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基于flare3d引擎的賽車游戲的畢業(yè)論文-資料下載頁(yè)

2025-07-04 22:05本頁(yè)面
  

【正文】 d rendering technology, 64bit high dynamic range rendering HDR, dynamic shadow volume, perpixel lighting and other technical means prehensive implementation. 1999 NVIDIA GPU proposed concept is implemented in the GeForce 256 hardware transform and lighting calculations, and introduced realtime rendering Cg language. Both Microsoft and 3D Labs were also introduced HLSL and GLSL language.These realtime rendering language development, which greatly facilitates the work of the game graphics puting.(2) physics enginePhysics engine is to give the object39。s physical properties make it a movement, rotation and collision realistic objective world of the law, especially for fluid handling, rigid body and clothing fabric sports plex physics simulations do dedicated support and optimization. Currently there are wellknown physics engine Havok and PhysX, physical puting and processing power has been recognized by the industry, has received the support of more than 400 games, in addition to the more famous open source engine with ODE, Tokamak and so on. The research focuses on the physics engine world physics modeling and collision detection two fields, including physics world including soft body and rigid two parts, pretechnical and more focused on the rigid body simulation, the current hot spot is a soft body simulation, such as soft fabrics and simulation of the surface. The hot spot is the realtime collision detection collision detection, the study39。s focus on discrete collision detection algorithms and collision detection based on object space. 2005 NVIDIA released its first physical with hardware acceleration puting unit PPU, will require heavy CPU or GPU for physics calculations into the PPU, in order to flexibly deal with the physical movement brings convenience, Unreal Engine3, Gamebryo, BigWorld and other game engine is to provide support for this.(3) Artificial IntelligenceArtificial intelligence is to control the game in a variety of activities the object behavior, so that they behave with mon sense logic. Application of artificial intelligence to be just right to make the game39。s difficulty is moderate, high playability. AI techniques mon in the game, including finite state machines, scripting languages??, fuzzy logic, decision trees, neural networks, genetic algorithms, group behavior simulation. Different types of games on the plexity of the application of artificial intelligence techniques have different requirements, such as realtime strategy game RTS need to solve the dynamic path of thousands of objects found the problem。 