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1.
基于SDL & OpenGL的三维游戏优化技术   总被引:2,自引:0,他引:2  
跨平台三维游戏的开发技术及其优化技术引起了关注和讨论.该文以一款具体的跨平台三维游戏设计为例,分析了游戏中的各种功能实现及优化技术,包括纹理技术、列表技术、高级字体技术、反走样技术以及绘制顺序的优化策略等,通过运用这些优化技术,得到了较好的游戏结果.  相似文献   

2.
跨平台三维游戏的开发技术及其优化技术引起了关注和讨论。该文以一款具体的跨平台三维游戏设计为例,分析了游戏中的各种功能实现及优化技术,包括纹理技术、列表技术、高级字体技术、反走样技术以及绘制顺序的优化策略等,通过运用这些优化技术,得到了较好的游戏结果。  相似文献   

3.
跨平台三维游戏的开发技术及其优化技术引起了关注和讨论。该文以一款具体的跨平台三维游戏设计为例,分析了游戏中的各种功能实现及优化技术,包括纹理技术、列表技术、高级字体技术、反走样技术以及绘制顺序的优化策略等,通过运用这些优化技术,得到了较好的游戏结果。  相似文献   

4.
跨平台三维游戏开发技术里面涉及的优化技术是相对难于掌握的,在介绍跨平台技术的基础上,以具体的游戏设计为例,对三维游戏中的各种功能的实现和优化技术,包括纹理技术、列表技术、高级字体技术等进行了分析和介绍,并运用这些技术得到较好的游戏效果。  相似文献   

5.
目前三维游戏中利用了虚拟场景,以便捷的人机交互,为游戏者提供最佳的游戏体验.三维游戏的衍生在很大程度上推动了虚拟现实(VR)技术的更新优化,其涵盖了虚拟现实所有技术.本文基于VR技术设计开发三维射击游戏.首先分析游戏开发需求,其次设计三维VR系统结构与游戏开发流程,再次详细规划三维射击游戏功能模块,最后进行游戏人物、场...  相似文献   

6.
为解决当前跨平台游戏开发难度较大的问题,使用三维游戏引擎Unity 3D开发了一款三维射击游戏,并移植到Windows,Web,Mac,MacDashboard等多个平台。从图形用户界面、关卡设计、动画模块、声音模块、人工智能等模块人手,阐述了游戏开发过程,解决了陨石围绕星体公转,用A*算法实现飞机自动寻找最近的陨石,建立对声音的监听等问题,并对纹理贴图、天空盒等问题进行了实现和优化。  相似文献   

7.
为解决当前游戏开发中跨平台比较麻烦的问题,开发了一款多平台三维空战游戏。为提高碰撞检测速度,使用了立方体包围盒技术,并进一步优化为梯形台包围盒。在粒子系统中使用椭圆体来表现粒子,一个椭圆体上有上百个粒子,直径较小的椭圆体直接用点来代替。为了使游戏也可在手机平台上运行,经算法比较,减少粒子颜色至64色。同时从多线程、模型优化等方面对系统进行了优化。系统包括图形用户界面、物理模块、粒子系统模块等,最后被移植到Windows,Web,Mac,MacDashboard等多个平台。实验表明,该游戏运行流畅,达到设计要求。  相似文献   

8.
以钢铁企业炼铁生产参数为研究资料,实现高炉炼铁配料优化、炼铁数据和三维模型的多元化展示.本文主要研究在Qt平台下设计研发了跨平台的智能炼铁配料系统,采用线性规划的方法建立炼铁配料的数学模型,利用单纯形法求解达到成本最优,以及利用FFmpeg库实现高炉数模动画的播放和OpenGL实现高炉三维模型的动态展示.本文首先介绍了系统利用到的一些相关技术,其次对系统的数据提取、更新、优化算法的设计进行了分析,最后对配料优化、数据的二维展示、三维模型的动态展示的实现和测试进行了介绍.  相似文献   

9.
nagbirdmen 《电脑自做》2006,(12):129-132
随着XBOX360的大卖.大量同时跨PC与XBOX360平台的游戏诞生。而最近的”极品飞车10”和“F.E.A.R.撤离点”就是其中的代表。这样的游戏出于跨平台方面的考虑,更偏向优化XBOX360这个固定配置的游戏平台.所以很多PC机全特效跑这两个游戏的时候显得并不那么顺畅,这是跨平台游戏的一个特点,所幸的大部分游戏公司.特别是EA这类游戏界大腕的游戏在通过灵活的硬件设置之后,能够让大部分普通配置的PC满足游戏的要求。  相似文献   

