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动作游戏策划设计文档
Welcome to Combat Design 101. This Article is designed to go over the fundamentals of combat design. In specific, the basics of a melee combat system, as the principals covered in this article do not necessarily apply to projectile combat or shooters in general. Every combat system has its own unique features and nuances, but somewhere at the heart of every good combat game you’ll find the designs that are covered here, whether it’s a 2-D or 3-D fighter like Street Fighter or Soul Calibur or a 3-D beat-em up like God of War. Though this is an article geared toward designers I will go into some detail on a few technical details. The first is a construct known as a State Machine. The state machine is central to any combat system so the first section will be dedicated to describing what a state machine is. If you are already familiar with state machines and are comfortable using them please feel free to skip the first section.
2017-11-21
Siggraph2011_SpecialEffectsWithDepth_WithNotes
作者使用Untiy介绍了许多使用深度缓存来实现的特效,能够帮助建立3D深度缓存的概念
2016-07-06
目前最好的Unity 单元测试框架
做Unity开发的,尤其在前期或者是涉及到一些基础环节的算法,一定要用单元测试来为自己的开发效率服务,Nunit是目前最好的框架了,可以参考使用
2015-03-22
Unity 性能优化
本PPT的作者是Unity官方的开发人员,在多个大型的游戏公司有过任职;PPT内存里对Unity环境下的原生内存,托管内存,垃圾回收机制进行了详细分析,并对可能会产生性能问题的瓶颈也进行了梳理
2015-03-22
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