暗黑破坏神3Bashiok回应关于血液的问题(续)
翻译:tremble
QUOTE: Our lead tech artist Julian and I talked a bit yesterday about some of the effects and fading, and he gave me some more insight as to how they're working and being changed. We also went in to some of the questions you've all brought up, and so I'll hit some specific points too (with quotes!).
我们的首席技术美工Julian昨天和我谈到了一些关于效果和效果消退的内容,他让我能洞悉更多关于他们如何工作,和如何做出改变的内容.我们也讨论了一些你们大家提到的问题,所以我在这里要通过回复一些玩家的发言来提出一些观点.(引用下来的部分)
QUOTE: --------------------------------------------------------------------------------
Q u o t e:
or just disconnecting corpses from the physics engine when they come to rest, and have them fade out
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或者当尸体静止下来之后切断物理引擎对它们的控制,然后再让它们渐渐消失.
QUOTE: Aside from my previous comment of this not being nearly as fun (it would also look/feel kind of lame), Havok already knows when an object has come to rest and so they already have a lower cost when they're still. Additionally with the proposed method there is no reliable way to determine when or even if a body will come to rest. In a single player game with a class that maybe doesn't use a ton of skills that interact with corpses in a significant way this could work, but in a multiplayer game there could potentially be hundreds of corpses piling up as they've never come to rest due to all of the player skills firing off.
We're also taking extra care to minimize the ability of a player to impact the performance of another player, as was sometimes maliciously done in Diablo II.
除了我之前在回复中所说的:这样做一点也不好玩(甚至看起来/感觉起来就很无聊).Havok引擎可以知道什么时候一个物体会静止下来,所以当物体静止下来以后它们所占用的资源会降低.此外即使使用了最好的方法,引擎也不能决定一个尸体什么时候停下来.在单人游戏中,一个角色也许不会使用很多的会对尸体产生明显影响的技能,在这种情况下,你的提议也许可行.但是在多人游戏中,几个玩家发出的技能很可能令成百上千的尸体不停的上下翻滚,就好像这些尸体不会停下来一样.
我们同时也额外关注了如何减小玩家技能对别的玩家的影响.因为在D2中时常有一些玩家恶意的用技能去影响其他玩家的操作.
QUOTE: --------------------------------------------------------------------------------
Q u o t e:
I am wondering why you just use an object's age and don't specify a complexity and priority attribute for each object. By combining these two with the age method you would be able to fade out highly complex physics and low priority (tiny) objects earlier.
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我想知道为什么你们仅仅使用物体存在的时间来判断物体何时消失,而不指定每个物体的复杂度和优先等级.通过把两个数据和物体存在时间结合起来,你们就可以使得物理效果更复杂的物体和优先级低的(比如小的)物体提前消失.
QUOTE: I'm just going to quote Julian from an e-mail at this point so I'm not rewriting his words and acting like I know what I'm talking about here - "Because most objects in the game that use the age method aren't different enough in anatomical complexity for this to yield significant benefits. The size of objects generally isn't a factor. It is the number of unseen physics meshes that the technical artists add to these things that matters and they tend to be pretty similar from actor to actor. This is largely due to the anatomical similarity of living things in nature..."
Most things have appendages, a back bone, head, etc.
Julian also made the point that while we have our new system for determining the number and age of a physics actors, we still have the old tried and true "disappear after n seconds" method. We can actually choose which actors use which system, so our intent is to make sure that a destroyed table won't make a corpse disappear, for instance. The corpse probably being the more important of the two to keep around.
Quite a few of you were discussing options, sliders, ways to control how long something takes to disappear, etc. and that may be a possibility. The current setting, which is around 20, is just our initial implementation. There's always the possibility for that number to change, or for it to potentially be variable by the player. We do want to keep the game options uncluttered and consistent as much as possible though.
我将会引用Julian发给我的邮件中关于这一点的内容,这样我就不用改写他的用词,然和装作这些东西是我想出来的 -- "因为游戏中的大部分使用存在时间法测定的物体在结构复杂性上区别度不够,这样的话就不能产生最好的效果.物体的尺寸一般来说不是测定的一个因素.测定的因素是那些不可见的物理网格线的条数,这些网格线是由技术美工添加到相关物体上的,而不同"物理演员"的网格线都非常的相似.而这主要是由于游戏环境中可动物体的结构相似..."
大部分的的物体都有附加物,一块背上的骨头,头,等等.
Julian也提出了一个观点,这个观点就是在我们使用新的系统来决定物理"演员"的数量与存在时间的同时,我们也试着使用老的办法"在N秒后消失".我们实际上可以选择哪些"演员"用哪些系统,所以我们的目的是确保一个损坏的桌子不会使尸体消失,当然这只是一个例子.尸体也许比其它物体更重要,所以它们可以被保留下来.
你们中只有很少的人在讨论选项,边栏,控制物体花多长时间消失的方法,等等.而这些讨论可能会有潜在的价值.在目前的设定中,同屏"物理"演员的数量是大约20个,这只是我们最初的一个设定.这些数字是有可能改变的,或者可以由玩家自行设定.尽管我们希望游戏的选项能尽可能的保持整齐一致.
原帖地址:http://www.battle.net/forums/thread.aspx?fn=d3-general&t=362413&tmp=1#post362413
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