软件开发生命周期模型_游戏开发生命周期模型

本文介绍了软件和游戏开发中常见的生命周期模型,包括瀑布模型、螺旋模型、迭代模型、V型模型和敏捷模型。每种模型都有其特点和适用场景,如瀑布模型适合需求稳定的情况,螺旋模型强调风险管理和迭代,敏捷模型则注重快速响应变化。
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软件开发生命周期模型

Since in the last chapter, there were a lot of topics/terms which were left unexplained, so let's try and help you understand the whole picture. First let us discuss about the software/game development lifecycle models which are usually followed in the corporate or individual firms.

自上一章以来,有许多主题/术语无法解释,因此让我们尝试帮助您理解整个情况。 首先,让我们讨论公司/个人公司通常遵循的软件/游戏开发生命周期模型。

If you are a beginner Game developer, we understand it will be difficult for you to follow any of these lifecycle models, but there is no harm in knowing about them.

如果您是游戏初学者,我们知道您很难遵循这些生命周期模型中的任何一个,但是了解它们不会有任何危害。

生命周期模型 (Lifecycle Models)

There are a lot of proposed software/game development lifecycle models which follow a specific life cycle during the process of development. These models are also termed as Process & Development Models. All these models follow a chain of steps in a circular formation, which is unique to its type for ensuring success in its development stage.

有许多建议的软件/游戏开发生命周期模型,这些模型在开发过程中遵循特定的生命周期。 这些模型也称为流程和开发模型 。 所有这些模型都遵循一系列循环的步骤,这是确保其开发阶段成功的独特类型。

The list of some of the famous development models that all corporate firms and game developers follow are:

所有公司和游戏开发商都遵循的一些著名的开发模型如下:

瀑布模型 (Waterfall Model)

It is the oldest and most frequently used model and follows simple and straight-forward methodologies - according to which first complete one phase, then move on to the next phase (no going backwards). Every stage of waterfall model depends on the information passed on from the previous stage. It is easier to understand and to manage effectively.

它是最古老,使用最频繁的模型,遵循简单直接的方法-根据该方法,首先完成一个阶段,然后继续进行下一个阶段(不退步)。 瀑布模型的每个阶段都取决于前一阶段传递的信息。 更容易理解和有效管理。

This model was very popular during early(1980's to mid 90's) game developments when the requirements were constant through the development. But these days, requirements change every day, hence following this model is not a good choice. It can be used for small game projects.

这种模型在早期(1980年代到90年代中期)游戏开发期间非常流行,当时整个开发过程中的需求是恒定的。 但是如今,需求每天都在变化,因此遵循此模型不是一个好的选择。 它可以用于小型游戏项目。

Waterfall Game Development Model

螺旋模型 (Spiral Model)

This one is a flexible model. The spiral model has a repetitive approach, going forward in a circular manner where the project passes through four phases over and over in the form of a spiral, until it reaches the completion, hence allowing several rounds of refinement.

这是一个灵活的模型。 螺旋模型具有重复的方法,在该项目通过四个阶段以螺旋的形式反复穿过的圆形的方式前进,直到它到达完成,因此允许几轮细化。

Spiral Game Development Model

In Game development, the typical steps in a Spiral Lifecycle Model are:

在游戏开发中,螺旋生命周期模型的典型步骤为:

  1. Design and Planning

    设计与规划

  2. Implement the plan or in other words code the Game.

    实施计划,换句话说,编写游戏代码。

  3. Play Test: This involves playing the game and analysing it for improvements, looking for bugs/issues etc.

    玩测试 :涉及玩游戏并分析其改进之处,查找错误/问题等。

  4. Evaluation of the current progress. Understanding what we did right, what we did wrong, and with new point of observations, move back to step 1.

    评价当前进展。 了解我们做对了什么,做错了什么以及有了新的观察点后,回到第1步。

螺旋模型的优点 (Advantages of Spiral Model)
  1. Risk is Low.

    风险低。

  2. One should always start with development of Core features.

    人们应该始终从开发核心功能开始。

  3. A working prototype is ready in less time.

    一个可用的原型可以在更短的时间内准备就绪。

  4. This model allows for faster changes.

    该模型允许更快的更改。

  5. This model works well with SCRUM.

    该模型与SCRUM配合良好。

迭代模型 (Iterative Model)

Here instead of beginning with fully known requirements, you can also start implementing a set of software requirements, testing, evaluating and plug-in further requirements after an iteration. During each iteration, new version of the game gets produced. This rinsing and repetition goes on until the complete project is ready.

在这里,您可以开始实施一组软件需求,测试,评估并在迭代后插入其他需求,而不是从众所周知的需求开始。 在每次迭代过程中,都会产生新版本的游戏。 漂洗和重复一直进行到整个项目准备就绪为止。

Iterative Game Development Model

V型模型 (V-Shaped Model)

This model is also called the Verification and Validation model and this model was born out of the Waterfall model and has the characteristics of a parallel running testing activity during each of its development stages. Like the waterfall model, each stage of V-shaped model is dependent on its previous stage. This model plays its role perfectly when all the requirements are clear before hand, as it's very difficult to have a backward movement for making any changes.

该模型也称为验证验证模型,该模型是从Waterfall模型中衍生出来的,并且在每个开发阶段都具有并行运行测试活动的特征。 像瀑布模型一样,V形模型的每个阶段都取决于其先前的阶段。 在事先明确所有要求的情况下,该模型可以完美地发挥作用,因为进行任何更改都很难向后移动。

大爆炸模型 (Big Bang Model)

It doesn't totally follow the SDLC methodologies or in other words this model does not follows any specific process, and very small amount of time is spent on planning and designing this model at the time of game development. A bulk amount of resources are focused towards development. This is one of the uncommon methodologies normally used for small projects where only two to three developers are working for developing a game.

它并没有完全遵循SDLC方法论,换句话说,该模型没有遵循任何特定过程,并且在游戏开发时花了很少的时间来计划和设计该模型。 大量资源集中于发展。 这是通常用于小型项目的不常见方法之一,其中只有两到三个开发人员正在开发游戏。

敏捷模型 (Agile Model)

In this model, the product is broken down into a set of features, and hence it is used for quickly delivering a working product and so considered as a very rational development method. This model generates ongoing releases of your project, each having small and incremental changes updated from the previous released version. At each cycle, the project is tested and then released.

在此模型中,产品分解为一组功能,因此可用于快速交付有效产品,因此被认为是一种非常合理的开发方法。 此模型会生成项目的持续发行版本,每个发行版本都具有较小和增量的更改,这些更改是从先前发行的版本更新而来的。 在每个周期,都要测试项目然后发布。

For detailed info on Agile: Agile Principles

有关敏捷的详细信息: 敏捷原则

翻译自: https://www.studytonight.com/3d-game-engineering-with-unity/game-development-models

软件开发生命周期模型

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