fps软件工作量评估示例_介绍FPS示例

fps软件工作量评估示例

At Unite LA yesterday, we announced the first release of the FPS Sample project,  a multiplayer First-Person Shooter game. You can now download the full project including both source code and assets.

昨天洛杉矶的Unite ,我们宣布了第一款FPS Sample项目的发布,这是一款多人第一人称射击游戏。 现在,您可以下载完整的项目,包括源代码和资产。

The project is for you to use as a source of inspiration. You can also use it to learn from how we applied some of the latest features in Unity. It demonstrates one of the many approaches to using Unity to develop shooter-based game mechanics.

该项目供您用作灵感来源。 您还可以使用它来学习我们如何应用Unity中的一些最新功能。 它演示了使用Unity开发基于射击游戏的游戏机制的众多方法之一。

您可以随意使用 (Yours to use as you please)

The project includes everything from source code and artwork assets to sounds effects. However, none of these are Asset Store packages. This enables you to extract, pick apart and use the specific parts you need.

该项目包括从源代码和图稿资产到音效的所有内容 。 但是,这些都不是资产商店软件包。 这使您可以提取,整理和使用所需的特定零件。

You are, of course, also welcome to use the full project as a framework or starting point for your own game and, as all the assets are available under the Unity Companion License, you can even use it for Unity-based commercial projects as well. We hope the game becomes a platform that can help you bootstrap your project.

当然,也欢迎您使用整个项目作为您自己的游戏的框架或起点,并且由于 资产 在 Unity Companion许可 下可用 ,您甚至可以将其用于基于Unity的商业项目,例如好。 宽 E希望游戏成为一个平台,可以帮助你引导你的项目。

This first release is available for PC, and the plan is to expand the support for Mac and both PS4 and Xbox One later.

此第一个版本适用 于PC,并且计划在以后扩展对Mac,PS4和Xbox One的支持。

演示地址

香草团结 (Vanilla Unity)

The project runs on the latest beta version of Unity (at the time of writing 2018.3b6). It’s been a core principle for the team to run on what is often referred to as vanilla Unity, in other words, it doesn’t require custom builds. Similarly, the project requires no Asset Store packages.

该项目在 Unity最新Beta版本上 运行 (撰写本文时为2018.3b6)。 这是团队在通常被称为Vanilla Unity上运行的核心原则,换句话说,它不需要自定义构建。 同样,该项目不需要资产存储包。

整体改善Unity的独特位置 (A unique position to improve Unity as a whole)

The plan is to continuously update the project to the most recent versions and to adopt the latest features. However, we are also taking advantage of the fact that the very nature of the project puts us in a good position to gather feedback. First, we are an internal team sitting in the heart of the R&D department and using the latest bleeding-edge features. Next, we are simulating your real working conditions by building a full working project.  

计划是将项目不断更新到最新版本并采用最新功能。 但是,我们还利用这样一个事实,即项目的本质使我们处于收集反馈的良好位置。 首先,我们是一个内部团队,位于研发部门的核心,并使用最新的尖端功能。 接下来,我们通过构建一个完整的工作项目来模拟您的实际工作条件。

大图 (The big picture)

These favorable conditions will help us improve both the new features and Unity as a whole. While we look at and review every single bug report we receive, working on a pre-release release version also offers an opportunity to improve Unity from a more holistic perspective. As projects get larger and more complex, maintaining scalability is key to maintaining an efficient workflow. In order to address this issue, supporting the team’s productivity is another focus area.

这些有利条件将帮助我们改善新功能和整体Unity。 当我们查看并查看收到的每个错误报告时,使用预发行版本还可以从更全面的角度改进Unity。 随着项目变得越来越大,越来越复杂,维持可伸缩性是维持高效工作流程的关键。 为了解决此问题,支持团队的生产力是另一个重点领域。

The project is designed by a team of just 6 experienced game developers in our demo team based in Copenhagen.

该项目由位于哥本哈根的演示团队中只有6个经验丰富的游戏开发人员的团队设计。

细节和效率 (Details and efficiency)

The result is that we’re solving a lot of pain points related to working with content. We have optimized performance and refined technical solutions in order to achieve the desired game mechanics. One of our other goals has been to help bring new features — such as the HDRP, which is in preview until sometime in 2019 — to a production-ready state faster. But our focus is also on the small things and helping to keep our R&D teams well-informed regarding future development.

结果是,我们解决了许多与处理内容有关的难题。 我们已优化性能和完善的技术解决方案,以实现所需的游戏机制。 我们的另一个目标之一是帮助将新功能(例如 HDRP ,在2019年之前的某个时间预览)更快地投入生产。 但是,我们的重点也放在小事情上,并有助于使我们的研发团队对未来的发展保持知情。

质量的内在好处 (Inherent benefits to quality)

Having a simulated real-world production makes the sample team act as a kind of extension of QA, driving quality and stability. There are already numerous examples of how features have been optimized and improved due to sample-team involvement.