first person shooter FPS need to further improve the NPC in tactical coordination, perceptual awareness level of intelligence and other capabilities, and the introduction of a richer story. Relative to other parts of the game engine, AI research efforts to be further strengthened.As more and more sophisticated machine learning techniques to be applied to the game, in the near future is likely to be the emergence of specialized AI engine, with the rest of the game organically bine to provide a more exciting gaming world.5. ConclusionGame industry in recent years, the focus of the IT industry, the game brings to people39。s leisure life a rich entertainment experience, so it has broad prospects for development. Game engine to game developers can bring great convenience, more and more domestic industry and academic attention. Propose a teaching platform game engine development programs, personnel training and core technology has accumulated two important aspects, the next step is a thorough research work within each of the core game engine modules to optimize improvements. 二、英文翻譯:3D 游戲引擎技術(shù)開(kāi)發(fā)的研究謝景明(廣州番禺職業(yè)技術(shù)學(xué)院 軟件學(xué)院,廣州 番禺 511483)摘 要:游戲引擎是游戲開(kāi)發(fā)技術(shù)的核心,引擎的開(kāi)發(fā)難度大并且費(fèi)用高。為了更好地培養(yǎng)游戲人才,根據(jù)游戲課程教學(xué)的特點(diǎn),提出開(kāi)發(fā)專門(mén)用于教學(xué)的游戲引擎平臺(tái),平臺(tái)的設(shè)計(jì)采用游戲引擎的一般框架,具備游戲引擎的主要功能特征,是商業(yè)游戲引擎的縮略版,為積累游戲引擎技術(shù)經(jīng)驗(yàn)和游戲課程教學(xué)提供了一種可行的操作方法。關(guān)鍵詞:游戲引擎;引擎框架;游戲人才培養(yǎng);游戲教學(xué)模式 中圖分類號(hào): 文獻(xiàn)標(biāo)識(shí)碼:A1. 引言目前,我國(guó)的游戲產(chǎn)業(yè)正處于一個(gè)飛速發(fā)展的時(shí)期,根據(jù)國(guó)際數(shù)據(jù)公司(IDC)報(bào)告顯示, 在2008年金融危機(jī)中我國(guó)網(wǎng)絡(luò)游戲市場(chǎng)實(shí)際銷售收入達(dá) 億元,較 2007 年增長(zhǎng) %,對(duì)相關(guān)產(chǎn)業(yè)的貢獻(xiàn)達(dá)到了 億元,預(yù)測(cè)到 2013 年,我國(guó)網(wǎng)絡(luò)游戲?qū)嶋H銷售收入將達(dá)到 億元。近年來(lái),我國(guó)積極扶持動(dòng)漫產(chǎn)業(yè)的發(fā)展,上海、杭州、成都、廣州、深圳等地紛紛出臺(tái)一系列政策,這些政策來(lái)打造城市的“動(dòng)漫之都”。在這些城市之中,廣州作為國(guó)家網(wǎng)游動(dòng)漫發(fā)展產(chǎn)業(yè)基地之一,它的動(dòng)漫產(chǎn)業(yè) 2008 年的產(chǎn)值超過(guò)了 100 億元,占全國(guó)的 1/5 左右。隨著玩家要求的提高,游戲采用的技術(shù)也越來(lái)越復(fù)雜,這給游戲產(chǎn)業(yè)界帶來(lái)了很大挑戰(zhàn)。游戲引擎提供了游戲開(kāi)發(fā)的主要技術(shù)框架,使開(kāi)發(fā)者能夠?qū)⒅饕Ψ旁谟螒虻目赏嫘院蛢?nèi)容上。一款優(yōu)秀的游戲引擎能夠有效地提高游戲的開(kāi)發(fā)效率和健壯性,并且加快產(chǎn)品的上市時(shí)間。雖然游戲產(chǎn)業(yè)近幾年得到了快速發(fā)展,但出于開(kāi)發(fā)時(shí)間、技術(shù)難度和研發(fā)費(fèi)用等因素的考慮,我國(guó)游戲企業(yè)大多采取直接購(gòu)買(mǎi)游戲引擎的方式。