10.
从新工科背景下软件工程专业实践课程应用典型案例库的构建角度出发,以基于Cocos2d-x引擎的跨平台游戏开发为例,从软件的设计、开发、测试、运行几个环节详细介绍了一款跨平台休闲益智游戏—躲避刺豚君的全过程.Cocos2d-x游戏引擎的CocosCreator作为新出现的游戏开发工具,相比于其他游戏开发工具的特点、优势,...  相似文献   

11.
本文通过Action Script3.0设计一款Flash小游戏。完成游戏的脚本制作以及角色、界面、场景设计。实现Flash将动画,游戏,音乐相结合的技术。  相似文献   

12.
随着信息技术的发展,越来越多的棋牌游戏被搬到了计算机和网络上。在众多的扑克牌游戏中,识牌游戏具有极强的趣味性。在介绍了"角谷猜想"变换的概况之后,给出了它的一种变形变换方法,并以此为算法,设计和实现了一种找牌游戏。  相似文献   

13.
In recent years, the cross discipline of game theory and the control theory has been emerging. This paperwill survey this newly growing direction. First, the development from optimization of control systems to games consisting of multi-purpose controls is introduced, which demonstrates the close relationship between control theory and game theory. Secondly, the control-oriented game is considered. Three kinds of problems are discussed in details: i) Learning strategy in game theory, which is basically the same as the adaptive control; ii) state space approach for control systems is applied to evolutionary games; and iii)machine-human game is treated as the optimal control problem. Finally, after introducing some new results on potential games, the game-based control is studied. Three kind of control problems using potential games are investigated: i) The consensus of multi-agent systems is considered; ii) the maximization of the distributed coverage of multi-agents on a graph is discussed; and iii) the congestion control is investigated using congestion game technology. Some other game-based control problems are also briefly introduced. A prediction for the control systems in next generation is presented in conclusion.  相似文献   

14.
五子棋算法的研究与思考   总被引:1,自引:0,他引:1  
通过对五子棋算法的研究,探讨在博弈算法设计中优化的一些基本思路,并对其他棋类博弈算法提出一些思考和展望。  相似文献   

15.
我国网络游戏以每年40%以上的速度持续增长,同时网游以平均1:2.5倍左右的比例带动电信以及相关IT产业的增长。所以研究网游经济的绿色可持续发展模式是非常有必要的,而作为网游经济效益的核心网游技术显得尤为重要。  相似文献   

16.
In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static learning materials for teaching such concepts. Undergraduate computer game development courses are currently a growing area of UK higher education. Computer game development can often involve the use of mathematical modelling of two-dimensional and three-dimensional computer game objects and their interactions. Overall, it appeared that animated learning materials appeared to be perceived as being more useful to undergraduate computer games students than traditional learning materials for learning such concepts.  相似文献   

17.
Serious digital games may be an effective tool for prosocial message dissemination because they offer technology and experiences that encourage players to share them with others, and spread virally. But little is known about the factors that predict players’ willingness to share games with others in their social network. This panel study explores how several factors, including sharing technology use, emotional responses, and game enjoyment, contribute to players’ decision to share the game Darfur is Dying, with others. College students played the game and completed questionnaires that assessed whether they had shared the games at two different time points: during game play and after game play. Positive emotions predicted sharing while students played the game, but negative emotions predicted whether the game was shared after initial game play. Game enjoyment predicted players’ intentions to share the game, but it did not predict actual sharing behavior. Neither players’ general use of sharing technologies nor their satisfaction related to sharing digital content predicted sharing intentions or behavior. These findings have implications for the study of viral social marketing campaigns, and serious game design and theory.  相似文献   

18.
Computer games stand to benefit from “cloud” technology by doing heavy-weight, graphics-intensive computations at the server, sending only the visual game frames down to a thin client, with the client sending only the player actions upstream to the server. However, computer games tend to be graphically intense with fast-paced user actions necessitating bitrates and update frequencies that may stress end-host networks. Understanding the traffic characteristics of thin client games is important for building traffic models and traffic classifiers, as well as adequately planning network infrastructures to meet future demand. While there have been numerous studies detailing online game traffic and streaming video traffic, this paper provides the first detailed study of the network characteristic of OnLive, a commercially available thin client game system. Carefully designed experiments measure OnLive game traffic for several game genres, analyzing the bitrates, packet sizes and inter-packet times for both upstream and downstream game traffic, and analyzing frame rates for the games. Results indicate OnLive rapidly sends large packets downstream, similar but still significantly different than live video. Upstream, OnLive less frequently sends much smaller packets, significantly different than upstream traditional game client traffic. OnLive supports only the top frame rates with high-capacity end-host connections, but provides good frame rates with moderate end-host connections. The results should be a useful beginning to building effective traffic models and traffic classifiers and for preparing end-host networks to support this upcoming generation of computer games.  相似文献   

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