通过模拟真实的生产,样本团队可以充当质量检查的延伸,从而提高质量和稳定性。 已经有许多示例说明由于样本团队的参与如何优化和改进功能。

The project contains a fully populated level and two fully rigged character classes.

该项目包含一个完全填充的级别和两个完全绑定的角色类。

使用HDRP创建高度风格化的图形 (Creating highly stylized graphics using HDRP)

The new HDRP is a modern, physically-based rendering pipeline, which has already contributed to amazing demos like Adam and Book of the Dead. But a physically-based renderer can also be used to create a stylized look. In the FPS Sample, we show how that can be done.

新的HDRP是基于物理的现代渲染管道,已经为 AdamDead of Dead之 类的出色演示做出了贡献 。 但是,基于物理的渲染器也可以用于创建样式化外观。 在FPS样本中,我们展示了如何做到这一点。

For example, you will be able to explore how subsurface scattering has been implemented in the project. In the plants in the main level, you can see how we have simulated how light penetrates a translucent surface like a leaf.

例如,您将能够探索项目中地下散射的实现方式。 在主层的植物中,您可以看到我们如何模拟光如何穿透半透明的表面(如叶子)。

In the FPS Sample we are using a highly stylized style using the HDRP.

在FPS样本中,我们使用HDRP使用高度风格化的样式。

Other examples include decals and some of the new lighting features of HDRP, including the rectangular lights that allow you to define rectilinear geometry, which emits light. Other examples include the new line light feature, which allows emission from a line shape.

其他示例包括贴花和HDRP的一些新的照明功能,包括允许您定义发射光的直线几何的矩形光。 其他示例包括新的线条灯功能,该功能允许从线条形状发出光。

The lightmapping in FPS Sample is achieved through Unity’s Progressive Lightmapper, our fast path-tracing-based light mapper system that provides baked Lightmaps and Light Probes with progressive updates in the Unity Editor.

FPS示例中的灯光映射是通过Unity的Progressive Lightmapper实现的,该产品是我们基于路径的快速光映射器系统,可在Unity编辑器中为烘焙的Lightmap和Light Probes提供渐进更新。

为多人射击游戏构建高性能的网络代码 (Building performant netcode for multiplayer shooters)

Creating performant netcode for smooth and fair shooter gameplay that feels just right can be daunting. For example, it can be challenging to properly manage the world-state, or in other words, the positions each character populates in the game world. The solution is — rather than using the actual positions you get from the server —  to interpolate between them. Similarly, the problem of sluggish movement is addressed by a technique called client-prediction, which allows the player/character to move without approval from the server.

为感觉平平无奇的射击游戏而创建高性能的网络代码可能会令人生畏。 例如,适当地管理世界状态,换句话说,每个角色在游戏世界中的位置,可能是一个挑战。 解决方案是-在服务器之间进行插值,而不是使用从服务器获得的实际位置。 类似地,缓慢的移动问题通过称为客户端预测的技术解决,该技术允许玩家/角色在未经服务器批准的情况下移动。

You also want to have a solution for lag-compensation and authorization, while at the same time hosting the game with effective compression and servers with a small memory footprint in terms of being cost-efficient.

您还希望有一个滞后补偿和授权解决方案, 同时以经济高效的方式同时托管具有有效压缩功能的游戏和具有较小内存占用的服务器。

In the FPS Sample, you can find inspiration for solving problems by looking at how we approached the issues above. The netcode in FPS Sample offers a good starting point for tackling these problems. The netcode is using Unity’s new transport layer, which was just released in preview.

在FPS示例中,您可以通过研究我们如何解决上述问题来找到解决问题的灵感。 FPS示例中的网络代码为解决这些问题提供了一个很好的起点。 该网络代码使用的是Unity的新传输层,该层刚刚在Preview中发布 。

演示地址

2019年会发生什么 (What to expect in 2019)

We will continue to maintain and further develop the FPS Sample in the upcoming Unity versions.

我们将继续维护和进一步开发即将发布的Unity版本中的FPS示例。

That also means that you can expect the project to adopt new features, such as the VFX Graph, in future updates. You can also look forward to a tutorial and a making-of blog series in 2019.

这也意味着您可以期望项目在将来的更新中采用新功能,例如VFX Graph。 您还可以期待2019年的教程和博客博客系列。

我该如何开始? (How do I get started?)

To get the project, make sure you are running the latest beta version of Unity. You can also download it from the Unity Hub. Next download the project from our Github repository. Find instructions on how to get started in our forum and in the readme file in the project. We would also love to hear from you in our forum if you have suggestions on how to improve the project in general, or if you are experiencing problems.

要获得项目,请确保您正在运行Unity的最新Beta版本 。 您也可以从Unity Hub下载。 接下来从我们的Github存储库下载项目 。 在我们的论坛和项目的自述文件中找到有关如何入门的说明。 如果您对总体上如何改善项目有任何建议,或者遇到问题,我们也希望在我们的论坛上收到您的来信

翻译自: https://blogs.unity3d.com/2018/10/24/introducing-the-fps-sample/

fps软件工作量评估示例

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