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[其他] 转一篇关于游戏引擎的介绍(01.17加入中文翻译)

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发表于 2011-1-11 18:52 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

转一篇关于游戏引擎的介绍(01.17加入中文翻译)

本帖最后由 bmwmj 于 2011-1-17 22:08 编辑 + p' s! [2 c( ?; m

" o  g( Z& l" F中文翻译在三楼
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$ t' W/ i1 n3 J3 Q' W# |Technologies Overview ; p+ w5 t0 T) B) ~" X/ n  ?! H

! F) v4 {, H6 DPopCap Framework (PCF) [1]
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This is the framework that is being used by the leading casual game developer PopCap for its hit games like Bejeweled, Zuma, etc. It was released in 2005 to public for free. However PopCap had discontinued support for the framework since May 2009. The source of the framework had been moved to SourceForge.net, an open source projects repository. [1] Users can still use the framework and need to put a credit though it is not essential. The framework is written in C++ and uses Direct3D7 for hardware accelerated rendering. It supports software rendering in order to maximize compatibility with older PCs. It has features like resource loading, memory management, XML parser, GUI control widgets and input event callbacks. Sound and music features are provided through 3rd party libraries such as BASS, FMOD, etc. Currently there's only a PC version of the framework available. But there are community ports of the framework to Mac." W, s4 F$ B7 f& w1 D

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Fig 4: Games using PopCap Framework (PopCap Games©)
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PlayFirst's Playground SDK [2]. ?* d5 k6 X" f/ f% s
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It is also a free framework from casual game developer PlayFirst. It supports both hardware accelerated 2D and 3D rendering. Users can use LUA language for game play scripting and laying out GUI elements. Source level script debugging is also supported using Decoda Lua Debugger [12]. Its main advantage over PopCap's Sexy Framework is that it supports both PC and Mac platforms. Localization for other languages can also be done easily using Unicode XML spreadsheet strings table.0 ?& [8 C- ?3 x3 g
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$ T* Y) ^; z; T5 g+ YFig 5: Games using PlayGround SDK (PlayFirst©)
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BlitzMax [3]
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BlitzMax is a commercial game programming language from Blitz Research. It allows developer to use a programming language based on BASIC but with a few enhancements. It is a multi-platform 2D game development language. Games written in BlitzMax will be able to run on all three major PC platforms, Windows, MacOS X and Linux. It is the successor of the original 2D game engine called BlitzPlus which is a PC only engine. For 3D game development, developers can choose another engine called Blitz3D./ k+ |+ T8 {0 b9 c

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HAAF's Game Engine (HGE) [4]' c7 G4 _- `- P) m

+ i. ]+ y$ f* f3 Z- V" hHGE is a powerful and easy to use hardware accelerated 2D game engine. It is a middleware to develop commercial quality 2D games rapidly and easily. It is built upon DirectX 8 using C++. And thus only Windows platform is supported. It has no support for scripting, networking and threading.. b& l$ u' [6 \& P/ E( n: F5 s; Q5 K# `
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! p9 n$ i- R5 D) {4 JFig 6: Games using Blitz9 j0 z( K1 j6 B% x
(Voodoo Dimention©, Grey Alien Games©)
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9 ^0 T) b$ S( v4 yIt has support for GUI controls but doesn't provide a tool to edit the layout. But it provides two great tools for game development: Particle Systems Editor which allows editing visually all the parameters of 2D particle systems and Bitmap Font Builder which allows creating ready to use bitmap font from any font installed in the system. The engine itself is free and open source but the sound library BASS [22] that HGE uses is not open source. The developers will need to purchase a license for BASS to use in commercial applications.
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7 j% }8 f" U% ?- c# K8 Q: WFig 7: HGE Engine Architecture [4]: F4 s+ ~  i/ G/ I# X

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Fig 8: Games using HGE (Big Fish Games©)& {8 Y0 G9 }1 r/ E9 E  N# h# K1 `
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PTK 2D Game Engine [5]& x+ |* N% r- F- S3 A

0 O* G1 c# X6 \- t& T4 w) kPTK is a multi-platform 2D game engine with 3D capabilities built around OpenGL or Direct 3D accelerated hardware with a possibility to create 3D multi-platform games with OpenGL. It was designed with simplicity in mind and written in C\C++. It doesn't have GUI widget features like in the PopCap framework but the decision to choose this framework over PCF would be its multi-platform support including PC, Mac and Linux platforms. 6 P$ x) q/ }* c
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  @) m& C& S( [4 R8 ?) HXNA Game Studio [6]" X! Y+ d, h. r$ F2 E8 L

