设计模式适用于网络第一人称射击游戏编程

Junfeng Qu, Yong Wei, Yinglei Song
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引用次数: 3

摘要

我们研究了FPS游戏开发中的一些问题,如表现力玩法、游戏和角色状态管理、渲染场景、游戏世界中的地图、在线和团队交流、游戏中的武器管理以及多敌人渲染。为了提高游戏开发的可重用性、可维护性和质量,以适应不断发展的游戏开发过程,我们探讨了如何应用设计模式来处理FPS游戏开发中的问题。虽然讨论了一些设计模式,但其他设计模式可能也适用,因为游戏编程非常复杂,无法独立分离每种模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design patterns applied for networked first person shooting game programming
We studied issues in FPS game development such as expressive play, game and character states management, rending scene, maps in game world, online and team communication, weapon management in game, and multi-enemy rendering. In order to increase reusability, maintainability, and quality of game development to adapt to evolutionary game development process, we explored on how to apply design patterns to handle issues with FPS game development. Although some design patterns are discussed, other design patterns might suitable as well because game programming are so complicated to separate each pattern independently.
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