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[业评] 武僧这个角色还能再扯淡一点么,女性角色对应是尼姑咩?

打得这个闹挺,这个喧哗啊…………  四个人混战的时候场面乱的没法看, 放焰火游戏目指!!


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我说武术指导啊,兄弟们,看帖请看完整,这刀光剑影的,鼠标往哪儿点都不知道了



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引用:
原帖由 好蓝啊 于 2009-8-24 16:11 发表
樓主根本就是沒事找事

就算回到d2,找個沒玩過對技能完全不熟悉的人,看到8個人亂戰,滿屏幕閃電,錘子,骨頭,標槍,飛來飛去的刺客還有地上爬的熊,你能說明白你看見什么么?
D2是这种美术风格么?每招一种颜色啊……棒子网游也没这么花哨吧


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引用:
原帖由 rexxar 于 2009-8-24 16:30 发表
d3画面乱一点无所谓,玩的人分的清就好。
但是这sc2画面杂乱了就很麻烦-观赏性是竞技性的一个重要组成部分。所以sc2急需一些开关:比如死亡效果关闭之类的。
乱斗的时候当然还OK,鼠标点呗。万一是PVP呢? 万一是HARD CORE模式呢?


我意思没必要这么花里胡哨的,这算是引擎不行美工补吗?

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引用:
原帖由 fengxveye 于 2009-8-24 23:37 发表

笑死我了,BLZ高水准的引擎技术在星际2和暗黑3体现的淋漓精致,这和你信不信有啥关系?

难道你不信地球围着太阳转,地球就围着你转不成?哦,还真是你的鬼大爷信。
磊猴,BLZ的引擎一点不高水准,你黑BLZ要黑的有水平

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引用:
原帖由 fengxveye 于 2009-8-26 10:05 发表


你天天黑BLZ很累吧,不过每次被人打脸估计也麻木了。

BLZ的引擎是公认的高水准,这种常识你懂不懂又有什么关系呢?继续你的不停被打脸的暴黑之路吧。
2333,你新来的吧。  我和叉包酱卜等专业暴黑战的时候,你还在LVUP撸管子呢吧

公认的高水准……SC2 和 D3 用的啥引擎啊,你给我说说, 几几年的产品,还有谁在用?  还鸡 巴常识…………

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引用:
原帖由 fengxveye 于 2009-8-26 11:40 发表


无知到你这种程度,还真是可笑,我驳斥暴黑的时候,估计你还在看喜羊羊吧?

SC2和D3都是暴雪全新开发的新引擎,你说谁在用?

“还有谁在用”?这种幼稚的话你都能说的出来,真是彪悍。

什么都不懂就充大 ...
我已经不行了      你们谁来救救他吧………… 我不搁这儿丢人了

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引用:
原帖由 fengxveye 于 2009-8-26 11:50 发表
负责《星际争霸II》的首席设计师DustinBrowder及游戏制作人ChrisSigaty在瑞典一个电玩节目中表示该作的配乐由规模空前的全编制交响乐队负责演绎;游戏由一个全新研制的引擎驱动,从技术角度来说,没有一处沿用自《魔 ...
真难为你了,从哪个犄角旮旯里GOOGLE出来的    good job!!!





我尝试性的以 “星际2  什么引擎” 作为关键字,出来的第一条果然就是这暴黑引用的     你还是没叉包和酱卜专业啊 :fq7: :fq7:

[ 本帖最后由 上海狗狗 于 2009-8-26 13:51 编辑 ]

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不跟你这玩了,你又没叉包好玩,自己学习一下,别到处丢人

What is this 'Havok' and what does it mean for StarCraft II?

In basic terms, when Blizzard developers want to design their games, and indeed most game developers, it would take an awful amount of time to create the entirety of a game. I'm not just talking about level design and triggering, but the actual base functions and features themselves. From three dimensional sound to proper interaction with hardware, developers usually acquire certain other companies, such as Creative Sound providing their expertise and tools in return for having their name in the game and usually a large amount of capital (read as 'money'). Havok is a software system designed to emulate the laws of physics in a simplistic manner, basically taking the world environment and building it up with techniques that appear to give it weight, density, momentum, gravity, and friction; with the ultimate aim to make the game look more realistic.

Havok Tools make up a portion of what will feature the Blizzard engine that powers StarCraft II. What exactly Blizzard developers will do with the tool is completely up to them and some effects could be as yet unseen, but it is likely to have a focus upon the unit models and wrapping that emulation of real world physics to their movements, and it is likely to feature in the terrain and objects destructibles, that is the character models and the world environment e.g. You fire your Crucio Siege Tank's 120mm Shock Cannon to impact a blast upon a rock, breaking it into several pieces. In a more realistic appearance some bits break off and fly off in different directions with different distances, speeds, and angles, some soaring overhead while others bounce for a meter or so across the ground to come to a halt barely any distance from their starting point. In order to make this effect work truly well, physics emulators like Havok come into play to make this effect come to life in a brilliant manner, adding increased processing loads but a greater degree of accuracy to the world we inhabit.