2 _$ b9 [+ G2 k) x" z1 ~5 VMicrosoft XNA Game Studio is a set of tools based on supported versions of Microsoft Visual Studio tools that allow students and hobbyists to build games for Microsoft Windows, the Microsoft Xbox 360 video game and entertainment system, and Microsoft Zune. Microsoft announced the latest version 4.0 of XNA Game Studio at GDC 2010 which added support for Microsoft's upcoming Windows Phone 7 Series. To publish on the Xbox 360 the developers have two options, which vary based on budget and experience. For the Indie, XNA creator's club premium account is needed to publish and sell games on Xbox LIVE Marketplace. However, to distribute commercial Xbox Live Arcade and disc-based games, developers need to be an approved Microsoft Xbox 360 developer.* w& d9 ^5 B% Q0 m
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1 E; C% ]  P) J0 B9 a" J1 |: XUnity3D [7]1 t; c! f' g! a! q2 ?8 s8 u" A% n

- G2 w% }! J, B0 k. i1 oThe first version of Unity had been available purely on the Mac. But the company released the first version of Unity for Windows with version 2.5 and it suddenly opened up Unity to a much wider development community. In October 2009, at Unity's annual "Unite" conference, the company announced Unity 2.6 and announced Xbox 360 support, and declared that the indie version of Unity would now be free. Just before GDC 2010, Unity announced Unity iPhone 1.6, which adds .NET 2.1 supports for the iPhone version, reduces the binary size of applications by up to 25%, and adds in the core networking features of other versions of Unity, allowing the developer to offer multiplayer game play over Wi-Fi or 3G. Over 100,000 people have downloaded and installed Unity, and more than 600 applications have been published to the iPhone app store using the iPhone version of Unity.[14] Unity 3.0 which will become available in summer 2010 will include a unified editor, source-level debugging, and a deferred rendering system. Unity is also announcing availability of Unity for Android, iPad and PlayStation 3 in addition to the current available platforms for the web, Xbox 360, Wii, and iPhone.
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; y, E- D& n: n; H% qFig 9: Games using Unity (Freeverse, Inc©, EnerCities©)
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Torque [8]
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$ f3 T/ ]2 v! E) }  \/ z; RThe Torque Game Engine (TGE) is a modified version of a 3D computer game engine originally developed by Dynamix for the 2001 FPS Tribes 2 and is currently available for license from Garage Games. TGE is no longer available since the 3D engine of Torque family has been superseded by Torque 3D. Torque engine is available for almost all major gaming platforms including Windows, Mac, iPhone, Wii and Xbox 360. The engines from Torque family specialized separately for 3D and 2D games. For 3D there are Torque 3D, Torque for the iPhone 3D, Torque for Wii, Torque X 3D for independent Xbox 360 developers and Torque 360 for licensed Microsoft Xbox 360 developers. For 2D there are Torque 2D, Torque for the iPhone 2D and Torque X 2D. Latest publishing and distribution service available from Garage Games is the web publishing using their latest 3D browser plug-in technology called Instant Action [25]. Developers can license this technology to make and deploy 3D games playable inside the web browsers.) {  h3 Z5 a7 K, ]8 s& Y# Z

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Unreal Development Kit (UDK) [9]
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UDK was released in November 2009 as a free PC edition of the Unreal Engine 3 (UE3). UE3 is the engine that powered the AAA games like Gears of War 2 and Unreal Tournament 3 and Rocksteady's Batman: Arkham Asylum. Though UE3 also supports other platforms including PlayStation 3 and Xbox 360, UDK is currently only available for PC. With the release of UDK, developers can now use it to create and release non-commercial Unreal Engine 3 games for free. However, developers who want to create and sell commercial games, Epic Games state in their licensing such that: "If you are creating a game or commercial application using UDK for sale or distribution to an end-user or client, or if you are providing services in connection with a game or application, the per-seat option does not apply. Instead the license terms for this arrangement are US $99 (Ninety Nine US Dollars) up-front, and a 0% royalty on you or your company's first $5,000 (US) in UDK related revenue, and a 25% royalty on UDK related revenue above $5,000 (US)."" n3 S, d1 L  A( H

