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Sapnas su Olga

Olga_Kurylenko_by_bionic7

Dievaži, hilarious, kokių tik kartais sapnų man neprisisapnuoja. Nepaisant visų šyzų, kartais, tačiau tikrom retenybėm, būna ir kažkas labai tokio. Kažkas įsimintino ir žavingo. Vakarykštis sapnas buvo su kviestine kino žvaigžde. Leiskite pristatyti: ukrainietė aktorė ir modelis Olga Kurylenko. Taip, tai ta pati mergina iš kritiškai geimerių suvertinto kino filmo Hitman (2007),  Bond'u apsimesti bebandančio Craig'o filmo Quantum of Solace (2008) ir galiausiai šiemetinio klasikinių sci-fi filmų tribute'o su nuspėjama pabaiga, tačiau labai gražaus dizaino - Oblivion (2013), apie kurį dar spėsiu papasakoti (taip, visgi dar grįšiu prie filmų aprašymų, turėkit kantrybės). Olga yra ta aktorė, kurią siūlyčiau pačią pirmą, jei kada būtų filmuojamas žaidimo Portal motyvais paremtas filmas.

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RedditBest: Save game system from a top-level programming standpoint

Sample-Programming-Code

From a top level programming standpoint, state is evil, and saved games are all about preserving and restoring state, which is doubly evil. But let's break that down ...

So you play the game, and it takes up, say 1GB of regular RAM and 1GB of video RAM while running. A lot of that video ram is textures and stuff that you can reload when the game starts back up (though see below). But a lot of that RAM is taken up because the game is tracking game state: where your character is, where the NPCs and enemies are, what your character is carrying, what actions have ongoing consequences (i.e., you pushed a box, and the physics engine is telling the box how to fall), etc. If you just took that state and saved it to disk, your game saves would be huge -- like 1 -2 GB apiece, and it would take forever to write the save. So you need to divide that information into stuff that you need, but can be compressed, and stuff that you can rebuild the next time the game loads. That means that you a) have to figure out which information to save, and write software routines that extract that from RAM, b) have to figure out how to rebuild the rest of the information, and write the code to rebuild it, and c) have to fix all the interesting resume bugs that this creates (i.e., the box was falling when the player saved, but you forgot to write code that picked up where the fall left off, so now you have a box that get some random physics applied to it and floats or flies or sinks through the floor or whatever when the player reloads their game). And don't forget d) you need to make sure that your game engine is capable of smoothly reloading textures from any point in the level, without crazy pop-in and other stuff.

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