同時(shí)游戲引擎的可選擇余地并不大,國(guó)內(nèi)缺乏成熟的自主研發(fā)的商用游戲引擎,外國(guó)公司對(duì)游戲引擎的授權(quán)費(fèi)高達(dá)上百萬(wàn)元,給國(guó)內(nèi)游戲企業(yè)帶來(lái)了較大的經(jīng)濟(jì)負(fù)擔(dān)。因此為了掌握游戲產(chǎn)業(yè)中的核心技術(shù),減低培養(yǎng)游戲人才的成本,避免類似于其他產(chǎn)業(yè)的代工廠發(fā)展角色,我國(guó)應(yīng)加大對(duì)游戲引擎核心技術(shù)的研究力度。2. 游戲引擎的發(fā)展現(xiàn)狀從 20 世紀(jì) 90 年代初開(kāi)始,歐美等發(fā)達(dá)國(guó)家就開(kāi)始大力發(fā)展游戲引擎,目前在研發(fā)水平上居世界領(lǐng)先的著名游戲引擎例如 Quake III、Unreal Tournament、LithTech、Source、BigWorld、CryENGINE2等均出自歐美的游戲公司。國(guó)內(nèi)只有完美時(shí)空、目標(biāo)軟件、涂鴉軟件等少數(shù)幾家公司具有游戲引擎的研發(fā)能力,而且以自用為主。國(guó)內(nèi)高校在游戲引擎領(lǐng)域的研究較為薄弱,尚處于起步探索的階段。3. 游戲引擎的一般框架游戲引擎已經(jīng)發(fā)展成為一套由多個(gè)子系統(tǒng)共同構(gòu)成的復(fù)雜平臺(tái)。當(dāng)前主流的 3D 游戲引擎在功能和性能上盡管各有不同,但是他們的框架和主要模塊分類上大同小異。游戲引擎的最底層是由資源管理、網(wǎng)絡(luò)引擎、I/O 庫(kù)和圖形數(shù)學(xué)庫(kù)四部分組成,主要用于處理與平臺(tái)相關(guān)的組件。其中資源管理能夠管理游戲資源,提供內(nèi)存的分配和釋放,在內(nèi)存有限的情況下正確地調(diào)度資源;圖形數(shù)學(xué)庫(kù)提供有關(guān) 3D 的數(shù)據(jù)結(jié)構(gòu),如向量、矩陣、四元數(shù)、直線、平面等,以及相應(yīng)的操作,如矩陣的轉(zhuǎn)置、求逆等;網(wǎng)絡(luò)引擎分局域網(wǎng)和互聯(lián)網(wǎng)交互兩種,解決數(shù)據(jù)通信、用戶并發(fā)、系統(tǒng)計(jì)費(fèi)和道具管理等方面的問(wèn)題;I/O 庫(kù)提供鍵盤(pán)、鼠標(biāo)、搖桿和其它外設(shè)輸入設(shè)備的支持。游戲引擎的第二層由物理引擎、渲染器和聲音引擎三部分組成。其中物理引擎一方面提供游戲世界中的物體之間、物體和場(chǎng)景之間的碰撞檢測(cè)和力學(xué)模擬,另一方面提供物體的運(yùn)動(dòng)模擬;渲染器提供具有真實(shí)感的圖像,包括圖形、紋理、模型和動(dòng)畫(huà)的渲染、光照和材質(zhì)處理、LOD 管理等,是游戲引擎的核心之一;聲音引擎提供音效、語(yǔ)音和背景音樂(lè)的播放。游戲引擎的第三層由實(shí)體模塊、動(dòng)畫(huà)系統(tǒng)、場(chǎng)景管理和特效支持四部分組成。其中實(shí)體模塊將游戲世界中的物體抽象為通用的數(shù)據(jù)結(jié)構(gòu),提供相關(guān)的操作;動(dòng)畫(huà)系統(tǒng)提供漸變動(dòng)畫(huà)、蒙皮骨骼動(dòng)畫(huà)效果;場(chǎng)景管理組織游戲物體在室外(室內(nèi))的位置和相關(guān)的特性;特效支持提供粒子系統(tǒng)和自然模擬(如水紋、雨、煙等),使游戲畫(huà)面更為漂亮。游戲引擎的第四層由特定類型游戲有關(guān)的組件和人工智能兩部分組成,主要用于邏輯控制。其中特定類型游戲有關(guān)的組件針對(duì)特定應(yīng)用提供專門(mén)的處理方法,例如 FPS、SLG、RPG 游戲組件;人工智能提供游戲運(yùn)行的邏輯處理,運(yùn)用智能技術(shù)提高游戲的可玩性。游戲引擎的第五層由控制邏輯框架、游戲GUI和游戲開(kāi)發(fā)工具三部分組成,主要用于游戲的輔助開(kāi)發(fā)。其中控制邏輯框架是針對(duì)不同類型的游戲,提供相應(yīng)的框架將游戲引擎的各個(gè)子模塊整合起來(lái)。游戲開(kāi)發(fā)工具包含關(guān)卡編輯、場(chǎng)景編輯、粒子編輯、材質(zhì)編輯、DCC 軟件插件等輔助開(kāi)發(fā)工具。4. 游戲引擎關(guān)鍵技術(shù)的討論游戲引擎所涵蓋的技術(shù)領(lǐng)域較多,隨著計(jì)算機(jī)軟硬件和網(wǎng)絡(luò)技術(shù)的不斷發(fā)展,特別是圖形硬件和計(jì)算處理器性能的提高,游戲引擎將進(jìn)一步朝著營(yíng)造游戲真實(shí)感的方向發(fā)展,為玩家提供更為逼真的圖形、物體運(yùn)動(dòng)和真實(shí)的體驗(yàn)。動(dòng)態(tài)實(shí)時(shí)計(jì)算是其中的熱點(diǎn),例如實(shí)時(shí)渲染,實(shí)時(shí)碰撞檢測(cè)。為了提高運(yùn)算的性能,除了并行計(jì)算,多線程技術(shù)之外,大量先進(jìn)的算法被提出,下面分別就當(dāng)前業(yè)界主要的研究熱點(diǎn)進(jìn)行討論:(1)渲染引擎是游戲引擎中最復(fù)雜的部件,其作用是高效地顯示清晰的畫(huà)面,它的強(qiáng)大與否直接決定著最終的輸出質(zhì)量,往往要求在時(shí)間和處理資源有限的情況下,滿足玩家對(duì)圖形質(zhì)量的要求,著名的開(kāi)源渲染引擎有OGRE、Irrlicht等,
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