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Gamebryo LightsSpeed Casual [10]
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Gamebryo LightSpeed is the newest technology from Emergent Game Technologies delivering the professional technology for start-to-finish multi-genre/multi-platform game development. In 2008, the company announced Gamebryo for Casual to support the growing casual gaming market. This is the same engine and tools that are being used by AAA game developers in the past. Its multi-platform support includes PC (DirectX9 and DirectX10), Xbox360/XBLA and PS3/PSN. The company provides customized license model based on the specific budgets and timelines of individual developers but MMOs are excluded from this program.
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! f; [! w- J' x  h4 `Adobe Flash CS4, Flex and AIR [13]6 t3 Z3 e" F) C5 s* y2 r

* N8 a- z8 t  d% _Adobe Flash CS4 is an artist-friendly tool to create interactive and rich media application for both desktops and devices. It is a great tool for prototyping. Developers can even embed Flash in C++ using a 3rd party application called F-in-box [15]. Adobe Flash Player is a cross-platform browser plug-in which is currently deployed over 98% of Internet-enabled desktops and Adobe AIR is a cross-platform runtime for building rich Internet applications that can be deployed outside the browser and integrate with the native operating system. Flex is a free, open source framework for building and maintaining expressive web applications that deploy consistently on major browsers, desktops, and operating systems. The Flex framework is the foundation of Flash Catalyst and Flash Builder software. These tools and frameworks build up is known as the Flash Platform. Its support for social applications like Facebook makes it the most promising choice to create social games.
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: I3 o/ g; E/ e  D3 \Fig 10: Sample Flash based social games, K7 t5 b  W/ h% Z' [
(Zynga Game Network©, PlayFish©)" g, W1 k; ^) n3 _* ^

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Java [20]% R- x4 [' t0 h; J! b0 s8 a  Q

  k0 b" d/ O- v% y: OJava is a programming language and platform released by Sun Microsystems in 1995. It is the underlying technology that many applications like utilities, games, and business software are using. Java runs on more than 850 million personal computers worldwide, and on billions of devices worldwide, including mobile and TV devices. [21] It has supports for basic 2D drawing. It does support 3D with an external library called Java3D API. But projects using Java3D are mainly academic and scientific visualization works and there are not much proven commercial games using this technology.
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References; w9 i" T0 d. |8 x# o- G8 `% c

5 @. A3 ^" ^# }  Z4 I) n/ A[1] http://sourceforge.net/projects/popcapframework/& r7 ]: W, p& d5 s7 U

/ V0 I& p5 S- K1 m' P# P$ t[2] https://developer.playfirst.com/home
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5 E5 L  y: e7 n) E0 U( p[3] http://www.blitzmax.com/6 d8 n% Y' C: a+ u: \2 Y8 Q

9 a* F' V3 t; x( O% \  ^. Y[4] http://hge.relishgames.com/
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[5] http://www.phelios.com/ptk/
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[6] http://creators.xna.com/
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; z" @- H: K7 p[7] http://unity3d.com/
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  L7 J( O$ z# u6 u, @) N/ D" v! y[8] http://www.torquepowered.com/
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' M, w- {5 m2 B9 N6 u7 N[9] http://www.udk.com/
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[10] http://www.emergent.net/en/Gamebryo-LightSpeed/" W) Z- G# z" _# A& N' r5 a" m
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[11] IGDA - Casual Games Technology Survey
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[12] http://www.unknownworlds.com/decoda% {. x6 M: q4 t9 p0 B4 B

8 O; M# e* D# b4 y! K[13] http://www.adobe.com/products/
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& T5 B* U; u% i0 z/ ]3 B+ X( ]  ~[14] http://unity3d.com/gallery/game-list/
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[15] http://www.f-in-box.com/7 K  [$ J! |$ v* C! q

( d/ _2 R6 v: V% p( f[16] GDC 09: Overview of Tools & Engines by David Fox
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% ~! _. _/ Q6 x$ I# O+ J4 M[17] http://www.statowl.com/plugin_overview.php% H3 g: N7 Z; G3 g' [
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[18] http://www.adobe.com/products/player_census/shockwaveplayer/
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[19] http://blogs.unity3d.com/2008/03 ... plugin-penetration/) i$ ~1 i& g" z8 E% C) z
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[20] http://www.java.com/en/
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[21] http://www.java.com/en/download/faq/index.xml0 v6 X  J3 ~1 l. @1 s
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[22] http://www.un4seen.com/
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6 d$ @: m9 U: g! c0 P" P[23] http://gpwiki.org/index.php/Game_Engines
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[24] http://en.wikipedia.org/wiki/Usage_share_of_web_browsers
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: x. ], S( a" x6 j[25] http://www.instantaction.com/$ ]2 B# a. C1 `2 \
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[26] http://en.wikipedia.org/wiki/Usage_share_of_operating_systems
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[27] http://blog.nielsen.com/nielsenw ... obalfaces_mar09.pdf
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[28] http://www.facebook.com/press/info.php?statistics6 Q: Y6 ?% {- P" B1 {& O1 k9 h# Y- b1 F

