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游戏无界 | blog.darksh0w.com Reviews
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游戏策划 游戏开发 游戏制作 心情驿站
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1 Unity3D
2 游戏策划
3 游戏开发
4 游戏制作
5 游戏美术
6 游戏团队
7 游戏管理
8 商业游戏
9 游戏外挂
10 游戏反外挂
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游戏无界 达秀的黑暗空间,跳转到内容,关于unity3d如何写游戏逻辑部分的思考,unity3d,97 comments,assetbundle,首先说下资源打包的目的,我认为资源打包无非是为了以下几方面的目的,最重要的是使游戏资源可动态更新,而不用每次都走发布流程,其次可快速解决一些因为资源带来bug,最后就是手动控制资源的使用,节约内存,提升游戏性能,好了,基于打包的目的,我的思考出发点是unity3d几个原生概念,scene 场景,pref 全文阅读,98 comments,的资源打包,架构之力
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游戏无界 | blog.darksh0w.com Reviews

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游戏服务端 | 游戏无界·达秀的黑暗空间

http://blog.darksh0w.com/archives/tag/游戏服务端

游戏策划 游戏开发 游戏制作 心情驿站. 乱谈游戏服务端分布式架构 二 published on. Read more posts by the author of 乱谈游戏服务端分布式架构 二 ,. 乱谈游戏服务端分布式架构 一 published on. Read more posts by the author of 乱谈游戏服务端分布式架构 一 ,. 的含义,很多人将 分布式架构 和 分布式运算 两个词理解为同一个概念。 这里说的 服务端能力 是指服务端的 逻辑处理能力. 为何按 物理机在网络上 的部署情况来分类 接下来我们就细细道来。 2003–2016 游戏无界 达秀的黑暗空间. Bull; Powered by WordPress.

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架构之力 | 游戏无界·达秀的黑暗空间

http://blog.darksh0w.com/archives/category/gamemake/architecture

游戏策划 游戏开发 游戏制作 心情驿站. 乱谈游戏服务端分布式架构 二 published on. Read more posts by the author of 乱谈游戏服务端分布式架构 二 ,. 乱谈游戏服务端分布式架构 一 published on. Read more posts by the author of 乱谈游戏服务端分布式架构 一 ,. 的含义,很多人将 分布式架构 和 分布式运算 两个词理解为同一个概念。 这里说的 服务端能力 是指服务端的 逻辑处理能力. 为何按 物理机在网络上 的部署情况来分类 接下来我们就细细道来。 Read more posts by the author of 游戏引擎GUI子系统,. 2003–2016 游戏无界 达秀的黑暗空间. Bull; Powered by WordPress.

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达·秀 | 游戏无界·达秀的黑暗空间

http://blog.darksh0w.com/archives/author/admin

游戏策划 游戏开发 游戏制作 心情驿站. Read more posts by the author of UE4中自定义Actor初始化相关备忘,. 使用时,我习惯在UE4 Editor中会先新建一个Class Blueprint 也就是类蓝图,派生于我的这个C 的Actor,如果从性能上考虑,这当然是不太好的,但是如果游戏是以原型开发模式来制作,那么做个Class BP就是必须的了,应为最终是策划在用这个东西,可以开放一些可以定制化的参数、暴露一些个接口出来给策划们去折腾。 现在扯回来,这个C Actor根据不同情况 注意 这里说的是你自定义的C Actor,并不是派生出来的. 这里进行增量的行为,在Editor模式下如果做增量行为,当你不自觉的按下Ctrl S 或者 编辑器AutoSave时,被增量的字段或内容会被永远保存下来,并影响到你所有的派生于此的BP Actor。 Read more posts by the author of UE4中的那些坑,. 最近一直在玩UE4,从4.6.x到现在的4.10.4,期间遇到不少的坑。 为甚么说要 明确分为两部分 呢 我认为派生于. Unity3D 资...

4

DF-GUI | 游戏无界·达秀的黑暗空间

http://blog.darksh0w.com/archives/category/gamemake/unity3d/df-gui

游戏策划 游戏开发 游戏制作 心情驿站. 译)DF-GUI快速入门(Tutorial Getting Started) published on. Read more posts by the author of (译)DF-GUI快速入门(Tutorial Getting Started),. In this tutorial, we’ll be covering how to use the UI Wizard to create a new GUI in your scene. The following steps assume that you are starting from scratch wi [全文阅读]. 2003–2016 游戏无界 达秀的黑暗空间. Bull; Powered by WordPress.

5

关于Unity3D如何写游戏逻辑部分的思考 | 游戏无界·达秀的黑暗空间

http://blog.darksh0w.com/archives/547

游戏策划 游戏开发 游戏制作 心情驿站. Read more posts by the author of 关于Unity3D如何写游戏逻辑部分的思考,. 简单来说 核心玩法 就是在一个游戏里玩家用大量的时间来使用的某一种 系统 ,没有了这个 系统 这个游戏就没有存在的意义。 在棋牌游戏中,最核心的就是 下棋 或 打牌 这个个过程,这个过程中所有玩家会触摸、点击、双击、拖放游戏中的一些元素,来推动游戏过程的进行,游戏完成后应该有一个对于胜负情况的统计和展示,然后当所有玩家准备好之后就开始下一次游戏。 我们将这个系统称为 博弈 系统或者叫 对战 系统,其中它有一个重要子系统叫做 结算 子系统。 来做,不能混在一起,否则项目越到后期越难驾驭,第一部分是 控制 逻辑,第二部分是 呈现 逻辑。 为甚么说要 明确分为两部分 呢 我认为派生于. 本站作品除特殊申明外均为原创,采用 知识共享署名-非商业性使用-禁止演绎 3.0 Unported许可协议. Unity3D 思考如何”填”资源打包的”坑”. Unity3D 思考如何”填”资源打包的”坑”. Larr; Older Comments.

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游戏无界

简单来说 核心玩法 就是在一个游戏里玩家用大量的时间来使用的某一种 系统 ,没有了这个 系统 这个游戏就没有存在的意义。 在棋牌游戏中,最核心的就是 下棋 或 打牌 这个个过程,这个过程中所有玩家会触摸、点击、双击、拖放游戏中的一些元素,来推动游戏过程的进行,游戏完成后应该有一个对于胜负情况的统计和展示 [全文阅读]. Unity3D 思考如何”填”资源打包的”坑”. 的含义,很多人将 分布式架构 和 分布式运算 两个词理解为同一个概念。 这里说的 服务端能力 是指服务端的 逻辑处理能力. 为何按 物理机在网络上 的部署情况来分类 接下来我们就细细道来。 In this tutorial, we’ll be covering how to use the UI Wizard to create a new GUI in your scene. The following steps assume that you are starting from scratch with a ne [全文阅读]. FreeBSD 9.0 下 MySql 安装备忘. FreeBSD 9.0 安装完成后的备忘.

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