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[小解释]卡马克的新技术真不怎么样吗?

引用:
原帖由 barbruce 于 2007-8-5 23:25 发表
实际这里大部分人都没弄明白卡马克这个作品演示了什么。

如果你去听卡马克的介绍,这个引擎允许制作者可以随意更改任意位置的显示效果同时不会对运行速度造成任何影响。

比如对一个占用500像素的平面,贴一张覆盖500像素的贴图和500个像素每个贴1张贴图(即500张贴图)其效率是一样的。这些东西果然都只有有相关知识的人才能弄明白它先进在哪里吗?

另外视频里提到整个场景都使用独一无二的材质,即任意位置,包括山体等等,都没有使用同一张贴图,即"世界上没有任意两个苹果一模一样"

这引擎的意义在于:游戏制作人只要制作好游戏的规则、逻辑部分,完全不用考虑画面显示,艺术家可以随意雕琢游戏,不用担心会使效率下降。
按照您的解释,这种mega texture技术真的能提升效率么?
引用:
原帖由 爱你一棒陲 于 2007-8-6 16:11 发表
神乎其技的东东,美工苦力们的救星啊!
是救星还是灾星?

Tim Sweeney 如是说:

Jacob- And this isn't really related to UT2007 or UE3, but I'm sure you have heard John Carmack talking a lot about megatexturing and how he uses it. I was just wondering what your thoughts on it was?

Sweeney- So, megatexturing is this idea of applying absolutely unique textures to every object in your environment everywhere. Computationally it looks kinda difficult because our resolutions are always going up at a steady rate, the amount of detail on our environment is increasing and the sizes of our environments are increasing. This, to me implies that you want to reuse your content very frequently. You want to be able to build a mesh in one place and reuse it hundreds of places of the environment just with minor modifications here and there. So, if your going to move in a mega texturing direction, I think you really have to look at that in the context of a larger material system that lets you instance objects and share assets and not have an explosion in the amount of content creation work that’s required because if an artist has to sit down and paint every little detail in every object in the world, that an uneconomical approach to game development. So in order for Mega texturing to work on a large scale, I think you need excellent tools, for being able to reuse, instance and reuse all this data so you save the artists time and they don’t have to rebuild custom things all over the place.

[ 本帖最后由 RestlessDream 于 2007-8-6 16:39 编辑 ]


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引用:
原帖由 Jabberwork 于 2007-8-6 17:12 发表
叉包,说实话你喷JC根本没意义,首先JC从来都是力挺XO,至少从2005年开始就已经在挺了,其次这些真正的纯技术的东西你懂多少?
Tim Sweeney没错是这说他不喜欢JC的MEGA TEXTURE的概念,但谁规定TIM说的话就一定是对的,他们两人斗来斗去那从90年代就开始的事情了。
人家JC是说MEGA TEXTURE可以做到那种能力,又没说过非得那样做,对美工而言完全可以量力而行,关键是MEGA TEXTURE提供了这种可能性。

说来JC是在OPENGL下工作,他开发的引擎一直重点关注的就是光影效果,而TIM一直写的是DX的程序,关注的重点也不一样,两人谁也不服谁非常正常,你用得着死撑着在那贬JC么?
俺有喷JC么?

俺是觉得JC不应该被神化

JC出个mega texture那么多人关注,还不如把精力放到UE上去。GameDeveloper去年评的Top20开发商19家在用UE3做次世代的东西

[ 本帖最后由 RestlessDream 于 2007-8-6 17:35 编辑 ]



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引用:
原帖由 kelaredbull 于 2007-8-6 17:40 发表
那只能说你不理解看法人员看到Tech 5以后的感受,说真的,恐怕相比UE来说Tech 5才是从美术的着眼点开发的引擎。
JC从美术的着眼点开发引擎……这的确是新鲜的说法。我还要适应一下……


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