' d  Y0 ~! S% v# b3 b[29] Keynote - Apple iPhone OS 4 Event - April 8, 2010; @: x6 R3 @& c9 k: g0 r

) K8 {8 [- f1 g  ?[30] http://148apps.biz/app-store-metrics/
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沙发
发表于 2011-1-11 20:47 | 只看该作者
非常感谢!是篇好文章。
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板凳
 楼主| 发表于 2011-1-17 22:07 | 只看该作者
转一篇繁体翻译好的
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4 B( c; p5 _6 ~  q1 Y技術概觀
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PopCap框架(PCF)[參照資料1]
( w/ L; c0 J/ y/ P% \這是一流的休閒遊戲開發商PopCap用來開發它旗下如寶石迷陣(Bejeweled)、祖瑪(Zuma)等這些著名遊戲的框架。在2005年的時候對外免費釋出。然而從2009年3月之後,PopCap不再繼續對這個框架提供技術支援。目前這個框架已經移到專門收集保存開放原始碼的網站 SourceForge.net存放[參照資料1]。使用者仍然可以使用這個框架來開發,而且需要取得使用權,即使取得使用權這事不是非常重要。7 b0 I9 O' {( x; |: C
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PopCap 框架使用C++寫成,Direct3D7做硬體加速貼圖。它也支援軟體貼圖,好能夠讓舊式電腦的相容性最大化。它同時還有資源載入、記憶體管理、XML剖析器、圖形介面控制小工具和輸入步驟記錄這些特徵。而音效跟音樂部份要透過像BASS、FMOD等等這些第三方資料庫來提供。目前PopCap框架只有 PC版本可用。不過還是有給Mac的社群端口。* F, X2 T) P* p; V1 I+ \, N4 `

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PlayFirst的遊樂場開發工具組(Playground SDK)[參照資料2]
  ~) T. w# s- G5 S  v. d% |* c" j像PCF一樣,這也是休閒遊戲開發商PlayFirst提供的免費框架。它同時支援硬體加速2D和3D貼圖。使用者可以用LUA語言來撰寫遊戲腳本和設計圖形介面元素。而且在來源階段編譯的偵錯上,也支援使用Decoda LUA偵錯器[參照資料12]。
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# w4 K; u% ~. r2 O2 V% m$ v- A; ?Playground SDK超越PCF的主要優勢就是它同時支援PC和Mac兩種平台。其他語言版本的在地化也可以簡單靠著Unicode XML字串試算表來完成。. B7 Y' P; O. c1 c7 I3 E2 I( @

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BlitzMax [參照資料3]
) R  a% j! b6 Q' }BlitzMax 是Blitz Research開發的商業用遊戲程式語言。它是一種允許開發者使用以BASIC為基礎,不過略有強化的程式語言。是種多平台的2D遊戲開發語言。以 BlitzMax寫成的遊戲可以在Windows、Mac OS X和Linux三種主要的PC平台上運行。1 r2 y( f# j, M  V+ A

