An auxiliary development framework for lightweight RPG games based on Unity3D

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Bo Zhang, Huiping Shi, Xinyu Wang
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引用次数: 0

Abstract

With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.

Abstract Image

Abstract Image

基于Unity3D的轻量级RPG游戏辅助开发框架
随着虚拟现实技术在电影、视频动画和游戏等行业的日益普及,游戏开发商必须迎合更广泛的玩家。游戏引擎充当中间件,减少了编码时间,提高了创建视频游戏的生产力。虽然主流游戏引擎提供了大量的定制选项,但某些开发者可能会发现自己在控制游戏的特定方面时受到了限制。由于当前游戏引擎(如Unity和Unreal)缺乏内置功能,作者开发了基于Unity3D的轻量级框架TRPGFramework来解决其中的一些问题。游戏框架由两个主要部分组成:ZGamework(总体框架)和BGamework(游戏特定框架)。为了增强游戏开发过程中的性能、可扩展性和代码可重用性,实现了实体-组件-系统结构。这种方法提高了可维护性,使代码更加清晰、易于扩展和可调试。通过创建一个简单的2D RPG游戏进行性能测试,我们证实了该框架显著提高了代码的可重用性和模块性,从而加快了开发时间,提高了交互式应用程序和游戏的效率。这个框架对于创建实时战斗角色扮演游戏特别有用,这是当今最复杂的游戏之一。利用实体-组件-系统原理,我们开发了一个优化的buff系统和单位控制器,允许数百个智能单位在同一屏幕上作战,或数千个非智能单位同时作战。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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