开源游戏的事后风格化

Michael Lester, C. Laxer
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引用次数: 0

摘要

开源游戏可以从渲染引擎的风格化中受益,即使是在生命周期结束后。如果没有专业的内容美工,就很难实现许多游戏所追求的目标真实感。相反,他们尝试的结果往往被认为是不自然的。换句话说,如果用户看到复杂、逼真的纹理,他们就会期待详细的几何图形。如果没有交付,图形系统将受到指责。通过去除视觉上的杂乱,如高频纹理或复杂的阴影,可以获得更一致的效果,这样只强调视觉上相关的信息。这通常能够显著改善老旧的游戏引擎;简单,低多边形几何受益于风格化的阴影,大致匹配其抽象水平(LOA)。通过为用户提供新鲜体验并推动开发工作,这既改善了游戏本身,也改善了游戏社区。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Postmortem stylization of open-source games
Open-source games can benefit from stylization of their rendering engine, even after end-of-life. Without professional content artists, it is difficult to achieve the targeted realistic look to which many games aspire. Instead, the result of their attempts is often perceived as unnatural. In other words, if users see complex, realistic textures, they expect detailed geometry. If this is not delivered, the graphics system is blamed. A more consistent effect can be achieved by removing visual clutter, such as high-frequency textures or complex shading, so that only visually relevant information is emphasized. This can often result in a significant improvement for aging game engines; the simple, low-poly geometry benefits from stylized shading that roughly matches its level of abstraction (LOA). This improves both the game itself and its community by providing users a fresh experience and boosting development efforts.
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