8 \& q+ o" r% ]BlitzMax是PC專有的原創2D遊戲引擎BlitzPlus的後繼者。在3D遊戲的開發上,開發者們可以選用另一種叫做Blitz3D的引擎。, a  o8 `6 }) x" r, N1 k
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" m0 f' L: d. U* y( V0 X4 kHAAF的遊戲引擎(HGE)[參照資料4]' {. S  s6 N7 G2 J  K) O& [
HGE是種強力而且簡單使用硬體加速的2D遊戲引擎。是可以快速且簡單開發商業品質2D遊戲的中介軟體。它使用C++建立在DirectX8的基礎上。只支援Windows平台。同時並不支持腳本編譯、網路功能和執行緒控制。
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HGE 支援圖形介面控制項的,但並不提供可供編輯外觀的工具。不過它在遊戲開發上提供了兩項很棒的工具:分子效果編輯器,允許視覺上編輯2D分子效果的所有參數;和點陣字型建構器,安裝在系統內的任何字型。HGE引擎本身是免費而且開放原始碼的,但是在使用音效資料庫BASS[參照資料22]上卻不是開源的。開發者需要購買BASS的許可,才能在商業應用程式上使用。
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PTK 2D遊戲引擎 [參照資料5]1 |8 s% d  Q3 n- _1 C# P3 `
PTK是種具有圍繞OpenGL建立而成3D性能的多平台2D遊戲引擎,亦或是具有用OpendGL開發3D多平台遊戲可能性的Direct 3D加速硬體。0 M5 J2 F3 X& z' t
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PTK是以簡單考量設計,並且使用C/C++寫成。它並沒有像PCF那樣的圖形介面小工具特徵,但選擇PTK甚於PCF的首要原因就是它包含了PC、Mac和Linux的多平台支援。9 v0 w- M# \& @( z' g" p7 r# H

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9 N! D1 W0 [" r( kXNA遊戲工作室(XNA Game Studio)[參照資料6]. H3 H3 U. u& d9 t
微軟XNA遊戲工作室是套以微軟Visual Studio支援版本為基礎的工具,它允許學生和業餘愛好者替Windows、Xbox 360娛樂系統和Zune開發遊戲。微軟在GDC 2010發布最新的XNA遊戲工作室4.0版,此版本加入了對微軟未來推動的Windows Phone 7手機系列支援。
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要在Xbox 360上發表遊戲,開發者有兩種選擇,不管是哪一種都需要大量的金錢跟經驗基礎。而對獨立遊戲開發者,想要出版和銷售遊戲到Xbox Live賣場,必須要有XNA創作者線上俱樂部的付費會員資格。然而,想要發表商業性的Xbox Live Arcade和光碟版遊戲,開發者必須先成為一個經認可的微軟Xbox 360開發商。4 y% R7 U+ ]) q/ }- e6 I

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Unity 3D [參照資料7]3 g4 f% u0 E8 _. u% Y- v
已經發行的Unity首版完全只能純在Mac上運行。不過該公司以Unity 2.5版做為在Windows上釋出的首版,並且突然把Unity開放成一個更寬廣的開發者社群。
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8 X4 {: a$ U+ D在2009年10月,Unity的年度「Unite」大會上,該公司宣佈了Unity 2.6版,而且同時也宣佈了支援Xbox 360的消息,還宣告Unity給獨立製作者的版本免費。8 a$ l9 K' K0 H/ V6 b
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就在2010年遊戲開發者大會(GDC 2010)之前,Unity宣佈了Unity iPhone 1.6版,此版本加入了.NET 2.1的支援,減少了應用程式的大小高達25%,而且還在Unity的其他版本加入了核心網路特色,允許開發者在Wi-Fi或3G上提供多人遊戲。0 I# Y9 V! f. e- ~" Y7 l; T

