3.0 · ARB Fragment and Vertex Programs · HLSL · GLSL |
· Hardware Vertex Shaders · HLSL |
Scene Management |
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General |
· Highly customizable, flexible scene management, not tied to any single scene type. · Hierarchical scene graph; nodes allow objects to be attached to each other and follow each others movements, articulated structures etc · Scene querying |
· Using a hierarchical scene graph, can mix indoor and outdoor scene seamless together · Extensible hierarchical scene management
|
|
BSP Support |
BSP 鍦烘櫙鐨勫ぉ絀虹┕銆佺矑瀛愮壒鏁堛侀珮綰ф潗璐ㄥ睘鎬э紝涔冭嚦 BSP 鐨勭┖闂村垎鍓茶鍒欓兘浼?xì)琚纭瘑鍒佽嚜鍔ㄥ疄鐜?/span> |
· 瀵?/span> BSP 鐨勭壒鎬ф敮鎸佹瘮杈冭傳涔?/span> |
瀵?/span> BSP 鐨勮鍙栧瓨鍦?/span> BUG |
Other |
|
|
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Special effects |
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Particle System
|
· easily extensible emitters, affectors and renderers · can be defined in text scripts for adjusting in real-time · particle pooling |
· Customizeable Particle systems for snow, smoke, fire, ... |
Atmospheric effects like fog, cloud, sky (box and sphere), stars. |
Light & Shadow
|
褰撳墠鏀寔涓夌闃村獎(jiǎng)錛氳皟鏁寸汗鐞嗛槾褰?/span>,璋冩暣妯$増闃村獎(jiǎng),闄勫姞妯℃澘闃村獎(jiǎng)銆備笉鏀寔杞槾褰?/span> Multiple shadow rendering techniques, |
· Dynamic lights · Dynamic shadows using the stencil buffer |
· Optimized dynamic stencil shadows · DirectX Hardware Lighting |
Other |
· Support for skyboxes, skyplanes and skydomes · Billboarding for sprite graphics · Transparent objects automatically managed
|
· Realistic water surfaces · Billboards · Transparent objects · Skyboxes · Fog · Texture animation |
Billboard |
Character Animation |
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· Skeletal animation · blending of multiple animations · variable bone weight skinning · hardware-accelerated skinning
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· Morph target animation: · Skeletal animation |
· Skeleton based, Key frame based, morph based animations · Animations that can be enhanced by bone attaching or custom bone rotations. |
Supported Formats |
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textures file formats |
· PNG, JPEG, TGA, BMP or DDS · 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC) |
· PSD,JPG,PNG,TGA,BMP,PCX |
|
mesh file formats |
Milkshape3D, 3D Studio Max, Maya, Blender and Wings3D |
· 3DS,OBJ,CSM,DAE,DMF,OCT,X,MS3D,MY3D,LMTS,BSP,MD2 |
3DS, X, MDL, MD2, MD3 |
Document |
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Great number of users and well documented. |
well documented API with lots of examples and tutorials. |
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Other |
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GUI |
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2D Drawing |
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XML |
ü Support XML Converter: convert efficient runtime binary formats to/from XML for interchange or editing |
ü Support 蹇熺殑XML鍒嗘瀽鍣?/span> |
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Web Site |
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http://www.ogre3d.org |
http://irrlicht.sourceforge.net |
http://www.truevision3d.com |