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担心你不懂英语,WIKI也不一定会用,低端的给你一个百度链接吧,看完再回来喷,希望能有进步


http://baike.baidu.com/view/85895.htm

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引用:
原帖由 fengxveye 于 2009-8-26 14:04 发表


狗狗,丢人不是这样丢的啊,你怎么可以这样丢人呢

绕了一大圈,原来阁下把havok物理引擎当做星际2引擎了?

我倒是不担心你英语不够用,而是担心你的智商不够用啊。

希望你分清楚 ...
嗲,前一秒钟还没听说过HAVOK,后一秒钟就可以在这敲地板了, 网络的神奇就在于此,让我没办法当面大耳光子抽你, 你不就还想知道点HAVOK的知识么,你直接问不就得了


Havok Behavior™
Havok Behavior™ is a system for developing event-driven character behaviors in a game. The Havok Behavior product is comprised of an intuitive composition tool for artists and designers, and a run-time SDK for game programmers. Together, the Behavior tool and SDK provide “what you see is what you get” results, accelerating development of cutting edge character performances for current and next-generation game titles.

Havok Physics™
State-of-the-art game physics solution, for use with in-house game animation systems. For current and next-generation game platforms.

Havok Animation™
A fast and flexible animation SDK and tool chain that provide optimized playback and real-time blending on current and next-generation game systems. Comprehensive compression of animation data, inverse kinematics for corrected foot placement, and out-of-the-box integration with Havok Physics enable a new range of game-play possibilities.

Havok Cloth™
Havok Cloth is a new platform-optimized runtime and toolset that dramatically increases the realism of game characters and environments. It allows character designers to go beyond simplistic tight-fitting or hand-animated clothing, and to add realistic, physically-based motion to garments like skirts, capes, shirts, trousers and coats, as well other deformable items like hair, bellies or tails. Environmental objects like flags, banners, curtains and vegetation can also be deformed by Havok Cloth. Havok Cloth is easily customizable and fits into today’s workflow without burdening artists, animators or programmers.



Havok Destruction™
Now available, Havok Destruction™ is the cross-platform tool for simulation of rigid body destruction. Destruction gives the game artist total control over the simulation, drastically reducing the production time and cost of creating large numbers of realistic destructible game objects. Havok Destruction can create a completely new game play experience by giving additional realism to structural mechanics, graphical effects and game level design.

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引用:
原帖由 fengxveye 于 2009-8-26 14:15 发表


哟,一开始说暴雪的星际2和暗黑3引擎不行,"几几年的产品,还有谁在用?"

结果被我当众打脸,在我拿出星际2和暗黑3是暴雪专门研制的新引擎的证据面前,又开始企图扯到havok物理引擎上。

在我面前玩这个,你 ...
是的是的,于是用HAVOK引擎封装的HALF-LIFE使用的是雪乐山自己研制的新引擎,名叫half-life引擎
用HAVOK引擎封装的Max Payne 2使用的是R*自己研制的新引擎,名叫Max Payne 2引擎
用HAVOK引擎封装的Age of Empires III使用的是微软自己研制的新引擎,名叫Age of Empires III引擎
用HAVOK引擎封装的Splinter Cell使用的是ubi自己研制的新引擎,名叫Splinter Cell引擎 
……
……
……

那不用说了,星际2和魔兽3 一定使用的是BLZ自己开发研制的 【the 星际2】引擎 和 【the 魔兽3】 引擎 了,  于是纵观业界,没有一款游戏在使用重复的引擎, 一片欣欣向荣的景象

[ 本帖最后由 上海狗狗 于 2009-8-26 14:28 编辑 ]

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引用:
原帖由 fengxveye 于 2009-8-26 14:32 发表


哦耶,别忘了还有水雷的英雄连和战锤40K2哦

购买物理引擎作为自己研制的游戏引擎的一部分的厂商多了,以后还有的是呢,狗狗你可以千万记得以后在每一个游戏出来的时候都要加上一句”几几年的产品,还有谁在用 ...
现学现卖美,最后还能还你一句“别忘了”,网络啊,你让我情何以堪。

所以我自然是输了,我和你这种【在每个游戏背后都有他独立的引擎】论者还有什么好说的。  但愿你是我说的这种人,而不是一个单纯的无知的试图亡羊补牢的暴黑

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引用:
原帖由 fengxveye 于 2009-8-26 14:58 发表
好欢乐,我在36楼的帖子中率先提到HAVOK引擎,倒是不知道后头是谁现学现卖装灰太狼。
“率先提到”美   "率先google到"更适合你

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搁这儿跟我喷了半天,回头一看,哦,原来36楼自己曾几何时已经把havok几个字目给ctrlV过来了,于是摇身一变成了【率先提到】者了。

率先提到者磊猴
率先提到者拽金

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