& t# I" a9 c! L# {" d! `已經有超過10萬人下載並且安裝了Unity,並且還有超過600款使用Unity iPhone版[參照資料14]製作的應用程式在蘋果的軟體銷售平台App Store上架。: L% p" e8 ~6 ?* Y6 P8 f8 i" L
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Unity 3.0會在2010年夏季發布,並且會包括統合編輯器、來源階段除錯,和延遲貼圖系統的內容。Unity也正在宣佈除了目前像網頁、Xbox 360、Wii和iPhone可行的平台外,增加Android、iPad和PS3這些平台的可用性。: H' j: S! }. c; Z5 D. I- T
(譯註:Unity在台灣為奇銳科技代理) 0 t1 ?8 A, T/ @3 }0 L, z
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Torque [參照資料8]
' L, j/ r4 Q. ]- DTorque遊戲引擎(TGE)是原來由Dynamix製作2001年的一款FPS Tribe 2的3D電腦遊戲引擎修正版,而目前可以從Garage Games取得許可權。但自從Torque家族的3D引擎被Torque 3D接管後,TGE便不再通用。
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' }* g! R9 b: d8 a: tTorque引擎幾乎可以在所有的平台通用,包括Windows、Mac、iPhone、Wii和Xbox 360。來自Torque家族的引擎又可以特別分為3D和2D。
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: |' u0 j8 X3 s: u& ~4 v在3D方面,可分為Torque 3D、iPhone 3D用Torque、Wii用Torque、獨立Xbox 360開發者用的Torque X 3D,和微軟許可Xbox 360開發商用的Torque 360。
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在2D方面,可分為Torque 2D、iPhone 2D用Torque,和Torque X 2D。3 Y6 ?# M+ ^' E4 w% Y! P: z
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由Garage Games最新發行和可使用的分散式服務,是使用最新3D瀏覽器附加元件技術「即時行動(Instant Aciotn)[參照資料25]」的網上發行功能。開發者可以取得這項技術的許可,來製作和散布可以在網頁瀏覽器內遊玩的3D遊戲。" o( ^% D7 ]: K4 ], P: [6 a
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Unreal開發套件(UDK)[參照資料9]. Z  A3 `8 E( p" g
UDK是在2009年11月釋出,作為Unreal引擎3(UE3)的PC免費版。UE3是款提供像《戰爭機器2(Gears of War 2)》、《浴血戰場3(Unreal Tournament 3)》和Rocksteady的《蝙蝠俠:小丑大逃亡(Batman: Arkham Asylum)》等等這些3A級遊戲強大效能的引擎。雖然UE3已經支援包括PS3和Xbox360在內的其他平台,但UDK目前只支援PC平台而已。
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隨著UDK的釋出,開發者現在可以製作跟釋出非商業化的免費UE3引擎遊戲。然而,對想要製作和銷售商業遊戲的開發者,Epic Game做出了如下的許可聲明:
  W) ]9 k& O8 J/ g+ N# R「如果正在使用UDK開發遊戲或商業應用程式來銷售或給終端用戶或玩家,或者是提供遊戲或應用程式的網路連接服務,每台單機的授權許可選項便不再適用。$ ^& |- m) h$ k: p
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此合約的許可條款改為必須先支付99元美金的前金,並且在個人或公司方面使用UDK的相關收益在5千美金以下不酌收權利金;而在5千美金以上的收入,收取25%的權利金。」$ n& {- y, r9 l5 m1 Z
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-----------------------------
7 |5 |5 c; k9 M) ?1 `Gamebryo光速休閒版(LightSpeed Casual)[參照資料10]) O% |3 |7 V; M
Gamebryo光速是由Emergent Game科技發表的最新技術,是種可從頭到尾一氣呵成,而且支援多類型/多平台遊戲開發環境的專業技術。
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8 o' a: r. B& m/ E; }2008年,該公司宣佈了休閒用Gamebryo來支援逐漸成長的休閒遊戲市場。它和過去一些3A級遊戲開發商所使用的版本具有同樣的引擎和工具。支援包括PC(DirectX 9和DirectX 10)、Xbox 360/XBLA,和PS3/PSN的多種平台。
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基於個人開發者的特別預算和時間限制,該公司提供了客製化許可設計方案,不過MMO遊戲並不包括在設計方案內。
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Adobe Flash CS4、Flex和AIR[參照資料13]5 a! c) j5 z# x7 o
Adobe Flash CS4是一套對美術友善的工具,能夠在桌上型電腦和其他設備上開發互動性高而且豐富的媒體應用程式。在創作原型上,它是一樣很棒的工具。開發者可以使用第三方應用程式F-in-box來在C++上嵌入FLASH。
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Adobe FLASH播放器是一種跨平台的瀏覽器附加元件,散布在超過98%具有網際網路功能的桌上電腦裡;而Adobe AIR是種用來建構豐富網際網路應用程式的跨平台運算,還可以在瀏覽器外散布,與整合本地操作系統。
