游戏《饥荒》开发架构技术分析

本文深入探讨了热门游戏《饥荒》的开发架构,包括预制件、组件、状态图和智能行为等方面的技术实现,揭示了游戏背后的创新设计。
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翻译来自:http://forums.kleientertainment.com/topic/25850-wots-the-diff-prefabs-components-stategraphs-and-brains/




Wots The Diff?? Prefabs, Components, Stategraphs, And Brains
有啥区别? 预设,组件,状态图,大脑


I understand that there might be some confusion about these four parts of an entity, so here's a brief description of when to use each one.
 我知道一个实体的这四个部分可能会让人困惑,所以接下来我会简述一下什么时候用哪一个。


Prefabs and Components:
预设和组件


These two are the meat and potatoes of any entity in the world and where you'll be spending the most time. There is a simple way to think of the difference:
这两个是,在饥荒世界里,任何实体最基本的组成部分。你会花费大量功夫在它俩上面。它俩最简单的区别就是:
 
Prefabs are what a thing IS.
Components are what a thing DOES.
预设:这个物体是什么
组件:这个物体做什么


Lets look at the firepit as an example. What is it? A firepit! So it becomes a "firepit" prefab. What does it do? Well, it gets built, and it burns, and takes fuel, and can be looked at, and produces light... So we don't make a "firepit" component, instead we have "burnable" component, and "fueled" component, and so forth.
现在举个例子: 火堆,它是什么?火堆!所以它就是一个“预设”。它会做什么?
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