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4 Q; C, C1 z- M. Y! |Flex是套免費、開放原始碼的框架,用來建構和維護那些通常在主流瀏覽器、桌上型電腦和作業系統發布的在線應用程式。Flex框架是Flash Catalyst和Flash Builder兩套軟體的基礎。
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2 U! M% {6 Z# y* T這些工具和框架集合就是已知的Flash平台。在支援像臉書這樣的社交應用程式上,證明Adobe的這些軟體對開發社交遊戲是很有希望的選擇。
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6 `& B' x, d$ I7 o$ O/ f3 ?--------------------------
* ]% q2 q, G; FJava [參照資料20]3 r) \& X. r9 N" M1 ]0 v1 {
Java是昇陽科技在1995年釋出的一種程式語言和平台。是目前許多像公用程式、遊戲和商業軟體這些正在使用的應用程式的基本技術。Java可以在全世界超過8億5千萬台的個人電腦,還有包括行動和電視裝置總共數以億計的設備上運行。[參照資料21]: d7 A  F# Y# ^4 P: n
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Java支援基本的2D繪圖,搭配上稱作Java3D API的外部資料庫也能夠支援3D。但是使用Java3D的專案主要都是學術和科學視覺化工作的用途,商業遊戲不太使用這種技術。+ ]! q& j2 D' |1 A! S; O. U' |
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參照資料:2 ~+ U6 s3 L, j: W) Z: n
[1] Popcap框架(PCF)下載連結頁面
- n8 R% a% y' M[2] Playfirst開發者網站主頁% ?, }4 y0 w% k
[3] BlitzMax官方網站$ g) A9 z( g, D% w) u5 t3 l2 ^
[4] HGE遊戲引擎官方網站! b2 H5 D2 a, B
[5] PTK遊戲引擎官方網站0 |( _0 c% Z0 X0 I! |
[6] XNA創作者官方網站. z* B1 ]; \$ S
[7] Unity科技官方網站
3 X/ Y- b( A0 |& K( K[8] Torque官方網站
" b: j' C% |$ e& x* i; w& i[9] UDK官方網站
/ Q  ?2 }3 x2 i  S# u" S[10] Gamebryo光速引擎介紹主頁: d2 ?& A( O9 v9 U& k8 t
[11] 國際遊戲開發者協會(IGDA) - 休閒遊戲技術調查
! ~: z; J0 ]8 B5 Y[12] 具有LUA整合開發環境和除錯功能的軟體decoda介紹頁面
) j+ Y* [& a1 i# i( l! A3 f0 v( d[13] Adobe官方網站的產品介紹頁面/ d  @% }# K. n% T; O. W4 U4 U
[14] 使用Unity所開發遊戲的名單
' O( \: S6 V  Y' b: s' N6 Q[15] 引擎內嵌FLASH用的第三方資料庫f-in-box官方網站
7 A; T! d6 Q, R( O  h4 J[16] GDC 09 - David Fox:遊戲的工具與引擎概觀) ?- u  r$ V/ P9 {& v7 w% P
[17] 網頁瀏覽器附加元件市佔率
" B7 b& k, v# b8 T' z7 X7 ]$ R[18] Shockwave Player的市佔率+ D; N6 _' U- O# N' }8 n( U: M
[19] Unity官方部落格:對瀏覽器附加元件滲透力的想法
1 x! ^0 n# U8 ~4 v[20] JAVA官方網站
1 K$ @+ u0 X3 i4 M# h: Y. \5 ?[21] JAVA技術FAQ
; q2 ?3 U" c: c' ^" Q[22] BASS音效資料庫的開發商Un4seen官方網站
% q, [" Q/ S6 q& b) b[23] 遊戲程設維基關於遊戲引擎的列表
# i# n% {1 L& I/ c% K[24] 維基百科(英文):網頁瀏覽器市佔率
, `' z- F) N7 t& E/ ], w6 K[25] Torque附加技術InstantAction官方網站7 n) f* k7 D+ v1 I1 ?& f. z( |
[26] 維基百科(英文):作業系統市佔率
/ Z3 i) P0 g  p[27] 尼爾森報告:社交網路的新全球足跡(PDF檔,下載連結)3 d+ j( A, ]1 X! f# ^$ d3 J1 j! f* x
[28] Facebook新聞中心的統計資料0 r3 C9 ^* j( [7 S
[29] 蘋果iPhone OS 4發表會Keynote簡報(2010/04/08) - (影片連結)
- l9 p7 P6 v) T5 i" e2 t3 k5 S[30] 蘋果開發新聞和社群資訊148Apps
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地板
发表于 2011-1-17 23:55 | 只看该作者
再次感谢楼主!
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  r  ]; W; D8 T) }" b顺便透露一个小道消息,AGS即将开放源码了。。。
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5#
发表于 2011-9-4 22:30 | 只看该作者
顶 问一下 是不是big fish的所有游戏都是使用同一款引擎啊,
# C0 Z  n$ b- R( `' a而且貌似bigfish也又外包啊 这样外包的游戏是否还是bigfish的商标啊?
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6#
发表于 2011-10-18 14:29 | 只看该作者
如何可以方便的判断出来某游戏的开发引擎?
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